Tonpan 13th Age

Name Wang Zi "Son of the King" = Son of the Prince of Shadows

Class (Bard/Rogue - Multiclass) Level 2
Race (Human)

STR 14 +2; CON 15 +2; DEX 19 +4; INT 13 +1; WIS 11 +0; CHA 17 +3

AC 12 (Rogue) 12 (Bard) PD 10 (Bard) 12 (Rogue) MD 10 (Rogue) 11 (Bard)

Bard: Hit Points (7 + Con mod) x Level modifier (see level progression chart) = (7+2) x4 = 36
Rogue: Hit Points (6 + Con mod) x Level modifier (see level progression chart) = (6+2) x4 = 32


One Unique Thing; Prince stole me from my family…
Backgrounds; Night's Musa (Empatiaa, Ystävällisyyttä, taiteiden, tieteiden ja kirjallisuden inspirointia) 5, Charmed Life of the Fool 3, Heir of the Court of Shadows (Thief) 5
Relationships; Prince of Shadows 3D conflicted

Class Features

Momentum (Rogue)
Many of the rogue’s powers function only when the rogue has momentum.
You gain momentum by hitting an enemy with an attack.
You lose momentum when you are hit by an attack.

Sneak Attack (Rogue)
Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal +1d6 damage if your attack hits.

Trap Sense (Rogue)
Even rogues whose backgrounds don’t have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps.
If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.

Bardic Songs (Bard)
Bardic songs are magical moments that last for one or more rounds and end with a final verse that carries an even bigger payoff (unless the bard chooses to abandon the song in the middle). Although magical, bardic songs don’t count as spells. Unlike spells, they don’t force the bard to suffer opportunity attacks from engaged enemies, and they can’t be canceled by effects that can cancel spells. For that matter, bards can even cast spells while in the middle of singing a bardic song. Each song specifies what type of action starts the song. On your next turn, if you want to sustain the song, spend the same type of action and roll a d20 against the song’s sustain target. If you succeed, you can continue the song with its sustained effect that round and attempt to continue it on your next turn as well. If you attempt to sustain a song and fail, you get the song’s final verse effect immediately, and then the song’s power ends (but you can’t start another song that round).

If you elect not to sustain a song at the start of your turn, its effects end immediately and you get to choose whether you want to use the song’s final verse effect or be able to start a new song that turn; you can’t do both. Some songs have an immediate effect that happens each time you start or sustain the song. Others have effects that continue throughout the entire round.

You can interpret the music you create with your bardic song any way you like. Some bards want to sing every stanza, others play harps or flutes, and others create music from magic that they accompany with their voice, instruments, or the percussion of their swords. The magic in a bard’s song allows it to continue even if the bard takes short breaks to speak or cast spells. On the other hand, most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song stopped this way prevents you from getting the final verse effect.

You can only sing one bardic song at a time. If you are singing a song (or spend an action to try to sustain a song), you can’t start another song that round.

And yes, as you’d expect, bardic songs are loud. Forget about stealth while you are singing.

Battle Cries (Bard)
Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a battle cry that corresponds to the attack’s natural result, sometimes whether or not the attack hits. See page 167 for the full rules for flexible attacks. As a rule, the bonuses provided by battle cries can help a bard’s allies but not the bard.

Spells (Bard)
Bards use arcane spells that function like those of other spellcasting classes. Some spells are daily, some recharge, and others are at-will.
Unlike most character classes, bards use two different ability scores for their attacks. Their melee and ranged weapon attacks use Strength or Dexterity, while their spells use Charisma.


Jack of Spells
Choose another spell-casting character class. You can choose one spell from the spell list of that class, of your own level or lower, as an extra spell you know how to cast. You can even improve the spell you’ve jacked by taking its feats up to your tier, if it has any.
This spell is a bonus spell, not included in your bard class count. You can’t jack spells that come from class talents.
Adventurer Feat: You can use your Charisma as the ability score that provides the jacked spell’s attack bonus and damage bonus (if any). Other
ability score references remain unchanged.
If you jacked a spell from the wizard, you also gain three cantrips of your choice from the wizard; you can cast them like a wizard who lacks the
Cantrip Mastery talent.

