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Introduction

Return of the Monk


The new playtest draft of the monk is ready. For those of you who played earlier versions, you'll
recognize the core of the experience. The monk still uses forms that start with an opening attack, continue
with a flow attack, and lead to a finishing attack before starting the cycle over again.
This draft of the monk is more polished than many of our playtest documents. That doesn't mean that it
will sail smoothly into publication in 13 True Ways. Our developer, Rob Watkins, is committed to getting
the balance right and he says it's going to take some work.
Internal playtests have already been great fun. If you'd like to help us smooth things out and fix what
doesn't work, we'd love to your comments from actual play. Send your playtest notes
to13thAgePlaytest@gmail.com. Note that we're not making you backers (and Escalation Edition
supporters) sign an NDA for this playtest, but we do have a request: If you'd seriously like to help the
playtest process, don't post your playtest feedback publicly or discuss it on the internet. In our
experience, publicly discussed playtests generate less useful data because people start agreeing and
echoing each other (or getting concerned about disagreeing with other people) rather than testing things
for themselves.
Comments that are reactions to reading the text rather than playing will be less useful but we'll still read
them.
Given that this is the first class ready for external playtest and there are five more coming, you have some
time before the playtest notes won't help. I'll speak up about timing when we have a few more of the
classes in testing.
yours in a whirling kick,

- Rob Heinsoo

2012 Fire Opal Media. All rights reserved.

13 True Ways
A fantasy roleplaying supplement for 13th Age by Rob Heinsoo & Jonathan Tweet
Art by Lee Moyer & Aaron McConnell
Edited by Cal Moore
Developed by Rob Watkins
2013 Fire Opal Media. All rights reserved
Published by Pelgrane Press Ltd under license from Fire Opal Media
This is the first playtest draft of the Monk
including helpful comments from ASH Law and Wade Rockett

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new
deities, etc.), dialogue, banter and comments from Jonathan and Rob, plots, story elements, locations, characters, artwork, and trade
dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Fire Opal Media game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other
than the material designated as Open Game Content may be reproduced in any form without written permission.
13 True Ways and 13th Age are published by Pelgrane Press under the Open Game License version 1.0a Copyright 2000 Wizards of
the Coast, Inc. 13 True Ways and 13th Age are trademarks of Fire Opal Media. 2013 Fire Opal Media. All rights reserved.
www.fireopalmedia.com and www.pelgranepress.com.

2012 Fire Opal Media. All rights reserved.

MONK
Every monk that joins an adventuring party has a
story about why they are not back at the monastery.
Some chase a vision, while others have been driven
out. For some, its a temporary step in their training.
For others, its a permanent exile, for a few a hardwon escape.

Overview
Play style: Monks are a lot of fun but that
fun comes at a price. Youll make many
significant decisions, both when building your
character out of interwoven options as you rise
in level and fighting round-by-round using the
diverse elements of the monks attack forms.
Monks probably work best for experienced
players.
Races: When betting on the race of the
champion and runners-up in one of the grand
monastic tournaments, you are safest betting on
wood elf, halfling, and human. But if theres a
half-orc in the tournament who has mastered
monastic discipline? Or a dwarf who has put
away the axe? They are your dark horses.
Ability scores: Dexterity and Wisdom are
the two most important ability scores for monks.
Monkish fighting styles rely on speed and
coordinationmost monk attacks rely on
Dexterity. A few attacks scattered through the
forms key off Wisdom instead, and a monk
without Wisdom has poor access to ki, a form of
energy that enables monks to accomplish
amazing maneuvers a few times each day.
Oddball talents such as Strength of Earth
reference Strength, but Dexterity and Wisdom
are far more important.
Monks have a +2 bonus to Dexterity or
Wisdom, as long as it isnt the ability score they
have increased with their racial bonus.
Backgrounds: A few representative monk
backgrounds . . . Temple acolyte, mountain
sanctuary guardsman, traveling circus acrobat,
river guide, mountain runner, spider cult
assassin, tunnel vermin exterminator,

2013 Fire Opal Media. All rights reserved.

bodyguard, tax collector, star pupil of the School


of Unified Dragons.
Icons: The six icons mostly likely to inspire
monasteries or monastic traditions are the Great
Gold Wyrm, Priestess, Crusader, High Druid,
Elf Queen, and the Three. Disciplines devoted to
the Lich King also persist, promising great
power without necessarily requiring that the
practitioner serve the King.
In ages past, an icon known as the
Grandmaster of Blossoms set the highest
standards of monk discipline, but there has been
no such grandmaster in the ages since the ogre
mages utterly defeated the last one.
Great Gold Wyrm: A time-honored path for
those who serve the Wyrm without taking on
the burdensome oaths and armor of the paladin.
Priestess: The Cathedral holds many dojos
and monasteries. Others carve themselves into
the mountains.
Crusader: Not all demons can be defeated
with steel. The Crusader understands the power
of discipline and tradition. The conviction that
you are better than other people isnt necessarily
mistaken when youre a warrior who can tear
monsters apart with your bare hands.
High Druid: Forest monasteries in the upper
terraces, island monasteries in wild rivers,
scattered masters teaching a few chosen
disciples, all may follow the High Druids
approach to fighting styles inspired by nature.
Elf Queen: The Queen herself has little
personal connection to the perspectives required
for monastic training. But many of her high elf
and wood elf followers spend some portion of
their lives in communal meditation, and those
retreats have frequently grown into the elven
equivalent of monasteries. The High Druids
new monastic traditions owe a great deal to
patterns set by the elves.
The Three: The Black takes special pride in
training the most dangerous monks as fearsome
assassins.
Lich King: Each generation of monks who
serve the light promise to stamp out the forms
associated with the Lich King. But in the end,
they always find that the forms are too useful to
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lose. If they remain true to the light, they try to


use the Lich Kings powers against him.

