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13th Age Compatible: Unleash Fighter Talents and Maneuvers On Your Game

Fight With Your Own Style

Rush into battle! Take the impossible blow! Dare your enemies to face you! Fighters are the point of any adventuring group’s spear, and their fighting styles are as unique as they are. Now you can go beyond the core book and show off new fighting talents and maneuvers to define your character.

13 Fighter Talents and Maneuvers is the first in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 9-page PDF, you will find:

  • 4 New Fighter Talents, including First To Arms to claim the highest initiative and Taunt to draw the ire of an enemy
  • 5 Heroic Fighter Maneuvers, including options to daze an enemy upon a miss or deal ongoing damage
  • 2 Champion Fighter Maneuvers, including the ability to pin your enemy to a wall
  • 2 Epic Fighter Maneuvers, such as the ability to rain arrows down upon your enemies

Fight on your own terms and in your own way in the 13th Age.

Download 13 Fighter Talents and Maneuvers today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow and the OpenGamingStore.

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13th Age: Fighting Your Way

With the release of 13 Fighter Talents and Maneuvers tomorrow, we’ll be back next week with our regularly scheduled Traveller vehicle next week. Today we are bringing you a pair of class options for the 13th Age fighter.

Not long ago, I approached Richard Moore, our resident 13th Age expert, with the idea of a new series of class options for the game, each consisting of 13 new abilities. Now, PDF supplements focused on class options are nothing new. Many companies made their names doing just that for Pathfinder. However, 13th Age supplements covering individual classes are much rarer. He thought it was a great idea and give it a go. Here are two of the options in the first in the series he turned in.

New Fighter Talent

First To Arms

At the start of a battle, you may spend a recovery in order to go first (effectively claiming the highest initiative). If more than one creature in a fight uses this maneuver, the creature with the highest Dexterity modifier goes first (roll 1d20 to break ties).
Adventurer Feat: You gain a bonus to your AC equal to the higher of your Dexterity or Wisdom modifier until the escalation die is equal to your level.
Champion Feat: You also gain a bonus to your PD equal to the higher of your Dexterity or Wisdom modifier until the escalation die is equal to your level.
Epic Feat: You may spend a recovery at the start of a battle to take a full turn before everyone else does and then still roll initiative normally, taking your usual turn on that initiative count.

New Fighter Maneuver

Left You An Opening (3rd-Level Maneuver)

Flexible melee attack
Triggering Roll: Any natural even miss, when the escalation die is 2+
Effect: You forego miss damage against the targeted enemy in order to give a nearby ally double the escalation bonus on their next attack roll against that same enemy.
Adventurer Feat: The targeted enemy also becomes vulnerable to your affected ally’s next attack.
Champion Feat: The affected ally also gains an extra WEAPON die to their next damage roll against the same enemy.

13 Fighter Talents and Maneuvers comes out tomorrow for the 13th Age Roleplaying Game. Download all our 13th Age products at the JBE Shop. You can also find them at DriveThruRPG/RPGNow and the Open Gaming Store.