Shadow Walk
You gain the shadow walk at-will power:
As a move action before you have used your standard action this turn, if you are not engaged, you can make the following “attack” against all nearby enemies, targeting the enemy among them with the highest Mental Defense.
Attack: Charisma + Level vs. MD
Hit: Remove yourself from play. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage with your first rogue attack that turn. (No monkeying around with delaying and such here: return on your initiative and take your turn.)
Miss: No effect. You can’t attempt to shadow walk again until your next turn, but you still have your standard action this turn.
Adventurer Feat: On a miss, you can still use your move action normally (but still can’t shadow walk this turn).

You have the Thief background (by any name that feels fun, engaging, and correct for your character’s background) at its full possible bonus of +5, without having to spend your normal background points on it.


Every wizard can cast a handful of cantrips each day. You don’t have to memorize or choose them beforehand, you just cast them on the fly.

Each cantrip takes a standard action to cast as a ranged spell.

Mending: This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds.

Mage Hand: This cantrip creates a small telekinetic effect that lasts a round at most. It’s also sometimes referred to as a “mage-slap” when higher-level wizards deliver rebuffs to their underlings. At best it’s about half as strong as the wizard’s own strongest hand. At worst it’s half as strong as the wizard when they’re weak from a bad fever.

Ghost Sound: This spell creates false noises emanating from somewhere nearby. The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. Guards and watchmen really should learn that you can’t trust everything you hear with this cantrip readily available, but really, what choice do they have? Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments .

Battle Cries

Pull It Together!
Flexible melee attack
Triggering Roll: Natural 11+; use only twice per battle Effect: One nearby ally can heal using a recovery.
Adventurer Feat: The target adds +1d4 healing per point on the escalation die.

We Need You!
Flexible melee attack
Triggering Roll: Natural even hit
Effect: A nearby conscious ally can roll a save against a save ends effect.


Song of Heroes
Bardic song
Recharge 11+ after battle
Quick action each turn; 11+ to sustain
Opening & Sustained Effect: You and your nearby allies gain a +1 attack bonus until the start of your next turn.
Final Verse: The effect ends immediately, but one ally of your choice gains a +2 bonus to their next attack roll this battle.

Ranged spell Daily
Target: 1d4 nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 5d6 + Charisma thunder damage, and the target is dazed until end of your next turn.
Miss: Half damage, and deal thunder damage equal to your level to each of your allies engaged with the target.

Ranged spell Daily
Target: You or one nearby ally
Effect: For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time.

Evasive Strike
Melee attack
Target: One enemy
Attack: Charisma + Level vs. AC
Hit: WEAPON + Charisma damage, and you can pop free from the target.
Miss: Damage equal to your level.

Deadly Thrust
Melee attack
Target: One staggered non-mook enemy
Attack: Charisma + Strength + Level vs. AC
Hit: WEAPON + Charisma damage.
Miss: Damage equal to your level.

Roll With It
Momentum power
At-Will (once per round)
Interrupt action; requires momentum
Trigger: A melee attack that targets AC hits you.
Effect: You take half damage from that attack.

Tumbling Strike
Melee attack
Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to
disengage from it (the quick action disengage lets you move again if you succeed).
Attack: Charisma + Level vs. AC
Hit: WEAPON + Charisma damage.
Miss: Damage equal to your level.


At 1st level, rogues start with the clothes on their back and the dice in their pockets; also, various bladed weapons, a music box that certainly didn’t belong to them yesterday, and some armor. Plus various oddments suggested by their backgrounds.
Rogues taking it easy start with 25 gp.