Constant Progression
Unlike most other classes, monks start with a
lower number of talents (1!) and gain a choice of
a new class talent or attack form every level.
(Monks also start with one of the Three Lethal
Secrets so their first level options arent as
limited as it appears.)
When you level up, choose to learn either a
new talent or a new form. The only limitation on
this flexible character building option is that you
cant have three more talents than forms, or
three more forms than talents.
See the class progression chart on page XX.

Gear
As a first level monk, you can opt to have next
to nothing, no possessions to get in your way as
you wander the earth. Or you can have one or
two monk weapons, a change or two of clothes,
and perhaps even a missile weapon you use to
hunt rabbits.
If you have little concern for worldly things,
start with 25 gp. If money flows in and out of
your possession along with ki and fortune, start
with 1d6 x 10 gp.

Armor

can get hold of magic versions of such items,


qualifies as armor but doesnt have an inherent
advantage over whirling about in only a shirt,
gi, or flowing robes. Heavy armor might protect
from a few impacts the monk cant normally
avoid but it actively impedes the practice of
monastic fighting arts. Same goes for shields.
Monk Armor and AC
Type
None
Light
Heavy
Shield

Base AC
11
11
12
+1

Atk Penalty
-4
-2

Weapons
A monks very hands and feet are deadly
weapons, as youll see in the discussion of
damage dealt by BACKHAND, FIST, and KICK
attacks when we discuss monk attack forms
below.
Certain monks adopt exotic and unusual
weapons like the nunchaku, sai, or kama, but
ultimately it is the soul and training of the monk
that determines their combat abilities, not their
gear. Fighting with monk weapons, monks use
their BACKHAND, FIST, and KICK damage
instead of WEAPON damage.
Monks can use a variety of light thrown
weapons, but usually they prefer melee.

Monks dont get much out of wearing light


armor. The leather vests or ornate ceremonial
garb a few monks wear, especially when they
Traditional Melee Weapons
One-Handed
Small
1d4 dagger
Light or Simple
1d6 mace, shortsword
Heavy or Martial
1d8 (2 atk) longsword, warhammer

Two-Handed
1d6 club
1d8 (-2 attack) spear
1d10 (4 atk) greatsword

Monk Melee Weapons


Small
Light
Heavy

One-Handed
kama, mankugrikisari
tonfa, nunchaku
nunchaku

Two-Handed
-Staff
Three-section staff

Ranged Weapons
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Small
Light or Simple
Heavy Martial

Thrown
1d4 dagger, star
1d6 javelin

2013 Fire Opal Media. All rights reserved.

Crossbow
1d4 (-2 atk) hand crossbow
1d6 (-3 atk) light crossbow
1d8 (4 atk) heavy crossbow

Bow

1d6 (2 atk) shortbow


1d8 (3 atk) longbow

Monk Level Progression


Total Hit Points

Monk
Level

New
Talent
or Form

Leth
al
Secr
et

Total # Feats

Lev
elup
Abil
ity

Damage bonus
from ability
score

(7 + CON mod)
x3

1 adventurer

1 Adv
talent;
2 Adv
forms

Ability modifier

2 adventurer

1 new
adv

Ability modifier

Level 2

(7 + CON mod)
x4

3 adventurer

1 new
adv

Ability modifier

Level 3

(7 + CON mod)
x5
(7 + CON mod)
x6

4 adventurer

1 new
adv

(7 + CON mod)
x8

4 adventurer
1 champion

1 new
champ

2 x ability
modifier

Level 6

(7 + CON mod)
x 10

4 adventurer
2 champion

1 new
champ

2 x ability
modifier

Level 7

(7 + CON mod)
x 12

4 adventurer
3 champion

1 new
champ

Level 8

(7 + CON mod)
x 16

4 adventurer
3 champion
1 epic

1 new
epic

3 x ability
modifier

Level 9

(7 + CON mod)
x 20

4 adventurer
3 champion
2 epic

1 new
epic

3 x ability
modifier

Level
10

(7 + CON mod)
x 24

4 adventurer
3 champion
3 epic

1 new
epic

Level 1

Level 4
Level 5

2013 Fire Opal Media. All rights reserved.

+1
to 3
abili
ties

+1
to 3
abili
ties

+1
to 3
abili
ties

Ability modifier

2 x ability
modifier

3 x ability
modifier

Monk 1st Level Stats


Level modifiers are already added in to the stats in this table.
Ability Bonus
+2 Dexterity Wisdom (different from racial bonus)
Initiative
+1 + Dex mod
Armor Class (no/light
12 + middle mod of Con/Dex/Wis
armor)
Physical Defense
12 + middle mod of Str/Con/Dex
Mental Defense
12 + middle mod of Int/Wis/Cha
Hit Points
3 x (7 + Con mod)
Recoveries
(probably) 8
Recovery Dice
1d8 + Con mod
Backgrounds
8 points, max 5 in any one background
Icon Relationships
3 points
Adventurer-tier Talents
1
Adventurer-tier Forms
2
Adventurer-tier Feat
1

Monk Basic Attacks


Melee attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage
Miss: Damage equal to your level
Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: --

2013 Fire Opal Media. All rights reserved.

Features
All monks have attacks that deal unique styles
of damage, use forms as the basis of their actions
during each round, have ki points, know one of
the Three Lethal Secrets, and are considered to
fight with two-weapons even when theyre just
fighting with their fists and feet.

