Savage 2E ¶
13th Age 2E Final 0.11
The big city? All I see is a cage that smells of manure.
At its height, the empire was able to drive back the nomads and savage tribes at its borders, but its defenses have weakened. The orcs raid the northern reaches every summer, the druidic forces keep attacking settlements near ancient forests, and dragon lords have established a permanent stronghold of the savage races in cities of monsters. These tribes are your people. You were born among them, you fight with them, and one day they will scatter your ashes in the wind. Your people are free. The city dwellers are nothing but caged animals, toothless and weak. Your blood still boils. When the swords start clashing, feel the rush of battle in your veins. With every strike you sink into the heart of your enemy, you grow stronger, more ferocious, more deadly.
Play Style: Your place in battle is the front line. You get into your enemy’s face and then proceed to smash it. If you like to charge in and bash skulls, this is your class. You don’t just dish out damage in large heaps, you’ll also be able to take quite a bit. However, don’t underestimate how quickly your enemies can cut you down if they gang up on you.
With your Frenzy Dice class feature, your damage increases with every hit. During battle, there are two things to keep track of: the number of dice in your frenzy pool and which frenzy powers you have already used this battle.
Out of combat, a background in scouting or wilderness survival can make you an asset to the party. You can also make yourself useful in social situations. While you won’t impress anyone with table manners or polite conversation, your free spirit can cut through the complications and get to the core of matters quickly. If diplomacy fails, the threat of ripping someone’s arm out is quite credible if it comes from you.
Ability Scores: Strength is your mainstay as it determines attack and damage rolls, even if you go for thrown weapons. Constitution is important for survival, and some of your powers use it. A decent Dexterity or Wisdom helps your armor class.
Kin: For thematic fit, half-orc or wood elf is a straightforward pick. For other kin, consider your background. If you're a tribal warrior, it means there are independent tribes of that kin somewhere on the map. But your character could also be a refugee, or just really enjoys the thrill of fight and bloodshed. For a tiefling, it could be part of their infernal heritage. Of course, you don’t have to interpret the character’s fighting style as wild and uncontrolled. For a warforged, the build up of frenzy dice could represent an ongoing analysis of the battlefield and tactical adjustment to the fighting style of enemies.
Backgrounds: The disgraced child of the tribal shaman channels the power of the spirits in a vengeful fury. The bloodthirsty mercenary wants to make a fortune before they return to the north. The freed gladiator has sworn to travel every known land. The hell-hole scavenger feels an inner anger that is not all natural. The fallen paladin is on a quest to atone, but instead of peace, they found strength in channeling their anger. The gruff bounty hunter was once a celebrated painter, before the dragons came and it all went to hell.
Gear ¶
Most Savages hail from tribal societies, and carry with them what they need to survive in the wild. The clothes they wear are simple and sturdy, often made from the tanned furs and hides of animals they hunted. Many decorate their skin with paints, tattoos or ritual scars to appear more fearsome to their enemies. Mercenary types will wear the civilized military clothing of their region, with light armor such as a chain shirt or breastplate, and the usual traveling gear.
You can choose to start with either 25 gp, or 1d6 x 10 gp. If you don't hail from civilization, this is most likely furs, gems, or small pieces of art like carved animal teeth that your people use for trading.
Armor ¶
Savages usually wear light armor in battle, as they find heavy armor too restrictive for their fierce, untamed fighting style.
| Type | Base AC | Attack Penalty |
|---|---|---|
| None | 10 | - |
| Light | 12 | - |
| Heavy | 13 | -2 |
| Shield | +1 | - |
Weapons ¶
Savages favor melee weapons. The most common style is a single heavy weapon, but there is a variety of styles that depend on your choice of talents.
