EDIT: The original post was 2 years old, so I updated it. Check 13thage.org for the latest versions.
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I have a long-running 13th Age campaign that started very soon after the first playtest went public. (EDIT: That campaign is over, but it lasted a good two years...) Meanwhile, I've grown to love the system and I've written a lot of stuff for it so far. Time to make a full list.
A big shout out to Kendall Jung, who gave it all a place to be hosted!
[H=Classes]Classes[/H]
The Warlock is the most mature project, with an ongoing playtest and countless of revisions. It's slowly approaching a well-balanced and stable state. This Warlock takes cues from both 3E and 4E: Like the 3E version, all of its spells are at-wills. Like the 4E version, it likes to put a curse on an enemy, then blast them to hell. Even though the at-wills remove spell bookkeeping, it's still a complex class to play with quite a bit of tactical flexibility. I am playing one right now and yes, it's a blast ... and a curse.
The Abomination is a melee class with a mutated body. Instead of weapons, it has claws. Instead of armor, it grows plates on its body. For mechanics, it uses flexible attacks similar to the fighter.
The Aeon Summoner was inspired by Final Fantasy. Ever dreamt of bringing the ability to summon something BIG at the gaming table? Here you are.
The original version wa experimental and a bit wonky, but I now made a major revision that aligns it with the summoning rules of 13TW and Glorantha (which were published after my first draft). It should now be roughly balanced against other casters like Wizard or Necromancer.
The Berserker has a similar theme to the barbarian but different mechanics: You build up a pool of rage dice with every hit and thus build your frenzy over time.
The Bladesinger was born from toying around with the escalation die. The class can choose where to add the escalation die, for example a boost to defenses. The class is also a classic gish, i.e. a spellcaster who can hold his own in melee, inspired by a legendary Fighter/Wizard Kit back from the AD&D days.
If you're a fan of the Tome of Battle - Book of Nine Swords, check out this conversion of the Warblade, Swordsage and Crusader: Disciple of the Nine Swords. I've tried to keep the mechanics as close to the original as possible.
You can think of the Fateweaver as an anti-chaos mage. The class has many tools to control randomness in the game.
The Psion is my version of psionics for 13th Age. It's mostly inspired by 3rd edition psionics, with power points and the ability to augment powers.
The Swordmage is another gish class. It's based on the 4E class, rebuilt within the 13th Age framework.
[H=Class Talents and Powers]Class Talents, Powers, Class Variants[/H]
If you are a fan of the classic Diablo II, the Amazon (Ranger), Paladin and Necromancer allow you to build a PC in the image of that game based on 13th Age classes.
Barbarian: Barbarian talent themes. Planning on a sturdy dwarven barbarian? A slender elf? An axe-crazy dragon cultist? A demonblooded rager? A winter-hardened northerner? A revenant back from the dead?
Bard: Remember the AD&D Blade Kit? Here you are. Also more bard talents and spells, songs, battlecries.
Chaos Mage: New chaos mage talents and spells.
Cleric: New domains and non-domain talents for Clerics. Want to convert a deity but 13th Age didn't have the domain? Here are the missing ones from the d20 SRD, plus a few more. Also spells.
Commander: New Commander talents. No new tactics and commands yet but it's on my to-do list.
Druid: New druid spells and options for all talents, hellholes as a new terrain, and even two new talents!
Fighter: Fighter talents and maneuvers. One of my goals was to make an archery fighter fully viable. I also added a few more flavor talents. The encounter power talents are fine, but I wanted to add some alternatives.
Monk: Monk talents. Forms are on my to-do list.
Necromancer: I also have some non-Diablo necromancer talents. Spells are coming up.
Paladin: First of all, Paladin Mounts. No self-respecting knight walks into battle, right? Also Adventurer tier, champion tier, epic tier talents. The core book paladin was really missing some viable high-level options, something he couldn't already have at level 1. Something to look forward to. Here you are.
Ranger: New talents for the ranger.
Or if you don't like the core book version of the class, here is a flexible attack-based version.
Rogue: You love the classic skill monkey rogue? Sneak attacks are great, but you want to have something to let you Move Silently, Pick Locks and Climb Walls like no other class could hope to? Have a look at these rogue talents. Or how about a Spellthief.