BACKHAND, FIST & KICK Attacks


Under normal circumstances, melee weapons
function like special effects for monks. Most
monk attacks are rated as BACKHAND, FIST, or
KICK attacks, in the same sense that most
fighter attacks are WEAPON attacks.
BACKHAND attacks deal 1d4 damage per
level.
FIST attacks deal 1d6 damage per level.
KICK attacks deal 1d12 damage per level.
Monks dont use weapon damage dice.
Instead, they use damage dice based on the
monk power or basic attack they are using.
While using a magic weapon, monks add the
weapons attack and damage bonus to their
attacks, and they can use that weapons power.
Monk weapons that provide advantages for
monks who know the Lethal Secret of the
Temple Weapon Master include the nunchaku,
sai, staff, three-section staff, and tonfa.
<<insert Rob Says sidebar>>
You dont have to describe FIST attacks as
punches and KICK attacks as kicks if it gets in
the way of the story you want to tell and the
style of fighting you picture your monk using.
Start the story with our BACKHAND/KICK
designations if it helps.
<<end RobSays sidebar>>

Forms
When you learn a monk form, you learn all
three parts: an opening attack, flow attack, and
finishing attack. All the elements of the forms
require a standard action to use (although some
2013 Fire Opal Media. All rights reserved.

standard action elements of forms provide


access to free or quick actions you may use or
ignore).
Using your Forms in Combat: Your first
standard action attack after rolling initiative in a
battle must be an opening. Your second attack
can be a flow attack from any form you know or
you can go back and use another opening.
After you use a flow attack, your next monk
attack can be any finishing attack, or you can go
back to another opening. You cant use another
flow attack.
After a finishing attack you must start over
with an opening on your next standard action. If
you spend a turn without attacking for some
reason, you must start your forms over with an
opening on your next standard action.
Mixing Forms: So long as you use the
proper piece of the form (opening, flow, or
finishing attack) you can use an opening, flow,
or finishing attack from any of the forms you
know. Part of the fun of playing a monk
character is tracking which moves you have
used and announcing the pieces of the form as
they roll out across the rounds. Announce your
action during your turn in your best Hong Kong
action theater voice unless that conflicts with
your characters story.
Defense bonus: When you use an element
of a form, you gain an AC bonus until the start
of your next turn. After using an opening attack
you gain +1 to AC. After using a flow attack,
you gain a +2 to AC. After using a finishing
attack, you gain +3 to AC.
If elven grace or some other ability lets you
use multiple elements of your forms in a turn,
the AC bonuses dont stack but you do get to
use whichever bonus is better.
Daily options: Each finishing attack has its
own daily option, an effect you can trigger once
per day as a free action when you use that
finishing attack. Daily options generally have an
effect until the end of the battle. Decide whether
you are using the forms daily option before you
roll the attack.
Keeping track of your forms: Your best
choice each round will usually be between all
8

the options of a single category of attack. If


youre writing out your forms, youll want track
all your opening attacks together, all your flow
attacks in another spot, and all your finishing
attacks together.
<<insert Rob Says sidebar>>
Early in monk design I tried naming each of the
elements of the forms using haiku structure.
Opening attacks had five syllables, flow attacks
had seven, and finishing attacks had five.
Reading each combat round sequence as an
attack haiku was kinda fun. But the design stunt
hurt my head and got in the way of doing good
design, since there was a stage where Id spent
as much time polishing poor haiku as I had
working out the proper forms. If you are up to
turning your forms into proper haiku, please,
take the brush with a flourish.
<<end RobSays sidebar>>

Ki
You have a number of ki points per day equal to
your Wisdom modifier +1. Feats connected to
your forms and some of your talents provide
ways of spending your ki.
You can only spend 1 point of ki each
round. In addition, you cant spend ki the same
way twice in a battle.
Unless otherwise specified, spending a point
of ki is a free action.
Adventurer Feat: You gain +1 ki.
Champion Feat: You gain another point of
bonus ki. You can now spend as many ki points
as you wish each round, though each ki feat can
still only be used once per battle.
Epic Feat: Gain a third additional point of
bonus ki.

The Three* Deadly Secrets


Each monk chooses one of the following three
secrets, a choice that helps determine other
options and their personal style. (As a rule,
theres no way to gain a second Deadly Secret.)

*Depending on how you count, there may


actually be four Deadly Secrets. Some jaded,
troubled, hedonistic, or experimental monks
skip the standard Three Deadly Secrets and
instead learn Drunken Style, which appears
below, beneath the Secrets.

Flurry (First Deadly Secret)


Once on your turn when the escalation die is
odd, you can make a BACKHAND attack as a
quick action.
Adventurer Feat: A foe hit by one of your
flurry attacks is vulnerable to your other attacks
until the end of this turn.
Champion Feat: You can now make FIST
attacks instead of BACKHAND attacks with
your flurry.
Epic Feat: You can now also make a flurry
attack each round when the escalation die is 6.
<<insert player sidebar>>
Flurry is the best of the Three Deadly Secrets
because you can usually count on it every other
round and you get to time the moment during
your turn you want to use it.
<<end player sidebar>>
Greeting Fist (Second Deadly Secret)
The first time you hit each enemy with a melee
attack during a battle (including the first mook
of a mob), deal +1d8 additional damage to that
creature.
2nd level monk +1d12 damage.
4th level monk +2d8 damage.
6th level monk +3d10 damage.
8th level monk +5d10 damage.
10th level monk +5d12 damage.
Adventurer Feat: You gain a +1 attack bonus
with attacks that qualify for Greeting Fist.
Champion Feat: Twice per day, reroll an
attack that qualifies for Greeting Fist.
Epic Feat: One battle per day, your Greeting
Fist dice deal maximum damage.
<<insert player sidebar>>

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Greeting Fist can be used once per enemy in the


battle. It combines well with forms that help you
disengage and move.
Greeting Fist is the best of the Three Deadly
Secrets because it lets you kick some ass with
your otherwise weak opening attacks and gives
you a big incentive to have fun jumping around
the battle to fight new enemies each round.
<<end player sidebar>>

Temple-Weapon Master (Third Deadly Secret)


You prefer fighting with monk melee weapons
to fighting with your bare hands. So long as you
are fighting with monk melee weapons, your
FIST damage dice are d8s instead of the normal
d6s. Your BACKHAND dice are still d4s.
If you fight without monk weapons your
FIST dice are d6s like other monks.
Adventurer Feat: So long as you are fighting
with monk weapons, when an engaged foe
attacks you, you gain a +1 attack bonus against
that foe until the end of your next turn.
Champion Feat: Use d6s for BACKHAND
dice.
Epic Feat: Use d10s for FIST dice.
<<insert player sidebar>>
Temple Weapon Master is the best of the Three
Deadly Secrets because you hit harder and can
go toe-to-toe with monsters others monks would
dodge away from.
<<end player sidebar>>

Drunken Style (First Public Disgrace)


Once per battle as an interrupt action, you gain a
+1d4 bonus to your AC against one attack.
Declare youre using the bonus before the
enemy rolls the attack.
In addition, whenever an enemy you are
engaged with misses you with an attack, deal
1d6 damage to that enemy as a free action.
2nd level monk 1d8 damage.
4th level monk 2d6 damage.
6th level monk 3d6 damage.
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8th level monk 5d6 damage.


