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13th Age RPG: Heroes' Handbook

Description

The world won’t save itself!

Living dungeons rip up from the depths, flying realms crash to earth, dark overlords seize ancient thrones, and the Empire’s protectors stumble.

It’s time for your heroes to answer the call!

13th Age is a new, improved edition of the d20-rolling fantasy game of unique heroes, gripping combat, group storytelling, and high adventure.

  • Each of the nine different character classes has its own advantages and play style. Some are simpler—ideal for newcomers—while others have many more options for play.
  • Your character’s One Unique Thing ensures no one else in the Empire is quite like them.
  • Alliances and enmities with icons such as the Archmage, Lich King, and Prince of Shadows give your hero a place in the world’s story from the first session.

Changes worth mentioning in this 350-page second edition include:

  • An extended example of play—including campaign set-up, character creation, and the first adventure.
  • Multiple powers to choose from for each of the kin—dwarves, humans, halflings, elves, and dragonics are no longer limited to just one kin power.
  • Revised spells so that spellcasters cast all spells as their own level instead of only having spells that improve at odd levels.
  • An entirely new bard, a substantially improved fighter, an entirely upgraded ranger, and fun new improvements for all the classes we haven’t mentioned.
  • Clearly written icon connection rules with fifteen pages of storytelling examples.

This new edition is fully compatible with earlier 13th Age adventures, sourcebooks, and bestiaries.

Product form

$59.95$50.95

    • Free Shipping over $99 (Contiguous US)
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    SKU: PEL13A202

    Description

    The world won’t save itself!

    Living dungeons rip up from the depths, flying realms crash to earth, dark overlords seize ancient thrones, and the Empire’s protectors stumble.

    It’s time for your heroes to answer the call!

    13th Age is a new, improved edition of the d20-rolling fantasy game of unique heroes, gripping combat, group storytelling, and high adventure.

    • Each of the nine different character classes has its own advantages and play style. Some are simpler—ideal for newcomers—while others have many more options for play.
    • Your character’s One Unique Thing ensures no one else in the Empire is quite like them.
    • Alliances and enmities with icons such as the Archmage, Lich King, and Prince of Shadows give your hero a place in the world’s story from the first session.

    Changes worth mentioning in this 350-page second edition include:

    • An extended example of play—including campaign set-up, character creation, and the first adventure.
    • Multiple powers to choose from for each of the kin—dwarves, humans, halflings, elves, and dragonics are no longer limited to just one kin power.
    • Revised spells so that spellcasters cast all spells as their own level instead of only having spells that improve at odd levels.
    • An entirely new bard, a substantially improved fighter, an entirely upgraded ranger, and fun new improvements for all the classes we haven’t mentioned.
    • Clearly written icon connection rules with fifteen pages of storytelling examples.

    This new edition is fully compatible with earlier 13th Age adventures, sourcebooks, and bestiaries.

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