| Size | One-Handed | Two-Handed |
|---|---|---|
| Small | 1d4 hunting knife | 1d6 oar |
| Light or Simple | 1d6 machete, hand axe | 1d8 spear |
| Heavy or Martial | 1d8 spiked club, broadsword | 1d10 greatsword, battle axe |
| Size | Thrown | Crossbow | Bow |
|---|---|---|---|
| Small | 1d4 dagger, boomerang | 1d4 hand crossbow | - |
| Light or Simple | 1d6 javelin, axe | 1d6 light crossbow | 1d6 shortbow |
| Heavy | - | 1d8 heavy crossbow | 1d8 longbow |
Savage Level Level Progression ¶
Note: Although not listed on the table, Savages get three talents. They do not gain more at higher levels.
| Savage Level | Total Hit Points | Recovery | Total Feats | Powers Known | Frenzy dice on hit | Maximum Frenzy dice | Level-up Ability Bonuses |
|---|---|---|---|---|---|---|---|
| Level 1 | (8 + CON mod) x 3 | 1d10 + CON mod | 1 adventurer | 3 | 1d4 | 3d4 | |
| Level 2 | (8 + CON mod) x 4 | 2d10 + CON mod | 2 adventurer | 4 | 1d6 | 3d6 | |
| Level 3 | (8 + CON mod) x 5 | 3d10 + CON mod | 3 adventurer | 4 | 1d8 | 3d8 | |
| Level 4 | (8 + CON mod) x 6 | 4d10 + CON mod | 4 adventurer | 5 | 1d10 | 3d10 | +1 to 3 abilities |
| Level 5 | (8 + CON mod) x 8 | 5d10 + 2 x CON mod | 4 adventurer 1 champion | 5 | 2d6 | 6d6 | |
| Level 6 | (8 + CON mod) x 10 | 6d10 + 2 x CON mod | 4 adventurer 2 champion | 6 | 2d8 | 6d8 | |
| Level 7 | (8 + CON mod) x 12 | 7d10 + 2 x CON mod | 4 adventurer 3 champion | 6 | 2d10 | 6d10 | +1 to 4 abilities |
| Level 8 | (8 + CON mod) x 16 | 8d10 + 4 x CON mod + 5 | 4 adventurer 3 champion 1 epic | 7 | 4d6 | 12d6 | |
| Level 9 | (8 + CON mod) x 20 | 9d10 + 4 x CON mod + 10 | 4 adventurer 3 champion 2 epic | 7 | 4d8 | 12d8 | |
| Level 10 | (8 + CON mod) x 24 | 10d10 + 4 x CON mod + 15 | 4 adventurer 3 champion 3 epic | 8 | 4d10 | 12d10 | +1 to 5 abilities |
Savage Stats ¶
Initiative, AC, PD, MD, hit points, recovery dice, feats, and some talents are level dependent.
| Key Ability Scores | Strength, Constitution |
|---|---|
| Initiative | Dex mod + Level |
| Armor Class (light armor) | 12 + middle mod of Con/Dex/Wis + level |
| Physical Defense | 11 + middle mod of Str/Con/Dex + level |
| Mental Defense | 10 + middle mod of Int/Wis/Cha + level |
| Hit Points | (8 + Con mod) x Level modifier (see level progression chart) |
| Recoveries | 8 |
| Recovery Dice | (1d10 x Level) + Con mod |
| Backgrounds | 8 points, max 5 in any one background |
| Icon Relationships | 3 points |
| Talents | 3 |
| Feats | 1 per level |
Savage Basic Attacks ¶
Melee Basic Attack ¶
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
5th–7th level: Weapon + (Str mod × 2)
8th level: Weapon + (Str mod × 4) + 5
9th level: Weapon + (Str mod × 4) + 10
10th level: Weapon + (Str mod × 4) + 15
Miss: Damage equal to your level
Frenzied Melee Attack ¶
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength + Frenzy damage
5th–7th level: Weapon + (Str mod × 2) + Frenzy
8th level: Weapon + (Str mod × 4) + 5 + Frenzy
9th level: Weapon + (Str mod × 4) + 10 + Frenzy
10th level: Weapon + (Str mod × 4) + 15 + Frenzy
Miss: Damage equal to your level
Ranged Basic Attack ¶
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) + 15
Miss: —
Frenzied Ranged Attack (Thrown Weapon) ¶
At-Will
Special: Requires thrown weapon.