Or how about a Swashbuckler, based on the Rogue but built to face enemies head-on, rather than backstab.
I also have a few Rogue powers, but they are WIP.
Sorcerer: New Sorcerer talents and spells.
Wizard: New Wizard talents and Wizard spells. I've started to convert a bunch of classic D&D spells, they can be found in there.
[H=Races]Races[/H]
I went and converted the Talislanta races. There are so many, there is also Part 2 and Part 3. Over 80 in total. If you haven't heard of Talislanta, D&Ds intellectual stoner cousin, have a look at talislanta.com. Most of it is available as a free download.
I also added a few D&D races from different sources that didn't have a 13th Age version yet.
[H=Monsters]Monsters[/H]
Azers. Dwarves. On Fire. What's not to love? Tales of the 13th Age came up with official Azer stats after I posted these, but there is only one type in the book while I have four.
Duergar. Deep dwarves. After weird 3E psionics and a really lame 4E representation (shooting beard quills? WTF?) here's a proper version. They can meld into stone. Quite handy if you live underground...
If you happen to play in Eberron, you may appreciate this small collection of Living spells.
Massive Zombie Army. What it says on the tin.
Phase Spiderlings are phase spider babies. I needed some for a session.
The Bearmoeba. Yes, it's a cross between a bear and an amoeba. If you can't appreciate this, may I remind you that it was your beloved D&D that gave you the Duckbunny and the Flail Snail?
Anyway, this is 13th Age, so what you really need is Owlbear Cavalry.
[H=Magic Items]Magic Items[/H]
I've got Ankheg shell armors for you, and a Timestealer blade inspired by Prince of Persia. Both are from my campaign.
[H=House Rules]House Rules[/H]
I'm running 13th Age mostly by the book, but here are some variants I suggest:
The Fail Forward Table is a one-pager that can help you to speed things along when a PC failed a check and you're not quite sure what the consequences should be (while still pushing the game forward)
Whiffless Icon Rolls is a hack that helps you give icon relationship rolls of 1 to 4 a meaningful interpretation. It's recommended if you want to roll for icon relationship rolls less often, but with a guaranteed impact on the game.
-----
I have a long-running 13th Age campaign that started very soon after the first playtest went public. (EDIT: That campaign is over, but it lasted a good two years...) Meanwhile, I've grown to love the system and I've written a lot of stuff for it so far. Time to make a full list.
A big shout out to Kendall Jung, who gave it all a place to be hosted!
[H=Classes]Classes[/H]
The Warlock is the most mature project, with an ongoing playtest and countless of revisions. It's slowly approaching a well-balanced and stable state. This Warlock takes cues from both 3E and 4E: Like the 3E version, all of its spells are at-wills. Like the 4E version, it likes to put a curse on an enemy, then blast them to hell. Even though the at-wills remove spell bookkeeping, it's still a complex class to play with quite a bit of tactical flexibility. I am playing one right now and yes, it's a blast ... and a curse.
The Abomination is a melee class with a mutated body. Instead of weapons, it has claws. Instead of armor, it grows plates on its body. For mechanics, it uses flexible attacks similar to the fighter.
The Aeon Summoner was inspired by Final Fantasy. Ever dreamt of bringing the ability to summon something BIG at the gaming table? Here you are.
The original version wa experimental and a bit wonky, but I now made a major revision that aligns it with the summoning rules of 13TW and Glorantha (which were published after my first draft). It should now be roughly balanced against other casters like Wizard or Necromancer.
The Berserker has a similar theme to the barbarian but different mechanics: You build up a pool of rage dice with every hit and thus build your frenzy over time.
The Bladesinger was born from toying around with the escalation die. The class can choose where to add the escalation die, for example a boost to defenses. The class is also a classic gish, i.e. a spellcaster who can hold his own in melee, inspired by a legendary Fighter/Wizard Kit back from the AD&D days.
If you're a fan of the Tome of Battle - Book of Nine Swords, check out this conversion of the Warblade, Swordsage and Crusader: Disciple of the Nine Swords. I've tried to keep the mechanics as close to the original as possible.
You can think of the Fateweaver as an anti-chaos mage. The class has many tools to control randomness in the game.
