13th Age Class
13th Age Class
13th Age Class
THEFOOL
“d20s? I never touch ‘em...”
THE FOOL
Overview
Play Style: The Fool is kind of a joke class. A
playable joke, but a joke nonetheless. Think of
The Fool as the melee-focused counterpart of
the Chaos Mage, or the chaotic counterpart to
the Occultist. This class is simple to pick up
and play but has some odd features, so
beware… things may not be like you are used
to. Also, playing this class online is tricky—a
lot relies on minis, physical dice, and similarly
solid ephemera.
Ability Scores: You gain a +2 bonus to an
attribute of your choosing, but not the same
attribute you increased with your racial bonus.
Races: Lord, what fools these mortals be!
Anybody can be a fool, but only The Fool is
The Fool.
Backgrounds: Here are some background ideas
for The Fool: a true myth, deeply superficial, filled
with sweet sorrow, genuine fake shemp, honest
thief, knower of an open secret, natural actor,
painfully beautiful, the only choice, weirdly normal,
wielder of the dark light.
Icons: See class features.
Fool’s First Gambit to you can move along with you as a free
action.
Close-quarters spell
Daily Use the Fours
Target: The ally that is furthest away from you Close-quarters spell
Effect (good): The target doubles their next d20 Daily
roll, using the doubled roll as their natural d20 Effect: Drop four d4s anywhere over onto the
result. For example, if they roll a 5 it counts as a play area, from a height of four inches. Keep
natural 10, if they roll a 7 it counts as a natural 14, picking up any that didn’t roll a 4 and
and if they roll a 16 it counts as a natural 32! If the dropping them again. Leave the d4s that show
target normally crits on a 20, then for this roll 4 whenever they land, provided they didn’t
they crit on a ‘natural’ 20+. bounce out of the battlefield. Until the end of
Effect (bad, but not for you): Until the start of the battle you can teleport from next to one d4
their next turn the target has a penalty to all to another as a move action.
their defenses equal to the undoubled d20 roll. Special: These dice are physical things for you
Yep, this folly gives your allies a really good and others on the battlefield, appearing as
thing, and a sharp downside. Allies who don’t giant indestructible objects. Any miniatures or
want to be targeted with this spell should stick scenery accidentally moved by the falling d4s
close to you. are moved in the game too.
The Fifth Fool’s Quarrel Sevenfold Crown of
Close-quarters spell Folly
Daily
Close-quarters spell
Target: You
Daily
Effect (good): The Fool loudly argues that
Target: You
reality doesn’t work a certain way, and
Effect (good): The next time an ally makes an
provided your explanation has some twisted
attack, as a free action you can make the same
logic to it for a brief moment reality gets
attack—using whatever feats, talents, class
confused. For example, you could argue that if you
features, spells, magic item bonuses, etc. they
hum at the right pitch you should be able to vibrate
used, and using their attack roll and damage.
trough a solid door, or if you run fast enough you
The only difference is that the attack originates
should be able to run sideways on a wall, or that if
with you, and you get to pick the targets. If the
you beat silver coins together you get gold. If there
attack misses, the daily use of this folly isn’t
is doubt that what you are trying to trick
expended.
reality into accepting would work, roll a save
Effect (strange): You take on an aspect of the
(2d10, naturally), and on an 11+ it works.
ally you copy—maybe you gain their eye
Effect (weird): There are strange side effects if
color, or hair color, or your clothing shifts
the GM doubts what you are trying and asks
slightly to be like theirs. Its always minor stuff,
you to roll the save, and you roll less than 11.
and mostly temporary changes (unless you
You’ve confused reality, but not in a way that
decide otherwise).
benefits you. It might be bad or not, but it will
be bizarre. Eight Realignments
Wall of Six Close-quarters spell
Daily
Daily
Target: You
Effect: Roll six d6s, and keeping those numbers
face-up stack them in a straight or curved wall Effect (good): As a free action cast a daily spell
(either a wall of six dice, a wall two dice high and of your Level from another class.
three dice long, a wall two long and three high, or a Effect (might be good or bad): Normally this
column of six dice). When you or an ally are next game doesn’t use alignments, but this spell
to one of the d6s that doesn’t have a d6 under does. Roll a d8, and switch alignment until the
it, as a free action you can remove it and add end of the day or until an ally slaps you hard
the d6 result to a save or disengage check. enough that you are forced to spend a
Special: These dice are physical things for you recovery (1= Lawful Good, 2 = Neutral Good, 3=
and others on the battlefield, appearing as Chaotic Good, 4= Chaotic Neutral, 5= Chaotic Evil,
giant indestructible objects. You, your allies, 6= Neutral Evil, 7= Lawful Evil, 8= Lawful
and your enemies can climb on the d6s. Neutral).
Special: When you cast this spell place the d8
anywhere on the battlefield. This die is a
physical thing for you and others on the
battlefield, appearing as a giant indestructible
object. You, your allies, and your enemies can
climb on the d8.
Nine Infectious Follies
Close-quarters spell
Daily
Target: One nearby ally
Effect (good): Pick a daily spell from a class not
represented in the party, on their next turn the
ally can cast that spell as a free action.
Effect (bad): If the ally doesn’t cast the spell, or
is unable to (due to being unconscious,
hampered, etc.), the ally loses a recovery.
Tenfold Dodecahedron
of Power
Close-quarters spell
Daily
Effect: Place a d12 on the battlefield next to your
character. Any time a character next to the d12
moves or uses a move action (including trying
to climb on it), before they move you flick the
d12. Any enemies that the d12 comes to rest
next to take force damage equal to the d12
result (champion: 2x the result; epic: 3x the
result). If you flick the d12 off the battlefield it
vanishes. You can flick the dodecahedron of
power up to ten times during the battle, and
can choose not to flick it when a creature next
to it moves.
Special: This die is a physical thing for you and
others on the battlefield, appearing as a giant
glowing orb of destructive energy.
THE FOOL
Name: One Unique Thing:
Race:
Level: Backgrounds
& icon
Strength Mod: Mod+lvl: relationships
2 Coinwalking
6 Wall of Six
8 Eight Realignments
EQUIPMENT
RACIAL POWER(S)
methods, procedures, processes and routines to the extent such Heinsoo, Jonathan Tweet, based on material by Jonathan
content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly Tweet, Monte Cook, and Skip Williams. 13th Age Bestiary.
identified as Open Game Content by the Contributor, and means any Copyright 2014, Fire Opal Media; Authors: ASH LAW, Ryven
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