TaeKwon Kid

The TaeKwon Kid is the martial artist of the first job classes.

Overview

This class is a simple class to play (much like the TaeKwon Kid in Ragnarok Online), but the class’ options have been modified for relative game balance in 13th Age, as well as expanded to give greater variety to features not found in Ragnarok Online. At level 5, you can choose between TaeKwon Master and Soul Linker, or you can choose to continue your progress as a TaeKwon Kid.

TaeKwon Kid Level Progression

TaeKwon Kid Level Total Hit Points Total Feats Class Talents (excluding Sprint) Level-up Ability Bonuses Damage Bonus From Ability Score
1 (6+CON Mod) x 3 1 adventurer 2 ability modifier
2 (6+CON Mod) x 4 2 adventurer 2 ability modifier
3 (6+CON Mod) x 5 3 adventurer 2 ability modifier
4 (6+CON Mod) x 6 4 adventurer 2 +1 to 3 abilities ability modifier
5 (6+CON Mod) x 8 4 adventurer
1 champion
3 2 x ability modifier
6 (6+CON Mod) x 10 4 adventurer
2 champion
3 2 x ability modifier
7 (6+CON Mod) x 12 4 adventurer
3 champion
3 +1 to 3 abilities 2 x ability modifier
8 (6+CON Mod) x 16 4 adventurer
3 champion
1 epic
4 3 x ability modifier
9 (6+CON Mod) x 20 4 adventurer
3 champion
2 epic
4 3 x ability modifier
10 (6+CON Mod) x 24 4 adventurer
3 champion
3 epic
4 +1 to 3 abilities 3 x ability modifier

TaeKwon Kid Stats

Ability Bonus +2 to any stat (different from racial bonus)
Initiative Dex mod + level
Armor Class (no armor) 12 + middle mod of Con/Dex/Wis + level
Physical Defense 12 + middle mod of Str/Con/Dex + level + level
Mental Defense 11 + middle mod of Int/Wis/Cha + level + level
Hit Points (6 + Con mod) x level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice 1d8 x level + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 2 (see level progression chart)
Feats 1 per level

Gear

These martial artists avoid any armor at all, relying solely on their technique and agility for survival.

Armor

TaeKwon Kid Armor and AC
Armor Type Base AC Attack Penalty
None 12
Light 12 -2
Heavy 13 -4
Shield + 1 -4

Weapons

TaeKwon Kid Melee Weapons
One-Handed Two-Handed
Small
1d4 dagger 1d6 staff
Light or Simple
1d6 (-2) short sword, mace 1d8 (-3) greatclub
Heavy or Martial
1d8 (-4) longsword, battleaxe 1d10 (-5) greatsword, greataxe
TaeKwon Kid Ranged Weapons
Thrown Gun Bow
Small
1d4 dagger 1d4 (-5) pistol
Light or Simple
1d6 javelin, handaxe 1d6 (-5) musket 1d6 (-2) sling, shortbow
Heavy or Martial
1d8 (-5) long rifle 1d8 (-4) longbow

Basic Attacks

Melee Attack

At-Will
Target:
One Enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level

Ranged Attack

At-Will
Target:
One Enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:

Class Talents

Choose two of the following class talents.
If you choose to remain as a taekwon kid at higher levels, you gain an additional taekwon class talent at 5th level, and again at 8th level.

Mild Wind

Benefit: One battle per day, you can change the damage type of your physical and magical attacks to any of the following as a quick action: cold, fire, lightning, thunder.

Adventurer Feat: You can also change your attack damage to force type.
Champion Feat: You can now use this twice per day.
Epic Feat: You can also change your attack damage to negative energy or holy type.

Counter Kick

Benefit: You gain the 13th Age Fighter’s Counter-Attack class talent.

Tornado Kick

Benefit: You gain the 13th Age Barbarian’s Whirlwind class talent.

Roundhouse Kick

Benefit: You gain the 13th Age Fighter’s Shield Bash flexible attack, but you don’t need a shield to utilize this.

Heel Drop Kick

Benefit: You gain the 13th Age Fighter’s Punish Them flexible attack.

Tumbling

Benefit: You gain the 13th Age Rogue’s Roll With It power, but instead of requiring momentum, you only have to hit with an attack before you can use this against one attack.

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TaeKwon Kid

The End of a Thousand Years yralyn