10th level monk 7d6 damage.
Drunken Style Side Effects: The drawback of
your style is that you are not in perfect control of
your art. When you use a monk attack form
when the escalation die is odd, you must choose
randomly from the monk attacks you know. You
still get to determine which element of the forms
you will use (opening, flow, or finishing attack),
but not the specific attack. For example, if you
choose to use a flow attack when the escalation
die is 1, randomly determine which of your flow
attacks you will use.
Adventurer Feat: You can now use the
Drunken Style defense bonus twice each battle.
Champion Feat: You can also use Drunken
Style to increase your PD when an attack targets
your PD.
Epic Feat: You can also use Drunken Style to
increase your MD when an attack targets your
MD.
<<insert Player-style sidebar>>
Drunken Style may not be better than the
Deadly Secrets but some of us will enjoy it
anyway.
Well generally assume that your drunken
monk maintains a level of non-sobriety that
facilitates their art without otherwise impairing
them the way drunkenness affects normal
people. But if your monk is somehow deprived
of alcohol and you wish to roleplay a monk
grieving for his lost spirits, ignore all your
Drunken Style benefits and play as if you know
the Flurry secret take a 2 attack penalty with
your flurries.
<<end Player-style sidebar>>

Two-Weapon Fighting
Since monks are trained to strike with all their
limbs, were happy say that they can always be
considered to be fighting with two weapons,
even when theyre barehanded. As indicated on
page XX of 13th Age, the principal advantage of
two-weapon fighting is that you get to reroll a

10

natural 2 you reroll with your melee attacks,


sticking with the reroll.

Monk Talents: Adventurer Tier


A first level monk starts with one talent and two
forms. Every level you gain as a monk allows
you to choose a new talent or a new form from
your tier or from a lower tier.

Favor of Heaven
Use your Charisma ability score instead of your
Wisdom ability score in all monk features,
talents, and powers. In addition, you gain a +2
bonus to the first saving throw you make each
battle.
This talent models the occasional monk who
entirely lacks Wisdom and still manages to have
powerful ki.
Adventurer Feat: Reroll your first failed
save each battle.
Champion Feat: Whenever a skill check
calls for Wisdom, you can use your Charisma
instead.
Epic Feat: You have a +2 bonus to all your
defenses against attacks by demons.

Focus
You can go one round without using a monk
attack form and maintain your place in the
attack form hierarchy. For example, if you have
made an opening/flow attack but do not attack
in the next round (or with your next standard
action), you can still use a flow/finishing attack
with your next standard action.
Adventurer Feat: Twice per day, as a free
action, gain a +5 bonus to a skill check that you
can apply at least one point of your
backgrounds to.
Champion Feat: When you use a standard
action to take a recovery, it counts as using the
next element of your attack forms.
Epic Feat: You are immune to confusion.

Fortuitous Spear
You can use a basic ranged attack in place of an
opening in the monk attack forms hierarchy.
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(Youre not using the ranged attack as part of


the opening attack, the ranged attack replaces
the opening attack.)
Adventurer Feat: You no longer have a -2
attack penalty with shortbows.
Champion Feat: You no longer have a -2
attack penalty with longbows and crossbows.
Epic Feat: Your basic ranged attacks now
deal miss damage equal to your level.

Improbable Stunt
Once per battle, as a quick action when the
escalation die is 1 or more, you can pull off an
outrageous improvisational stunt that no one
else could manage, perhaps not even a
swashbuckling rogue. The stunt is not itself an
attack but it might lead to one.
The outrageous action of your stunt isnt
something you have to roll for, even if it would
ordinarily require a skill check to pull off. As
with the Swashbuckle talent of the rogue from
the core book, youll still have to roll for an
attack that follows up your stunt.
Whats possible with the talent? Youll note
that the talent isnt called impossible stunt:
jumping from a crashing airship directly onto
the wagon being driven by the villain seems
perfectly appropriate, but magically changing to
wind and wafting in to sit beside the villain is
generally not what this talent is about, its an
extension of your abilities as a monk rather than
temporary access to a new set of magical
powers.

Leaf on Wind
Twice per battle when you use a move action,
gain another move action as a free action.
Adventurer Feat: If there is a wall, tree, or
other physical object alongside as you fall, you
can slap it to slow your fall and suffer no falling
damage. Fall freely for up to 30per level.
Champion Feat: You take half damage from
attacks that target more than one creature. (If a
foe focuses on you and make you the only target
of an attack that generally has more than one
target you take full damage.)
11

Epic Feat: Add +1 to all your defenses.

Spinning Willow Style


When you are hit by a ranged attack against AC,
use an interrupt action to roll a save to reduce
the damage you suffer by half.
The first save of each battle is an easy save,
the second save is a normal save, subsequent
saves are hard saves.
Adventurer Feat: Missed saves no longer
make the next save more difficult.
Champion Feat: Spinning Willow Style now
also applies to ranged attacks against your PD.
Epic Feat: A successful save reduces the
damage to the attackers level rather than half
damage.

Strength of Earth
Your prowess as a monk now depends on your
Strength instead of your Dexterity. Whenever an
element of the monk class refers to Dexterity,
use your Strength ability score instead.
Adventurer Feat: Add one to the number of
recoveries you have each day. Also add your
Strength modifier to the first death save you
make each day.
Champion Feat: Add +2 to your Physical
Defense.
Epic Feat: Once per day, when the
escalation die is 4+, you can spend a quick action
to convert up to 2d3 recoveries into ki points.