Target: One nearby enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: Weapon + Strength OR Dexterity + Frenzy damage
5th–7th level: Weapon + (Str OR Dex mod × 2) + Frenzy
8th level: Weapon + (Str OR Dex mod × 4) + 5 + Frenzy
9th level: Weapon + (Str OR Dex mod × 4) + 10 + Frenzy
10th level: Weapon + (Str OR Dex mod × 4) + 15 + Frenzy
Miss: Damage equal to your level
Savage Class Features ¶
Frenzy Dice ¶
With each hit you score in a battle, you build up a pool of frenzy dice. You add these dice to damage, but you can also expend them to fuel your powers.
You start each battle with zero frenzy dice.
At the end of each of your turns, if you have hit with a melee or ranged weapon attack that turn, you gain Frenzy dice as per the level advancement table, starting with 1d4 at first level. You don’t get additional frenzy dice for hitting with more than one attack.
Frenzy dice increases by one step each level, as per the level progression table. At 5th level, you gain two dice, and at 8th level, four. The frenzy dice you gain are added to your frenzy pool.
You also have the Frenzy Melee Attack and Frenzy Ranged Attack powers, which allow you to deal extra damage on a hit equal to your current pool of frenzy dice. Frenzy dice rolled for these attacks remain in your pool.
Your frenzy pool is limited by your maximum number of frenzy dice, which is three times the dice you get for a hit. At the end of your turn, after you gain frenzy dice for hitting, any excess dice over the maximum are removed from the pool.
Frenzy Powers ¶
You learn a number of frenzy powers, which are stronger melee attacks and furious battlecries. Most of them can be used once per battle. You start with three at first level, and you can switch them out when you gain a level.
Most of your powers burn frenzy. After using the power, discard the listed number of frenzy dice from your pool. If you don’t have enough frenzy dice to burn, you can’t use the power.
Frenzied Healing ¶
Close-quarters power; At-will; Free action at the end of your turn after gaining frenzy dice for hitting and before discarding frenzy dice above maximum.
Effect: Burn any number of frenzy dice. Roll the dice and gain that many temporary hit points.
Savage Talents ¶
Death Frenzy ¶
Whenever you gain a skull, also gain a frenzy die (5th level: two frenzy dice; 8th level: four dice). When you start a battle with skulls, also start it with that many frenzy dice (x2 at 5th level; x4 at 8th).
Adventurer feat: For each frenzy die you have, gain a +1 bonus to death saves (up to +3).
Champion feat: When brought below 0 hp, roll your frenzy pool. You don’t fall unconscious as long as your negative hit point total is lower than that roll. Other effects for being below zero hp still apply (skulls, death saves).
Epic feat: Once per arc, you can spend all skulls you have as if you would spend frenzy dice.
Explosive Frenzy ¶
Your frenzy is literal fire. Your frenzied attacks deal fire damage.
In addition, your frenzy dice are exploding dice. When you roll the highest number on a frenzy die, roll it again and add the new result to the total. Repeat if you roll the highest number again.
Champion feat: Your weapon dice are also exploding dice.
Epic feat: Your recovery dice are also exploding dice.
Feed On Pain ¶
While staggered, increase your frenzy dice by one step (d4 -> d6 -> d8 -> d10 -> d12).
Adventurer feat: The first time you are staggered in a battle, gain a frenzy die (two at 5th level, four at 8th).
Champion feat: The first time you are staggered in a battle, you can spend a recovery to heal, adding your frenzy pool to the amount healed.
Flying Axes ¶
You can use heavy one-handed thrown weapons with d8 damage dice without penalty.
You can use your melee attack frenzy powers as thrown weapon ranged attacks instead. You can target a nearby enemy that way.
Adventurer feat: Reroll natural 2s on the attack roll with thrown weapons.
