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Dark Alleys & Twisted Paths

Dark Alleys & Twisted Paths

Martin Killmann
3/5 ( ratings)
Dark Alleys & Twisted Paths is a massive expansion book for all classes of the Core Book and 13 True Ways. You get a ton of new goodies, new races, new talents, new spells, new powers, new feats for every PC you can imagine, on over 240 pages.

My first 13th Age expansion book, Dark Pacts & Ancient Secrets, was all about expanding wide with new classes, but with this book I'm going back to the original 15 classes from Barbarian to Wizard to give you many new ways to create unique and interesting characters.

You can listen to the Iconic Podcast review where JM and crew give an overview over the included content.

Here is a glimpse of what you can expect from the book in detail ...

13 new races: Elemental Souls of Earth, Air, Water and Fire who are infused with the power of the dying elemental lords; big dumb muscle Half-Ogres; feline and proud Leomar; wild Nyama shapeshifters; full-blooded Orcs; tricksy Pixies; stinky Ratkin; mysterious Shadowborn; gifted Star Children and battle-hardened Vorhai

5 pages of new general and racial feats

... and by class ...

With the new Barbarian talents, you can now choose your combat style between a big sword, dual wielding, a shield or bare knuckles wrestling. Another set of talent ties into the rage class feature and leverages critical hits.

Bards gain a new type of magic item, magical instruments, and more scoundrel-type options such as battlecries that mess with enemies or a talent that switches them all for rogue powers.

Chaos Mages gain new talent options like the Enigmatic Pet, and they can keep making a mockery of the icons with new spells like Frogsplosion and Princessification.

Clerics gain a lot more diversity with a whopping 35 new domains that cover everything from Luck and Farming to less goodie-two-shoes options like Madness, Doom and Chaos. The spell list got a huge overhaul, with each domain gaining at least three new spells exclusive to that domain, for a total of over 100 spells! You could have a full party of clerics and no two would feel alike.

Commanders get new talent options, including champion options for their 5th level slot, and a host of new commands and tactics for both "lazy" and melee builds.

Druids got nothing short of a full makeover. The revised class is organized into circles, with each circle offering a range of talents, similar to the Demonologist class. Five circles replace the talents from 13 True Ways, such as Terrain Caster and Shifter, while two circles expand the class into new territory. The Circle of Feysong dives into tricksy faerie magic, while the Circle of Blight represents nature's destructive side of death and decay.

Besides the expected talents and maneuvers, Fighters gain new champion tier talents to take with their 6th level slot. Ever wanted to step outside initiative order and take your actions whenever you want? Try the new Ultimate Combat Reflexes.

The new talents and forms for Monks stay within the classic theme of the class, but add a new mechanic. Some opening attacks now have a cycle bonus that is active for one sequence of opening attack - flow - finishing attack to thematically tie the powers of a form together.

Necromancers were already awesome, but gain a big rattling pile of new talents, spells and summonable creatures, including playtest fan favorite, the exploding zombombie.

The Occultist, and there only will be one ever, expands to more build options with more melee support and alternatives to Karmic Rebuke. Or maybe you just want to watch the world burn and switch all your spells to fire damage and exploding dice.

While the Paladin keeps the classic talent-based structure, they gain new smite options with every talent that broaden the tactical options. Ever wanted to throw your hammer with a smite or even stun an enemy? There's options now.

Rangers gain a new spear-based build, can fuel magic into their shots with the new Arcane Archer talent, and benefit from expanded Animal Companion options.

Rogues can delve into the mystical side of the class with new shadow powers. Why not animate it as a flanking buddy? New powers also open up a more Charisma-focused build.

Sorcerers are upgraded with the bloodline system that customize their class features from Gather Power to what other class they can access the spells of. It's not just wizards anymore. Together with the new metamagic system and no less than four times as many spells available, a divine sorcerer can now feel really different in play from a draconic, fey or infernal one.

Wizards go back to their roots to the classic 7 schools of magic. It could be 8, if only someone would defeat the Lich King and end his monopoly on necromancy. The massively expanded spell list and school specialization as a new variant, you can customize your wizard in many new ways, whether it's power over minds as the enchanter, power over elements as the evoker, or summoning new and exciting creatures as the conjurer.
Language
English
Pages
252
Format
Hardcover
Publisher
Kinoko Games
Release
December 20, 2019
ISBN 13
2370010552577

Dark Alleys & Twisted Paths

Martin Killmann
3/5 ( ratings)
Dark Alleys & Twisted Paths is a massive expansion book for all classes of the Core Book and 13 True Ways. You get a ton of new goodies, new races, new talents, new spells, new powers, new feats for every PC you can imagine, on over 240 pages.