Monk Talents: Champion Tier


Avatar of the Void
After each battle in which you have spent at
least a point of ki, roll a normal save (11+). If the
save succeeds, you regain a point of ki.
Champion Feat: If the save fails, you regain
one expended recovery. (You can use healing
from a quick rest before rolling the save.)

2013 Fire Opal Media. All rights reserved.

Epic Feat: The first time each day that you


are reduced to 0 ki, roll a normal save. If you
succeed, you regain 2 ki immediately.

Child of Water
You gain a +1 bonus on all saves.
In addition, as a quick action, once per
battle, you can give an adjacent ally a save
against ongoing damage.
Champion Feat: Once per battle, heal using
a recovery when you make a flow attack.
Epic Feat: Once per battle, a nearby ally can
heal using a recovery when you make a flow
attack.

Disciple of the Hidden Path


One battle per day, choose a second Deadly
Secret in addition to the Deadly Secret you have
always known (Flurry, Greeting Fist, or Temple
Weapon Master).
Champion Feat: When you use the second
Deadly Secret you gained from Disciple of the
Hidden Path, you gain the adventurer and
champion feats for that Deadly Secret during
that battle.
Epic Feat: Each day, choose a cleric, sorcerer
or wizard spell that is your level or lower. You
can cast that spell in place of using one of your
finishing attacks, completing that cycle of forms
so that your next attack will need to be an
opening. Use your Wisdom as the ability score
that determines attack and damage with the
spell.

Master of Fire
Once per battle, as a free action, you can skip the
element of a form you would normally be
required to perform next. For example, if you
had performed an opening attack, you could
skip to a finishing attack with your next
standard action.
Champion Feat: You can spend 1 ki as a free
action to ignore fire resistance this battle.
Epic Feat: Whenever you roll a natural 20
with an attack you can skip the next element of
the form that would normally be required.
12

Opening Attack: Panther spins free

Monk Talents: Epic Tier


Abundant Step
Once per battle, as a move action, teleport
somewhere nearby.
Epic Feat: The place you teleport can be far
away, so long as it is in line of sight.

Diamond Soul
You have resistance 16+ against attacks that
target MD.
Epic Feat: The first time you truly die,
should you wish it, you will be resurrected in a
place of power in 1d6 days.

Invincible Fist
Roll an additional d20 (usually two!) for all
finishing attacks. Choose whichever result you
like as your attack result.
Epic Feat: Once per battle, you can roll an
additional d20 for all attacks made as part of a
flow attack.

Procession of the Sun and Moon


Once per level, while meditating during a quick
rest, you can decide that it is time for the start of
a new day. You and all your allies regain spells,
abilities, powers, hit points and recoveries as if
you had taken a full rest and started a new day.
The only character element that does not reset as
if it was a new day are your icon relationship
rolls and any icon relationships.
Epic Feat: One battle per day, as a free
action, you gain flight at normal movement
speed.

Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: BACKHAND + Dexterity damage, and you can
pop free from the target if you wish.
Miss: Damage equal to your level.

Flow Attack: Cat between hounds


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage
Hit with natural 16+: You can make a FIST attack
against a different target.
Miss: Half damage.

Finishing Attack: Twinned panther claw


Daily Option: Until the end of the battle, you heal
damage equal to your Wisdom modifier each time
you make an attack roll (5th level: twice your
Wisdom modifier; 8th level: thrice your Wisdom
modifier)
Melee attack
Target: Two attacks against the same or different foes
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage
Miss: Half damage.

You must have at least one relationship point


with the High Druid to take any of the feats
associated with the Claws of the Panther form.
Adventurer Feat (Spitting fury): Spend a
point of ki to deal 10 damage to each foe you are
engaged with (5th level: 20 damage; 8th level: 30
damage.)
Champion Feat (Sudden strike): Spend a
point of ki on your turn to make a FIST attack
against a staggered foe as a quick action.
Epic Feat (High Ones blessing): Spend a
point of ki to heal 10 hp each time you make an
attack roll the rest of the battle. The healing
effect ends if you drop below 30 hp.

Adventurer Tier Forms


Claws of the Panther
At-Will Form

2013 Fire Opal Media. All rights reserved.

<<insert RobSays sidebar>>


Monk feats connected to the forms have names
because they are usually used independently of
the forms. Spending ki for a cool power is
separate from using the forms so weve given
13

the ki feats names to give a bit more of an


indication of whats going on.
<<end RobSays sidebar>>

Epic Feat (Kill Strike): Spend 1 ki on your


turn as a free action to make a free FIST attack
against a staggered foe.

Dance of the Mantis

Original Poison Form

At-Will Form

At-Will Form

Opening: Springing mantis strike

Opening: First certain toxin

Melee attack
Special: So long as you start your turn free of enemy
engagement, the standard action used for this
attack lets you use a free move action before the
attack roll .
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: BACKHAND + Dexterity damage.
Miss:

Effect: Deal 1d4 poison damage per monk level to one


foe you are engaged with.

Flow Attack: Whirling mantis pincer


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage, or KICK + Dexterity
damage vs. large or bigger targets.
Miss: Half damage.

Finishing Attack: Precise mantis kick


Daily Option: Until the end of the battle, your FIST
attacks against foes that have lower Initiative
bonuses than you deal damage as if they were
KICK attacks.
Melee attack
Target: One foe
Attack: Dexterity + 2 + Level vs. AC
Hit: KICK + Dexterity damage
Miss: Half damage
Effect: Hit or miss, if this attack drops a non-mook foe
to 0 hp, you gain a point of ki you must spend this
battle or lose.

Adventurer Feat (Mantis Surge): Spend a


point of ki at the end of your turn to add 2d6 to
your Initiative. (If your group doesnt bother
tracking initiative points after rolling, just move
up in the initiative order 1d3 places instead.)
Champion Feat (Preying Mantis): Spend 1
ki after rolling an attack to make one target of
the attack vulnerable to this attack and your
attacks the rest of the battle.