Champion feat: You can use heavy thrown weapons against far-away enemies with a -2 penalty to the attack roll.
<<Begin sidebar>>
Rule of cool dictates that the character always has a weapon to throw available when they need one. Yes, realistically you can only carry so many big axes, javelins and so on, but 13th Age isn’t the sort of game to concern itself with that. There’s always going to be something heavy around — a chair, the sword of a fallen enemy, a swordfish on a display rack …
<<End sidebar>>
Frenzied Vitality ¶
When you use the Frenzied Healing class feature while staggered, gain extra hit points equal to your Constitution modifier (x2 at 5th level; x4 at 8th).
Adventurer feat: Gain a bonus recovery.
Champion feat: You can heal above your maximum hit points with Frenzied Healing. Any excess hit points vanish at the end of the battle.
Epic feat: Add your Constitution modifier even when not staggered.
Full Metal Berserk ¶
You earned a set of heavy armor in your spoils of war and you’ve been wearing it proudly ever since.
You don’t take an attack penalty while wearing heavy armor.
Adventurer feat: Gain a +1 bonus to PD in heavy armor.
Champion feat: Once per battle, while wearing heavy armor, turn a critical hit against you into a normal hit.
Epic feat: Gain a +1 bonus to AC while wearing heavy armor.
Giant Slayer ¶
The first time you miss a double-strength or stronger enemy in a battle, you can reroll the attack and take the second result.
Adventurer feat: You are immune to fear.
Champion feat: Deal triple damage on a critical hit against double-strength and stronger enemies.
Epic feat: Gain a +1 bonus to PD and MD against double-strength and stronger enemies.
Gigantic Weapon ¶
For a hulking brute like you, a normal sword is a better toothpick. You’d rather wield a sword that’s taller than most of your enemies, or an axe with a blade that’s twice the size of their heads.
You can wield oversized one-handed (d10 damage die) and two-handed (d12 damage die) melee weapons.
Adventurer feat: Once per turn, you can spend a frenzy die as a free action to reroll a weapon damage roll.
Champion feat: Once per battle, when attacking a staggered enemy, you can target PD instead of AC.
Epic feat: You can lift, wield and throw normal-sized enemies as improvised two-handed weapons (d12 damage die).
Jump Into the Fray ¶
Gain a d6 bonus to initiative rolls. On your first turn in a battle, you can move to engage a nearby enemy as a quick action. This movement cannot be intercepted.
Adventurer feat: Gain a 1d6 bonus to defenses versus the first attack against you in a battle.
Champion feat: If you attack an enemy that has not acted yet on your first turn, add 1d6 to your attack roll.
Epic feat: Your first move in a battle is an epic stunt. Run across lava, climb up a giant monster using their armor spikes as holds, make a giant leap fueled by the cracking energy of a planar portal …
Pile the Bodies ¶
Once per battle, when attacking a mook, add 1d6 to the attack roll (after making the roll).
Adventurer feat: Once per battle, when a mook misses you with a melee attack, that attack provokes an opportunity attack from you.
Champion feat: Once per battle, turn a natural even hit against mooks into a critical hit.
Epic feat: Add the escalation die to defenses against mooks.
Preyseizer ¶
At the beginning of combat, choose a non-mook enemy or a group of mooks. The chosen enemy is vulnerable to your attacks (deal bonus damage equal to twice your level) until the end of the battle.
Adventurer feat: The first time you miss the target this battle, you can reroll the attack once.
Champion feat: When you reduce the enemy (or the last mook in the group) to 0 hp, make a Str-based attack roll against the highest MD of all nearby enemies. On a hit, the targets are dazed (-4 to attack rolls) until the end of your next turn.
Epic feat: Gain a +2 bonus to your critical range against the target.
Rallying Cry ¶
When you rally in a battle, gain a +2 bonus to attacks and defenses until the end of your next turn, and you gain frenzy dice as if you had hit with a melee attack this turn.
Adventurer feat: When you rally, regain an expended frenzy power.
Champion feat: When you rally, a nearby ally can use a recovery to heal.
