Mechanics

Any notes on house rules, third party content, etc.

13th Age SRD Reference

House Rules

Gatorman Race

In the Fangs, there's a long history of magical hoodoo and Serpent Folk artifacts doing weird things to people. One of those things in the Gatormen and Gatorwomen of the Fangs, who are an off-shoot of Lizard Folk. Their love of gumbo and hoodoo is well known.

+2 Strength or Wisdom

Racial Power - Gator Rush: Once per battle, you add a move to a melee attack power that doesn't normally let you move. If the move hits on a 16+, the target is also stuck.

Shocking Grasp

  • Close-Quarters spell

  • At-Will

  • Target: One nearby enemy

  • Attack: Intelligence + Level vs. PD

  • Hit: 2d6 lightning damage and the target cannot take opportunity attacks or interrupt actions until the end of his next turn.

  • Miss: The target cannot take opportunity attacks or interrupt actions until the end of his next turn.

  • 3rd level spell 3d8 damage.

  • 5th level spell 5d8 damage.

  • 7th level spell 6d10 damage.

  • 9th level spell 9d12 damage.

  • **Adventurer Feat: **The spell now requires only a quick action to cast (once per round).

  • Champion Feat: Once per battle, when you hit the target of the spell, you can also daze it until the end of your next turn.

  • Epic Feat: If the target is staggered, on a natural even hit, the target also suffers 15 ongoing lightning damage.