RPG

101 Feats and Talents (13th Age)

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From publisher blurb: Break out of your class! You are hereby cordially invited to a party inspired by adventurous storytelling, daring actions and dark villains. Pick one of these new options and redefine your character concept. For Feats, a Gentleman Thief always gets treasure, can bluff his way out of almost any tight spot and will never be held for long. A skilled combatant shall Seize an Attack climb up a monster at strike at its weakest point. A spellcaster can use Freezing Spell to slow opponents or freeze liquids, in addition to normally inflicted damage. There are also options for your companions, pets, and animated icky things. And if you want changes to be more profound, with Talents your character may exploit Infernal-Born Heritage so you can bind your bargains in blood, learn backgrounds like a genius savant with Eccentric Specialist, or just become unto some eldritch abomination with Tentacles. For Game Masters, your monsters and NPCs can become special, too. Remember Nastier Specials? Here is over a hundred ways to make life interesting for people who think this is just another zombie, an orc, or a whale. You can make that mean mastiff possess its owner via Companion of Possession, or you can have that gambler use Invisible Spell to carefully part some PCs from their loot.

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