Epic feat: When you rally, gain resist non-melee attacks 16+ until the end of your next turn.
Red Curtain ¶
Once you feel the rush of battle, nothing can stop you from taking down your prey.
Once per battle, during your turn, you can ignore the effects of one temporary condition during that turn. (This includes being unconscious for having 0 hp or less).
Adventurer feat: You gain a +1 bonus to saves against temporary conditions.
Champion feat: You can now use this talent twice per battle.
Epic feat: You can now choose any number of conditions to ignore with this talent.
Twin Blades of Fury ¶
When waves of enemies crash against you, you are the rock that splits the tide, with a weapon in each hand for double the slashing.
When you wield a melee weapon in each hand, add your frenzy pool to miss damage with frenzy melee attacks.
Champion feat: Once per battle, when wielding two melee weapons, reroll a natural even miss.
Unstoppable Determination ¶
If your enemies think that just because you are a hulking mass of muscle, your mind is weak and can be easily swayed, they are in for a nasty surprise.
You gain a +2 bonus to MD. If you are hit by an attack against MD with a temporary effect other than damage, immediately make a save against that effect.
Adventurer feat: Once per battle, if an attack against MD misses you, gain a frenzy die (2 at 5th level; 4 at 8th).
Champion feat: Increase the MD bonus to +3.
Epic feat: You are immune to the dazed and confused conditions.
Savage Feats ¶
Born in the Saddle ¶
Adventurer feat: You have advantage on skill checks regarding riding animals and mounts. This includes combat control checks (See the mounted combat rules in 13th Age Monthly #20 for details).
Critical Frenzy ¶
Adventurer feat: If you landed a critical hit with a natural 20 during your turn, double the frenzy dice you gain at the end of turn.
Savage Mobility ¶
Adventurer feat: You can expend a frenzy die as a free action to reroll a disengage check once.
1st Level Powers ¶
Break the Line ¶
Melee attack; Once per battle; Quick action; Burn 1 or more frenzy dice
Attack: Strength + Level vs. AC; if you wield a shield, gain a +2 bonus to the attack roll.
Hit: Roll the burned frenzy dice and deal that much damage. The target pops free from you.
Miss: —
Adventurer feat: If you hit, you can also move to engage a different nearby enemy.
Frenzied Leap ¶
Close-quarters power; At-will; Move action; Burn 1 or more frenzy dice
Effect: Pop free from all enemies and jump to a nearby location. For a long or risky jump, the GM can require a Strength-based skill check. Roll and add any burned frenzy dice to the skill check.
Adventurer feat: Once per battle, you can use this power as a quick action.
Frenzied Rally ¶
Close-quarters power; Once per battle; Quick action; Burn 1 or more frenzy dice
Effect: You rally. Roll any burned frenzy dice and add them to the amount healed.
Adventurer feat: For each burned frenzy die, gain a +1 bonus to attack rolls this turn.
Hammerfall ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 1 frenzy die
Special: The escalation die must be 2+ to use this power.
Hit: Same damage as frenzied attack. Set any rolled damage die rolls lower than the escalation die to equal to the escalation die.
Adventurer feat: On a natural even miss, reroll the attack once.
Iron Determination ¶
Close-quarters power; Once per battle; No action when you fail a save against a temporary effect or a death save; Burn 1 or more frenzy dice
Effect: Reroll the save. Add +1 for each burned frenzy die to the reroll.
Adventurer feat: If the reroll fails, you don’t expend the power (but you can’t use it again this turn),.
Panther Claw ¶
Same as Frenzied Melee Attack except …
Once per battle; Interrupt action when an engaged enemy misses you with an attack; Burn 1 frenzy die
Target: The triggering enemy
Hit: Half damage of a frenzied attack.
Natural even hit: If you wield two melee weapons, deal full damage instead.
Adventurer feat: When you are not engaged, you can burn an extra frenzy die to use this power when missed by a nearby enemy with any attack. Move to engage the enemy as part of the attack.