Flow Attack: Second deadly venom


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: BACKHAND + Dexterity damage
Natural even hit: An additional 10 ongoing poison
damage
Natural odd hit: An additional 5 ongoing poison
damage.
Miss: Damage equal to your level.

Finishing Attack: Third poisonous lesson


Daily option: Until the end of the battle, any foe
engaged with you when it rolls a successful save
against ongoing poison damage must reroll the
save once and abide by the reroll.
Melee attack
Target: One foe
Attack: Dexterity + Level vs. PD
Hit: FIST + Dexterity damage, and an equal amount of
ongoing poison damage.
Miss: Ongoing poison damage equal to half damage.

Adventurer Feat (Wriggling Serpent): Spend


a point of ki on your turn to pop free from any
enemy, even one that has you grabbed.
Champion Feat (Venom Holds Fast): Spend
a point of ki as a free action on your turn to
make an engaged foe who is suffering from
ongoing poison damage stuck until they save
against the ongoing poison.
Epic Feat (The Fangs Sink Deeper): Spend a
point of ki as a free action to double the amount
of ongoing poison damage a foe you are
engaged with is suffering.

Heavens Thunder
At-Will Form

2013 Fire Opal Media. All rights reserved.

14

Hidden Monkey Paw


Opening:
Melee attack
Target: One foe
Attack: Wisdom + Level vs. AC
Hit: BACKHAND + Wisdom damage, and deal
thunder damage equal to twice your level to each
foe that attacks you before the start of your next
turn
Miss: Damage equal to your level.

Flow Attack: The willow bends


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage, and you can roll a save
against a save ends effect.
Miss: Half damage.

Finishing Attack: This too was foreseen


Daily option: Until the end of this battle, you take
only half damage from ongoing damage.
Melee attack
Target: One foe
Attack: Wisdom + Level vs. AC
Hit: KICK + Wisdom damage
Natural even hit: You can use a recovery as a free
action.
Natural odd hit: Target is dazed until the end of
your next turn.
Miss: Half damage.
You must have at least one relationship point with the
Priestess to take any of the feats associated with the
Heavens Thunder form.

Adventurer Feat (Cathedrals Chosen):


Spend 1 ki before you roll to get a +5 bonus on a
save this turn.
Champion Feat (Heavens Vengeful
Daughter): Spend 1 ki after hitting with a melee
attack to enable your melee attacks to target
nearby enemies you are not engaged with until
the end of the battle.
Epic Feat (Avalanche of Thunder): Spend 1
ki after hitting an enemy with a finishing attack
to hamper that enemy until the end of your next
turn.

At-Will Form
Opening: Jest of hidden paw
Melee attack
Special: If you decide to use this opening on your
turn, you gain a +2 bonus to disengage checks this
turn.
Target: One foe
Attack: Dexterity + Level vs. PD
Hit: BACKHAND + Dexterity damage
Miss: Damage equal to your level.

Flow Attack: Tumbling monkey claw


Melee attack
Special: If you decide to use this flow attack on your
turn, you can pop free of one enemy at some point
this turn.
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage
Miss: Damage equal to your level.

Finishing Attack: Monkey plays the fool


Daily option: Until the end of the battle, your
disengage checks have a +5 bonus.
Melee attack
Target: One foe
Attack: Dexterity + Level vs. MD
Hit: KICK + Dexterity damage
Hit on Natural 18+: The target is also confused until
the end of your next turn.
Miss: Half damage.

Adventurer Feat (Way of the Superior


Monkey): Spend 1 ki to reroll an attack against a
confused foe with a +4 attack bonus.
Champion Feat (Somersault Trick): When
you hit with an attack, you can spend 1 ki as a
free action and choose one: swap places with the
enemy you hit; or swap places with one nearby
ally (or one ally youre next to).
Epic Feat (Tumbling Ball): Spend 1 ki to add
+4 to your PD against a foes attack; you can
spend the ki even after seeing the foes attack
roll.

Way of the Golden Dragon


At-Will Form

2013 Fire Opal Media. All rights reserved.

15

Opening: Gold dragon fist


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage, if you are engaged with
more than one foe, add your Strength modifier to
the damage.
5th level: double your Strength modifier
8th level: triple your Strength modifier
Miss: No effect.

Flow Attack: Shining warrior advances


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity fire damage, and if the target is
now staggered or drops to 0 hp you gain a +2
bonus to all your defenses against the next attack
that targets you.
Miss: Half damage.

Finishing Attack: Testament against hordes


Daily option: You can also make a finishing attack
with your next standard action, but cannot use
any other finishing attacks later in the battle.
Melee attack
Target: One foe
Attack: Wisdom + Level vs. PD
Hit: KICK + Wisdom radiant damage, and half
damage to one other enemy engaged with you.
Miss: Half damage to each enemy engaged with you.
You must have at least one relationship point with the
Great Gold Wyrm to take any of the feats associated with
Way of the Golden Dragon.

Adventurer Feat (Thresh the Chaff): Spend 1


ki on your turn to make a FIST attack against a
mook as a free action.
Champion Feat (Scourge of Evil): Spend 1 ki
on your turn to make a FIST attack against a
demon as a free action.
Epic Feat (Shield against Demons) Spend 1
ki after hitting a demon with a finishing attack
to hamper the demon (save ends). [[yes,
identical to epic feat of Crusader]]

Opening: Eagle lands screaming


Melee attack
Target: One foe
Attack: Dexterity + 2 + Level vs. AC
Hit: BACKHAND + Dexterity damage.
Miss: No effect, or half damage if the target is small.

Flow Attack: Claws find the wound


Melee attack
Target: One foe
Attack: Dexterity +2 + Level vs. AC
Hit: FIST + Dexterity damage
Miss: No effect, or damage equal to your level if the
target is already staggered.

