13 TH Age Portrait GM Screen
13 TH Age Portrait GM Screen
13 TH Age Portrait GM Screen
Normal Monsters
Level
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
Attack
Bonus
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
Strike
Damage
4
5
7
10
14
18
21
28
38
50
58
70
90
110
135
Large/Double Str.
Strike
Damage
9
10
14
21
28
36
42
56
76
100
116
140
180
220
270
HP
41
54
72
90
108
144
180
216
288
360
432
576
720
864
1152
HP
20
27
36
45
54
72
90
108
144
180
216
288
360
432
576
Mooks
Strike
Damage
3
4
5
6
7
9
12
18
23
31
37
46
60
74
90
AC
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Better
Defense
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
Lesser
Defense
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
Fear Threshold
(HP)
7
9
12
15
18
24
30
36
48
60
72
96
120
144
192
Huge/Triple Str.
Strike
Damage
12
15
21
30
42
54
63
84
114
150
174
210
270
330
405
Levelling Monsters
HP
60
81
108
135
162
216
270
324
432
540
648
864
1080
1296
1728
HP
Each
5
7
9
11
14
18
23
27
36
45
54
72
90
108
144
Description
Super-slow
slow (oozes), utterly clumsy (zombies)
Slow and clumsy (animated statues)
Awkward or small (city guards, dire rats)
Average (hellhound, human thug)
Just above average (derro sage)
Quick (owlbear)
Fast (wyvern)
Really fast (gnoll ranger)
Fast like a fast PC (ogre mage)
Blindingly fast (rakshasa)
Competing with the rogue
Customizing Monsters
Name
Description
Scrapper
Offensive
Oaf
Defensive
Lunk
Brittle
Adjustments
+3 to attack
70% of normal HP
+3 to attack
-3 to all defenses
-3 to attack
+3 to AC
+3 to AC
70% of normal HP
-3 to all defenses
+40% HP boost
+3 to AC
70% of normal HP
Monster Level
Compared to Party Level
Monster Equivalents
Adventurer
Battle
2 levels lower
1 level lower
Champion
Battle
1 level lower
SAME LEVEL
Epic
Battle
SAME LEVEL
1 level higher
Normal
Counts As...
0.5
0.7
Mook Counts
As...
0.1
0.15
Large Counts
As...
1
1.5
Huge Counts
As...
1.5
2
SAME
LEVEL
1 level
higher
2 levels
higher
0.2
1 level higher
2 levels higher
3 levels higher
4 levels higher
2 levels higher
3 levels higher
4 levels higher
5 levels higher
3 levels higher
4 levels higher
5 levels higher
6 levels higher
1.5
2
3
4
0.3
0.4
0.6
0.8
3
4
6
8
4
6
8
--
Degree of
Challenge
Normal
Hard
Ridiculously Hard
Normal
Hard
Ridiculously Hard
Normal
Hard
Ridiculously Hard
Skill DC
15
20
25
20
25
30
25
30
35
Impromptu Damage
(Single Target)
2d6 or 3d6
3d6
3d6 or 4d6
4d6 or 4d8
4d8
4d8 or 2d20
2d20 or 3d20
3d20
3d20 or 4d20
Impromptu Damage
(Multiple Targets)
1d10 or 1d12
1d12
1d12 or 2d8
2d10 or 2d12
2d12
2d12 or 3d10
3d12 or 4d10
4d10
4d10 or 4d12
Fight In Spirit
Conditions
Rally
At least once per battle, every PC can Rally as a standard
action, spending a recovery and regaining hit points.
To rally again in a later round, make a normal save (11+)
(11+).
Success means you can rally again. Failure lets you take your
turn as normal, but you can't rally that round.
Disengaging
To disengage without drawing
ng opportunity attacks, roll a
normal save (11+). You take a -11 penalty for each foe you are
disengaging from beyond the first. If you fail, you don't move,
lose your move action, and remain engaged, but at least you
don't take opportunity attacks.
Flee
Intercepting
Generally, if you move past someone who is not already
engaged, they have the option to engage you and stop you
where they are. The GM rules on what counts as moving
"past" a defender. In general, the GM should rule in favour of
interception. When intercepted, you usually don't have the
option of continuing your move with an opportunity attack.
The standard consequence is that you stop and use your
attack on the creature that intercepted you.