My first 13th Age expansion book, Dark Pacts & Ancient Secrets, was all about expanding wide with new classes, but with this book I'm going back to the original 15 classes from Barbarian to Wizard to give you many new ways to create unique and interesting characters.

You can listen to the Iconic Podcast review where JM and crew give an overview over the included content.

Here is a glimpse of what you can expect from the book in detail ...

13 new races: Elemental Souls of Earth, Air, Water and Fire who are infused with the power of the dying elemental lords; big dumb muscle Half-Ogres; feline and proud Leomar; wild Nyama shapeshifters; full-blooded Orcs; tricksy Pixies; stinky Ratkin; mysterious Shadowborn; gifted Star Children and battle-hardened Vorhai

5 pages of new general and racial feats

... and by class ...

With the new Barbarian talents, you can now choose your combat style between a big sword, dual wielding, a shield or bare knuckles wrestling. Another set of talent ties into the rage class feature and leverages critical hits.

Bards gain a new type of magic item, magical instruments, and more scoundrel-type options such as battlecries that mess with enemies or a talent that switches them all for rogue powers.

Chaos Mages gain new talent options like the Enigmatic Pet, and they can keep making a mockery of the icons with new spells like Frogsplosion and Princessification.

Clerics gain a lot more diversity with a whopping 35 new domains that cover everything from Luck and Farming to less goodie-two-shoes options like Madness, Doom and Chaos. The spell list got a huge overhaul, with each domain gaining at least three new spells exclusive to that domain, for a total of over 100 spells! You could have a full party of clerics and no two would feel alike.

Commanders get new talent options, including champion options for their 5th level slot, and a host of new commands and tactics for both "lazy" and melee builds.

Druids got nothing short of a full makeover. The revised class is organized into circles, with each circle offering a range of talents, similar to the Demonologist class. Five circles replace the talents from 13 True Ways, such as Terrain Caster and Shifter, while two circles expand the class into new territory. The Circle of Feysong dives into tricksy faerie magic, while the Circle of Blight represents nature's destructive side of death and decay.

Besides the expected talents and maneuvers, Fighters gain new champion tier talents to take with their 6th level slot. Ever wanted to step outside initiative order and take your actions whenever you want? Try the new Ultimate Combat Reflexes.

The new talents and forms for Monks stay within the classic theme of the class, but add a new mechanic. Some opening attacks now have a cycle bonus that is active for one sequence of opening attack - flow - finishing attack to thematically tie the powers of a form together.

Necromancers were already awesome, but gain a big rattling pile of new talents, spells and summonable creatures, including playtest fan favorite, the exploding zombombie.

The Occultist, and there only will be one ever, expands to more build options with more melee support and alternatives to Karmic Rebuke. Or maybe you just want to watch the world burn and switch all your spells to fire damage and exploding dice.

While the Paladin keeps the classic talent-based structure, they gain new smite options with every talent that broaden the tactical options. Ever wanted to throw your hammer with a smite or even stun an enemy? There's options now.

Rangers gain a new spear-based build, can fuel magic into their shots with the new Arcane Archer talent, and benefit from expanded Animal Companion options.

Rogues can delve into the mystical side of the class with new shadow powers. Why not animate it as a flanking buddy? New powers also open up a more Charisma-focused build.

Sorcerers are upgraded with the bloodline system that customize their class features from Gather Power to what other class they can access the spells of. It's not just wizards anymore. Together with the new metamagic system and no less than four times as many spells available, a divine sorcerer can now feel really different in play from a draconic, fey or infernal one.

Wizards go back to their roots to the classic 7 schools of magic. It could be 8, if only someone would defeat the Lich King and end his monopoly on necromancy. The massively expanded spell list and school specialization as a new variant, you can customize your wizard in many new ways, whether it's power over minds as the enchanter, power over elements as the evoker, or summoning new and exciting creatures as the conjurer.
Language
English
Pages
252
Format
Hardcover
Publisher
Kinoko Games
Release
December 20, 2019
ISBN 13
2370010552577

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