Class Occultist Level 2
Race Warforged

STR 13; CON 19; DEX 9; INT 20; WIS 14; CHA 9

Armor Class (no/light armor) 11 + middle mod of Con/Dex/Wis 2 + Level = 15
Physical Defense 10 + middle mod of Str/Con/Dex + Level = 13
Mental Defense 11 + middle mod of Int/Wis/Cha + Level = 15
Hit Points (6 + Con mod) x Level modifier 40
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod

One Unique Thing; The all-dimensional fragment of The GOD MACHINE for the END/START PROTOGOL
Relationships; THE DRUID 3D POSITIVE

Never Say Die (Racial Power)
Whenever you drop to 0 hp or below, roll a normal save if you have
a recovery available. On an 11+, instead of falling unconscious,
you stay on your feet and can heal using a recovery. Add the
recovery hit points to 0 hp to determine your hp total

Class Features

Arcane Implements
You use arcane power to alter fate. While wands and staffs are
designed for casting spells that are different from the spells you
use, given a little time you can bend such an implement to your
will. Perhaps somewhere in the worlds is a magical implement
that would make it easier for you to retain your focus when you
cast a spell, but no one’s ever heard of such a thing.

Delayed Magical Healing
Magical healing effects heal you one round after the effect would
normally be applied. You gain the healing at the start of the turn
of whoever applied the magical healing effect, or at the start of
your next turn if you drank a healing potion or found some other
way of magically healing yourself during your last turn.

Focus and Spellcasting
Wielding your arcane power of reality requires two steps. First,
you take time to focus your mind on the skeins of destiny that
pull the material world along. Once you have this focus, you can
cast a spell (to distort reality). Casting a spell generally expends
your focus until you can gain it again. Sometimes, however, you
manage to retain your focus, allowing you to cast a spell again
during your turn or the next round.
Adventurer Feat: When you cast a spell and retain your focus,
you gain a +2 bonus to all defenses until the start of your
next turn.

With focus, you can pummel someone with their own negative
karma. In addition to the spells you normally know based on your
level, you also know karmic rebuke. There are no feats associated
with this spell. If you want to use it to the fullest effect, take the
Superior Rebuke talent.
Karmic rebuke requires a quick action instead of an interrupt
action. It’s designed so you can cast it during your turn when
you’ve retained your focus, then use your standard action to get
your focus back that same turn.
Karmic Rebuke
Close-quarters spell  Quick action to cast; expend focus  At-Will
Target: One nearby enemy
Attack: Intelligence + Level vs. MD
Hit: 1d6 + Wisdom psychic damage.

Spell Choices and Flexible Recharge
When you successfully recharge a spell, you can regain any
spell of that spell’s level, not necessarily the same spell again.

Brain-Melting Secrets
When you hit with a spell attack that deals psychic damage,
one target of the attack can’t attack you during its next turn this
battle unless you are the only nearby enemy.
Adventurer Feat: The effect works whenever you hit an enemy
with a spell, not only one that deals psychic damage.

Otherworld Shadow
Once per day as an interrupt action, negate all damage and
effects from an enemy’s attacks against you that turn as your
shadow absorbs them. Using this talent’s power means you
avoid damage from a monster’s multiple attacks if it has them.
It also works against multiple attacks from mooks in the same
mob working on the same initiative count, but not attacks from
multiple non-mook monsters.

Superior Rebuke
They say not to judge, but you know better. Your disdain for
mortals is lethal, and you are not stingy in doling it out. The
first time each round that you expend your focus to cast a spell
as an interrupt action and fail to retain your focus, roll a d20
afterward. On an 18–20, you can also cast karmic rebuke as a free
action, using that roll in place of your attack roll. You can use this
talent again during a later round in the battle once you have your
focus again.

Unwinding the Soul
Once you have seen the secret skeins of necessity that wrap
around an enemy, you become better at unwinding them and
bringing misfortune to that foe.
When you cast a spell and roll a natural 11+ with the attack,
after the attack you can “unwind” the target as a free action,
making it vulnerable to your attacks until the end of the battle.
You can unwind only one enemy at a time, so if you choose to
unwind a different enemy, the previous foe is no longer vulnerable
to your attacks.

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