Finishing Attack: Springing eagle kick


Daily option: Until the end of the battle you have +2
defenses against attacks by enemies that are not
engaged with you.
Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity damage
Natural even hit or miss: You gain Flight until the
end of your next turn.
Miss: Half damage.

Adventurer Feat (Prey of the Eagle): Spend


1 ki to deal damage to a mook you are engaged
with equal to the mooks hit points.
Champion Feat (Eagles Talons): Spend 1 ki
to reroll a KICK attack roll.
Epic Feat (Flying Eagle Kick): Spend 1 ki
while you are flying to make a KICK attack as a
quick action.

Champion Tier Forms


Rising Phoenix
At-Will Form
Opening: Remarkable phoenix fist
Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity fire damage
Miss: Damage equal to your level.

Wing and Talon


At-Will Form

Flow Attack: Become the pillar of flame


Melee or ranged attack

2013 Fire Opal Media. All rights reserved.

16

Target: One engaged foe (melee) or one nearby foe


(ranged)
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity fire damage, and
Natural even hit: Gain 4d6 temporary hit points
(8th level: 4d12 temporary hit points)
Natural odd hit: Deal 10 ongoing fire damage (8th
level: increases to 15 ongoing fire damage)
Miss: Damage equal to your level.

Finishing Attack: Life burning fire fist


Daily option: Before or after this attack, move using
flight as a quick action.
Melee attack
Special: You can only use this finishing attack if you
are staggered or have made a death save in this
battle.
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: KICK + FIST + Dexterity fire damage, and roll
two additional d20s on your next death save in
this battle.
Miss: Half damage.

Champion Feat (Bright Feather): When you


hit with the flow or finishing attack from Rising
Phoenix, spend 1 ki to heal using a recovery.
Epic Feat (Phoenix Ascends): Spend 1 ki
when you succeed with a death save to heal to
your full hit points without spending a recovery.

Three Evil Dragons


At-Will Form
Opening: The burning shadow
Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: BACKHAND + Dexterity damage, and if the
target is now staggered, choose whether you want
to pop free of the target or deal 15 ongoing acid
damage to it.
Miss: Damage equal to your level.

Flow Attack: Sky carries lightning


Melee attack
Target: One foe
Attack: Dexterity + Level vs. PD
Hit: FIST + Dexterity lightning damage
Natural even hit: Deal half damage to another
nearby enemy.

2013 Fire Opal Media. All rights reserved.

Natural odd hit: You gain flight until the end of


your next turn.
Miss: Half damage.

Finishing Attack: Red fury


Daily option: Choose an energy type other than cold.
You gain resistance 16+ to that energy type until
the end of the battle.
Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity damage, +1d8 fire damage for
every point on the escalation die.
Miss: Half the KICK damage but no fire damage.
You must have at least one relationship point with the
Three to take any of the feats associated with Three
Evil Dragons.

Champion Feat (Eye of Dragons): Spend 1


ki before rolling a flow or finishing attack to
increase your crit range for the attack by 4.
Epic Feat (Inevitable Comeback): Spend 1 ki
point after missing with a finishing attack to
earn the right to use another finishing attack
with your next standard action.

Tiger in Storm
At-Will Form
Opening: Stalking tiger fist
Melee attack
Special: You can only use this opening attack if you
are not staggered.
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage, and if you have no
allies engaged with the target, you also deal 5
ongoing lightning damage to the target.
Miss: no effect

Flow Attack: Tiger follows blood


Melee attack
Target: One foe that is not engaged with any of your
allies.
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity damage, and you can pop free
of the target. If you do pop free, you will
automatically deal 10 damage to one other foe you
end your turn engaged with.
Miss: Half damage.

17

Finishing Attack: Striped lightning roars


Daily option: The next time an engaged foe attacks
you, interrupt their attack with a FIST attack of
your own as a free action.
Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity damage, and deal FIST
lightning damage to 1d3 nearby enemies.
Miss: FIST lightning damage.

Champion Feat (The Storm Smiles): Spend 1


ki when you hit with an attack with a natural
16+ to deal KICK lightning damage to a different
random foe nearby.
Epic Feat (Heavenly Arc Strike) When you
roll a natural 16+ with a finishing attack, spend
1 ki to weaken (save ends) the target of that roll.

Attack: Dexterity + Level vs. AC


Hit: KICK + Dexterity damage
Miss: Half damage.
You must have at least one relationship point with the
Crusader to take any of the feats associated with True
Crusader Form.

Champion Feat (Foretaste of pain): Spend 1


ki to gain Fear (engaged foes have -4 attack and
cannot use the escalation die) against foes with
fewer hit points than you until you drop below
30 hp or the end of the battle, whichever comes
first.
Epic Feat (Prelude to banishment): Spend 1
ki after hitting a demon with a finishing attack
to hamper the demon (save ends).

Epic Tier Forms


True Crusader Form
At-Will Form

Deaths Quivering Shadow


At-Will Form

Opening: Trample the fallen


Melee attack
Special: You can only use this opening if at least one
foe has already fallen this round.
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity damage
Miss: Damage equal to your level.

Opening: Invoke the name


Melee attack
Target: One foe
Attack: WISDOM + Level vs. PD
Hit: FIST + Wisdom damage
Natural even hit: Ongoing necrotic damage equal
to the targets level.
Miss: You take half damage.

Flow Attack: Crush the weak


Melee attack
Effect: Before rolling the attack, deal 1d10 psychic
damage per point on the escalation die to each
engaged foe that has fewer hit points than you.
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage
Miss: Half damage.

Flow Attack: Stunning fist

Finishing Attack: Finish the dying

Finishing Attack: Ghostwalk of the fallen king

Daily option: You can reuse this attack as a free


action, targeting a different foe, immediately after
the first attack.
Melee attack
Special: This attack has a +4 bonus if it targets a
staggered foe.
Target: One foe

Daily option: Until the end of the battle, your monk


attacks against AC target PD instead.
Melee attack
Target: One foe
Attack: Dexterity + Level vs. PD

2013 Fire Opal Media. All rights reserved.

Melee attack
Target: One foe
Attack: Dexterity + Level vs. PD
Hit: FIST + Dexterity damage
Natural even hit: Target is stunned until the end
of your next turn.
Miss: Damage equal to your level.