The Psion is my version of psionics for 13th Age. It's mostly inspired by 3rd edition psionics, with power points and the ability to augment powers.
The Swordmage is another gish class. It's based on the 4E class, rebuilt within the 13th Age framework.
[H=Class Talents and Powers]Class Talents, Powers, Class Variants[/H]
If you are a fan of the classic Diablo II, the Amazon (Ranger), Paladin and Necromancer allow you to build a PC in the image of that game based on 13th Age classes.
Barbarian: Barbarian talent themes. Planning on a sturdy dwarven barbarian? A slender elf? An axe-crazy dragon cultist? A demonblooded rager? A winter-hardened northerner? A revenant back from the dead?
Bard: Remember the AD&D Blade Kit? Here you are. Also more bard talents and spells, songs, battlecries.
Chaos Mage: New chaos mage talents and spells.
Cleric: New domains and non-domain talents for Clerics. Want to convert a deity but 13th Age didn't have the domain? Here are the missing ones from the d20 SRD, plus a few more. Also spells.
Commander: New Commander talents. No new tactics and commands yet but it's on my to-do list.
Druid: New druid spells and options for all talents, hellholes as a new terrain, and even two new talents!
Fighter: Fighter talents and maneuvers. One of my goals was to make an archery fighter fully viable. I also added a few more flavor talents. The encounter power talents are fine, but I wanted to add some alternatives.
Monk: Monk talents. Forms are on my to-do list.
Necromancer: I also have some non-Diablo necromancer talents. Spells are coming up.
Paladin: First of all, Paladin Mounts. No self-respecting knight walks into battle, right? Also Adventurer tier, champion tier, epic tier talents. The core book paladin was really missing some viable high-level options, something he couldn't already have at level 1. Something to look forward to. Here you are.
Ranger: New talents for the ranger.
Or if you don't like the core book version of the class, here is a flexible attack-based version.
Rogue: You love the classic skill monkey rogue? Sneak attacks are great, but you want to have something to let you Move Silently, Pick Locks and Climb Walls like no other class could hope to? Have a look at these rogue talents. Or how about a Spellthief.
Or how about a Swashbuckler, based on the Rogue but built to face enemies head-on, rather than backstab.
I also have a few Rogue powers, but they are WIP.
Sorcerer: New Sorcerer talents and spells.
Wizard: New Wizard talents and Wizard spells. I've started to convert a bunch of classic D&D spells, they can be found in there.
[H=Races]Races[/H]
I went and converted the Talislanta races. There are so many, there is also Part 2 and Part 3. Over 80 in total. If you haven't heard of Talislanta, D&Ds intellectual stoner cousin, have a look at talislanta.com. Most of it is available as a free download.
I also added a few D&D races from different sources that didn't have a 13th Age version yet.
[H=Monsters]Monsters[/H]
Azers. Dwarves. On Fire. What's not to love? Tales of the 13th Age came up with official Azer stats after I posted these, but there is only one type in the book while I have four.
Duergar. Deep dwarves. After weird 3E psionics and a really lame 4E representation (shooting beard quills? WTF?) here's a proper version. They can meld into stone. Quite handy if you live underground...
If you happen to play in Eberron, you may appreciate this small collection of Living spells.
Massive Zombie Army. What it says on the tin.
Phase Spiderlings are phase spider babies. I needed some for a session.
The Bearmoeba. Yes, it's a cross between a bear and an amoeba. If you can't appreciate this, may I remind you that it was your beloved D&D that gave you the Duckbunny and the Flail Snail?
Anyway, this is 13th Age, so what you really need is Owlbear Cavalry.
[H=Magic Items]Magic Items[/H]
I've got Ankheg shell armors for you, and a Timestealer blade inspired by Prince of Persia. Both are from my campaign.
[H=House Rules]House Rules[/H]
I'm running 13th Age mostly by the book, but here are some variants I suggest:
The Fail Forward Table is a one-pager that can help you to speed things along when a PC failed a check and you're not quite sure what the consequences should be (while still pushing the game forward)
Whiffless Icon Rolls is a hack that helps you give icon relationship rolls of 1 to 4 a meaningful interpretation. It's recommended if you want to roll for icon relationship rolls less often, but with a guaranteed impact on the game.
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