Reckless Charge ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 1 frenzy die
Special: You can engage a nearby enemy as part of the attack. Roll twice for the attack and choose the result. Until the end of your next turn, enemies can roll twice on melee attacks against you and choose the result.
Adventurer feat: You can use this power without burning frenzy dice on your first turn in a battle.
Scream of Victory ¶
Close-quarters power; Once per battle; Free action when you reduce a non-mook enemy to zero hp; Burn 1 or more frenzy dice
Effect: Spend a recovery to heal. Roll any burned frenzy dice and add them to the amount healed.
Adventurer feat: Maximize the amount healed from burned frenzy dice (instead of rolling).
Throat Ripper ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 1 or more frenzy dice
Hit: Same damage as frenzied attack. Roll any burned frenzy dice and deal that much ongoing damage. For each burned frenzy die, increase the difficulty of the save against the ongoing damage by 1 (starting from 11+), up to a maximum of 16+.
Adventurer feat: Instead of rolling the burned dice, gain the maximum amount.
Welcoming Axe ¶
Same as Frenzied Ranged Attack except …
Once per battle; Burn 1 or more frenzy dice
Special: For each burned frenzy die, increase the crit range of the attack by 2. If the attack was a miss, it remains a miss.
Adventurer feat: Deal half damage on a miss.
3rd Level Powers ¶
Cry for Blood ¶
Close-quarters power; Once per battle; Quick action; Burn 2 or more frenzy dice
Target: 1d4+1 nearby enemies; make a single attack roll
Attack: Constitution + Level vs. the highest MD of all targets
Hit: Roll the burned frenzy dice and deal that much damage. Until the end of your next turn, nearby allies gain a +2 bonus to attack rolls against the targets.
Miss: —
Adventurer feat: Deal double damage.
Furious Outburst ¶
Close-quarters power; Once per battle; Free action when you miss with a melee attack; Burn 2 frenzy dice
Effect: Reroll the attack.
Adventurer feat: If the reroll is a miss, the power is not expended and you don’t burn frenzy dice. You can’t use the power again this turn.
Invigorating Strike ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 2 or more frenzy dice
Hit: Same damage as frenzied attack. Spend a recovery to heal. Roll any burned frenzy dice and add them to the amount healed.
Adventurer feat: Also gain a bonus to your next attack roll this battle equal to the number of frenzy dice burned.
Pinning Throw ¶
Same as Frenzied Ranged Attack except …
Once per battle; Burn 2 or more frenzy dice
Hit: Same damage as frenzied attack, and the target is stuck (save ends).
Adventurer feat: On a miss you don’t burn frenzy dice.
Puny Flesh Wound ¶
Close-quarters power; Once per battle; Interrupt action when you take damage; Burn 2 or more frenzy dice
Effect: Roll the burned frenzy die and reduce the damage by that amount. If you wield a shield, reduce the damage by twice the amount instead.
5th level: You now reduce the damage by 2x the amount, and 3x if you wield a shield.
Adventurer feat: You can use this power at will. (Still limited by one interrupt action between your turns.)
Savage Bash ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 2 frenzy dice
Special: If you carry a shield, gain a +2 bonus to the attack roll.
Hit: Same damage as frenzied attack, and your allies can pop free from the target.
Adventurer feat: Until the start of your next turn, you can roll twice on opportunity attacks against the target and choose the result.
Ultra-Frenzied Strike ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn ALL frenzy dice
Special: Gain a +1 bonus to the attack roll for each burned frenzy die. Add your frenzy dice to damage twice (instead of once).
Adventurer feat: On a natural 20, regain all burned frenzy dice after the attack.
5th Level Powers ¶
Cull the Weak ¶
Same as Frenzied Melee Attack except …
Once per battle; Free action when you reduced a non-mook enemy to zero hp; Burn 3 or more frenzy dice
Target: One nearby enemy
Always: Move to engage the enemy; if you are wielding a two-handed weapon, gain a +2 bonus to the attack roll.