18

Hit: KICK + Dexterity damage, and 10 ongoing


necrotic damage, and you gain flight and
incorporeal (resist all damage 16+) until the end of
your next turn.
Miss: Damage equal to your level.
You must have at least one relationship point with the
Lich King to take the feat associated with Deaths
Shadow.

Epic Feat (Quivering Palm): Spend 1 ki


when you hit a target with a finishing attack. For
the rest of the day, as a standard action,
regardless of how far away the target is, you can
spend a ki point to deal FIST + Wisdom damage
to the target.

Feathered Serpent Form


At-Will Form
Opening: Shifting coils
Melee attack
Target: Each foe engaged with you
Attack: Wisdom + Level vs. AC
Hit: BACKHAND + Wisdom damage
Miss: Damage equal to your level.

Flow Attack: Flying serpent kick


Melee attack
Effect: Choose one when you decide to use this flow
attack: either gain Flight until the end of your turn
or pop free from one foe at any point during your
turn.
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity damage
Miss: Half damage.

Finishing Attack: Couatls strike


Daily option: You can reuse this attack as a free
action, targeting a different foe, immediately after
the first attack.
Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity radiant damage
Natural even hit: Target is hampered until the end
of your next turn.
Natural odd hit: Target suffers 15 ongoing poison
damage.
Miss: Half damage.

2013 Fire Opal Media. All rights reserved.

Epic Feat (Coils on Feathers on Scales):


Spend 1 ki and a quick action to roll a save
against a condition you are suffering from that
was caused by a foes attack. If your natural roll
is 16+, you can transfer the condition to a foe
you are engaged with.

Flagrant Blossoms
At-Will Form
Opening: Opening blossom
Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: BACKFIST + Dexterity damage, if this attack
drops a non-mook to 0 hp, you can skip your flow
attack and move to a finishing attack with your
next standard action.
Miss: Damage equal to your level.

Flow Attack: Inimitable karma fist


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage, and random nearby
ally rolls an icon relationship die of their choice
that can be used as a story-guide result later in the
adventure.
Miss: Half damage.

Finishing Attack: Dangerous wisdom maneuver


Daily option: You or a nearby ally can roll a save
against a save ends condition with a +5 bonus. If
this save fails, your subsequent dangerous wisdom
maneuver attack takes a -5 penalty.
Melee attack
Target: One foe
Attack: Wisdom + Level vs. AC
Hit: KICK + Wisdom damage
Natural 16+: You gain a point of ki.
Miss: Damage equal to your level.

Epic Feat (Awesome Moon): Once per day,


spend 1 ki to roll 1d6 and gain that many
temporary ki points. You must spend all the
temporary ki before the start of your next turn
and cannot spend more ki later this battle.

19

Spiral Path
At-Will Form

Flight rules

Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: FIST + Dexterity damage, and until the end of
your next turn you can use move actions to
teleport to nearby locations.
Miss: Half damage

There were a few characters flying in the core


book. The monk gets to fly more than most, so
heres the basics
Were keeping basic flight rules simple. For
now, play it exactly like other movement, but if
there's space above them, you can fly over
creatures you're not engaged with without
taking opportunity attacks from them.
Were also keeping engagement and
disengagement rules the same when flyers make
melee attacks against enemies on the ground.
When a flyer makes a melee attack against a
flying enemy, however, instead of engaging that
creature, the flyer can choose to swoop past as
they attack, but they take a 2 attack penalty.

Finishing Attack: Seal the way

OPEN GAME LICENSE Version 1.0a

Opening: Open the cycle


Melee attack
Target: One foe
Attack: Dexterity + Level vs. AC
Hit: BACKFIST + Dexterity damage, and deal half
damage to a different nearby foe.
Miss: --

Flow Attack: Walk the spiral

Daily option: Until the end of the battle, deal damage


equal to three times your Wisdom modifier to the
first foe you move to engage on each of your
turns.
Melee attack
Target: One foe (and follow-up)
Attack: Dexterity + Level vs. AC
Hit: KICK + Dexterity damage, and then you can
teleport to engage with a different nearby foe and
use a separate KICK attack against that foe.
Miss: --

You must have at least one relationship point with the


Elf Queen to take the feat associated with Spiral Path.

Epic Feat (Queens Grace Maneuver): Spend


1 ki when you hit with a flow attack to regain
your expended racial power, if any.

RULES & STUFF ELSEWHERE


IN THE BOOK
Treasures for monks
Treasure not designed yet, would rather have
playtest results on class design first.
Will include tattoos.

2013 Fire Opal Media. All rights reserved.

The following text is the property of Wizards of the Coast,


Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright
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(including into other computer languages), potation,
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which an existing work may be recast, transformed or
adapted; (c) "Distribute" means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by
this License, including translations and derivative works
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environments, creatures, equipment, magical or

20

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Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to
compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of
that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any

2013 Fire Opal Media. All rights reserved.

8. Identification: If you distribute Open Game Content


You must clearly indicate which portions of the work that
you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may use
any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed
under any version of this License.

11. Use of Contributor Credits: You may not market or


advertise the Open Game Content using the name of any
Contributor unless You have written permission from the
Contributor to do so.
12 Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13 Termination: This License will terminate automatically
if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document. Copyright 2000, Wizards of
the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on material by E. Gary Gygax and Dave
Arneson.
13th Age. Copyright 2013, Fire Opal Media; Authors Rob
Heinsoo, Jonathan Tweet, based on material by Jonathan
Tweet, Monte Cook, and Skip Williams.
13 True Ways. Copyright 2013, Fire Opal Media; Authors
Rob Heinsoo, Jonathan Tweet, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
Publishing, LLC; Author: Jason Bulmahn, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
Castles & Crusades, Copyright 2004, Troll Lord Games;
Authors: Davis Chenault, Mac Golden.

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