Invisibility
The last gasp save functions like a death save. Success means
the PC has thrown off the condition and will act normally on
their next turn. A natural 20 means they can act
a normally in
the current round as well. Four failed last gasp saves in a
battle means you succumb to the effect as indicated.
Quick Rests
During a quick rest, you may spend as many recoveries as you
want to heal yourself. If you are staggered, you MUST try to
heal yourself until you are no longer staggered. Above
staggered, it's your choice whether to heal.
For each recharge power that you have expended, toll a d20
to see if it recharges for the next battle.
Full Heal-ups
A full heal-up
up occurs roughly every four battles. Reset all hit
points, recoveries, and powers to full.
You may force an early full heal-up at thee cost of taking a
Campaign Loss.
Grabbed
If a monster grabs a PC:
You are engaged with the grabbing creature
cr
You can't move away unless you teleport, pop free,
or successfully disengage
Your disengage checks take a -5 penalty unless you
hit the creature grabbing you the same turn that
you're trying to disengage
You can't make opportunity attacks
You can't use ranged attacks
Grabbing creature gets +4 to hit you
Larger creatures can move and carry smaller
creatures they are grabbing with them
Cost
50 gp
100 gp
200 gp
300 gp
Effect
Recovery + 1d8
Recovery + 2d8
Recovery + 3d8
Recovery + 4d8
HP Cap
30
60
100
130
Resistance
Resist 16+
Resist 16+
Resist 16+
Cost
100 gp
200 gp
400 gp
Level 2
125 gp
Level 3
175 gp
Level 4
210 gp
Level 5
250 gp
Level 6
325 gp
Level 7
425 gp
Level 8
500 gp
Level 9
650 gp
Level 10
850 gp
Oil Costs
Tier
Adventurer
Champion
Epic
Bonus
+1 Oil
+2 Oil
+3 Oil
Cost
100 gp
200 gp
400 gp
Bonus
+1 Rune (+ table)
+2 Rune (+ table)
+3 Rune (+ table)
Cost
150 gp
300 gp
600 gp
01-20
21-40
41-60
61-80
Rune Costs
Tier
Adventurer
Champion
Epic
Icon Summaries
The Archmage
has preserved the Empire for centuries and created astonishi
astonishing new
lands. He has also threatened the fabric of reality with experiments
youd have to be brilliant or hugely arrogant to attempt.
The Crusader
is the armored fist of the Dark Gods. So long as followers of the Gods
of Light stay the hell out of his way,
y, the Crusader turns his wrath
against the demons that would destroy the world his own gods want
to rule. Follow the Crusader if you must win at any cost.
The Diabolist
controls fiends and tampers with forces even the Archmage avoids.
She likes her victims
tims screaming and her chaos pure while claiming
that the demons she summons would otherwise overwhelm the
Great Gold Wyrm who seals the Abyss. There are two differences between
her and her demons: First, she likes keeping destruction personal rather than
universal. Second, shes capable of kindness, so long as it comes as a great
surprise.
The Emperor
rules the worlds greatest human kingdom, known as the
Dragon Empire for the mounts of its mightiest warriors. All the
signs suggest that the age is turning, but will the Empire fall or
shift to a new balance?
81-100
The
he Great Gold Wyrm
is the worlds protector and the inspiration for holy orders of
paladins
adins and independent heroes. Although the Gold Wyrms
physical form seals the gap that prevents the Abyss from erupting
into the world, his dreams and the agents he employs still move through the
world, helping those who will fight and even die for whats right.
The Priestess
hears all the Gods of Light and speaks for those who please her. She
is part oracle, part mystic, and part metaphysical engineer, since she
created the Cathedral, an ever-expanding
expanding temple with rooms or
entire wings for each of the faiths she favors.
The
he Prince of Shadows
is part thief, part trickster, and part assassin. To some he is a hero;
to others a villain. He has squandered the riches of the dwarves,
murdered the hopes of a dragon, and plundered the dreams of a
god. His exploits have changed
anged the world, but none can tell you his ultimate
goals or motives.
The Three
were among the first dragons to walk the world. The Red is a
living engine of destruction. The Blue is a sorceress, perhaps
even the original mother of all sorcery. The Black is queen of
shadows and assassins. Unlike the Great Gold Wyrm, who must fight alone,
the Three have learned to join forces.