Miss: Three times your level in damage
Champion feat: If you are wielding a two-handed weapon, also gain a +2 bonus to your critical range.
Dual Pincer ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 3 frenzy dice
Special: You must be wielding two weapons. Make two attack rolls against the same target.
One hit: Same damage as frenzied attack.
Two hits: Double the weapon damage dice.
Adventurer feat: If the escalation die is 3+, make three attack rolls and discard one.
Howl of the Alpha Wolf ¶
Close-quarters power; Once per battle; Quick action; Burn 3 or more frenzy dice
Target: One nearby enemy you hit with an attack this turn
Attack: Constitution + Level vs. MD
Hit: Frenzy + Constitution psychic damage. The target is hindered (can only make basic attacks) until the start of your next turn.
Miss: —
Champion feat: On a hit, also gain a +1 bonus for each frenzy die you burned to your next attack roll against the target this battle.
Raging Vengeance ¶
Same as Frenzied Melee Attack except …
Once per battle; Interrupt action when a nearby ally is hit by an enemy; Burn 3 frenzy dice
Special: If the ally was reduced to 0 hit points or less, you can use this power without spending frenzy dice.
Always: Pop free from all enemies, engage the opponent that has attacked your ally.
Target: The attacker
Hit: Same damage as frenzied attack, and the ally adds the escalation die to death saves this battle.
Champion feat: You can use this power twice per battle.
Split a Coward ¶
Same as Frenzied Ranged Attack except …
Once per battle; Interrupt action when an enemy disengages or pops free from you; Burn 3 frenzy dice
Target: The triggering enemy
Champion feat: You can use this power without burning frenzy dice if you take a -3 penalty on the attack roll.
Steeped In Fire ¶
Close-quarters power; Once per battle; Interrupt action when you take damage from an attack; Burn 3 frenzy dice
Effect: You take half damage from the attack. If the attack had a type of damage associated with it, such as fire, you gain resist that type 16+ until the end of the battle.
Champion feat: If you wield a shield, and the attack had multiple targets, you take no damage from the initial attack.
7th Level Powers ¶
Armor-Piercing Throw ¶
Same as Frenzied Ranged Attack except …
Once per battle; Burn 4 frenzy dice
Attack: Strength or Dexterity + Level vs. PD
Champion feat: When the escalation die is 2+, reduce the cost to two frenzy dice.
Double Stab ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 4 or more frenzy dice
Special: Must be wielding two weapons
Target: Two enemies you are engaged with
Champion feat: On a miss, deal your level damage for each frenzy die you burned.
Harbinger of Death ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn 4 frenzy dice
Natural even hit: Burn an additional frenzy die to make another melee attack. Keep attacking until you roll odd or run out of frenzy dice. You can pop free and engage other nearby enemies between attacks.
Natural odd hit: If you are wielding a two-handed weapon, your allies can pop free from the target.
First Miss: Damage equal to four times your level.
Champion feat: On a natural even miss, you can expend two frenzy dice to keep going.
Raised Fist of Defiance ¶
Close-quarters power; Once per battle; Quick action; Burn 4 frenzy dice
Effect: You shout out a challenge to an icon. Gain a temporary negative relationship with that icon, and you can use a combat connection with that icon this battle. Roll for twist normally.
Champion feat: If you hit with an attack this turn, gain a d6 bonus to the roll to avoid a twist.
Spine-chilling Roar ¶
Close-quarters power; Once per battle; Free action when you reduce a non-mook enemy to 0 hp; Burn four or more frenzy dice.
Target: One nearby enemy or one nearby group of mooks per frenzy die you burned.
Attack: Make a single attack roll; Constitution + Level vs. the highest MD of all targets
Hit: If the target is a group of mooks, or a non-mook enemy with 100 hp or less, it is dazed until the end of your next turn, and will move away from you if able to. Otherwise, the target takes a -2 penalty to attacks targeting you until the end of your next turn.
Miss: —
8th level: 125 hp or less
9th level: 160 hp or less
10th level: 200 hp or less
Champion feat: You can also use this power after scoring a critical hit.
Whirling Evasion ¶
Close-quarters power; Once per battle; Interrupt action when you are hit by an attack by an enemy you are engaged with; Burn four or more frenzy dice.
Effect: Take half damage from the attack. Make a no-trigger melee attack against the attacker.
Champion feat: If you are wielding a shield, take no damage from the attack.
9th Level Powers ¶
Fury of the North Wind ¶
Close-quarters power; Once per battle; Quick Action; Burn five or more frenzy dice.
Special: You must be staggered.
Effect: Until the start of your next turn, you are immune to all damage except from melee attacks and critical hits.
Epic feat: Roll any burned frenzy dice and deal that much cold damage to all enemies you are engaged with, then pop free from all enemies.
Right Between the Eyes ¶
Same as Frenzied Ranged Attack except …
Once per battle; Burn five or more frenzy dice.
Natural even hit: The attack deals maximum damage.
Natural odd hit: The target is dazed (save ends).
Miss: Damage equal to four times your level.
Epic feat: On a natural odd hit, if the target has 320 or fewer hp (10th level: 400 hp) after taking damage, it is weakened instead.
Tsunami of Blood ¶
Same as Frenzied Melee Attack except …
Once per battle; Burn four or more frenzy dice.
Special: If you wield two weapons, you can make this attack as a free action when you miss with a melee attack.
Target: One nearby enemy per four frenzy dice you burn.
Special: You can pop free and engage targets as part of this power.
Epic feat: Target one enemy per three frenzy dice.
Unbroken Frenzy ¶
Close-quarters power; Arc/desperate; Free action
Effect: Regain all frenzy dice you spent this turn at the end of your turn..
Undying Rage ¶
Close-quarters power; Once per battle; Free action when you are reduced below zero hit points by an attack; Burn 5 or more frenzy dice.
Special: If you wield a shield, halve the damage taken from the attack.
Effect: Heal using a recovery. Roll any burnt frenzy dice and add them to the amount healed. Then make a no-trigger melee or ranged attack against your attacker.
Epic feat: Make a frenzied melee or ranged attack instead.
Quick Builds ¶
Dual Wield / Frenzy Damage: Talents - Explosive Frenzy, Feed on Pain, Twin Blades of Fury; Powers - Panther Claw, Scream of Victory, Throat Ripper
Two-handed weapon / Charge: Talents - Giant Slayer, Gigantic Weapon, Jump Into the Fray; Powers - Frenzied Leap, Hammerfall, Reckless Charge
Shield / Tank: Talents - Frenzied Vitality, Full Metal Berserk, Rallying Cry; Powers - Break the Line, Frenzied Rally, Iron Determination
Thrown Weapon / Mage Slayer: Talents - Flying Axes, Preyseizer, Unstoppable Determination; Powers - Frenzied Leap, Scream of Victory, Welcoming Axe
| Section 15: Copyright Notice |
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| 13th Age Second Edition Heroes’ Handbook. Copyright 2025, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan Tweet. Dark Alleys & Twisted Paths. Copyright 2019, Martin Killmann; Author: Martin Killmann. Dark Pacts & Ancient Secrets. Copyright 2017, Martin Killmann; Author: Martin Killmann. |
2E changes
- Basic second edition adjustments — 4x damage multiplier at epic, adjusted ability score increase etc.
- Number of powers now equal to fighter and rogue
- Added more support for distinct build directions: dual wield, two-handed weapon, shield, thrown
- Removed gaining frenzy outside of your own turn
- Guideline power cost is now 1 frenzy at first level, 2 at third, three at fifth, 4 at 7th, 5 at 9th
- Removed most half damage on miss effects. Instead there is now x times level damage
- Born in the Saddle is now a feat.
- Removed raising the escalation die from Raised Fist power
- Moved some powers up or down in levels
- Less feat proliferation — Powers now only have one feat max
- Some new talents
- Some feat effects moved around
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