Lostwhite 13th Age

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As a typical two-handed fighter, Lostwhite converts fairly easily. One thing that jumps out immediately is that her One Unique Thing and backgrounds instantly give her more depth.

Female Half-orc Fighter 6
One Unique Thing: Only person to ever defeat Kesh Wol, legendary master of a ritualized martial discipline (and her mentor), accidentally killing him.
Backgrounds: Student of Kesh Wol +5, Fashion Sense +2, Devotee of the Lady +1
Icon Relationships: The Spire +2, The Lion-Guarded Throne ±1, The Entropy Sphere −1

Abilities Str Con Dex Int Wis Cha
Score 20 22 19 14 14 10
Modifier 5 6 4 2 2 0
Modifier + Level 11 12 10 8 8 6
Initiative 14
Armor Class (AC) 28
Physical Defense (PD) 21
Mental Defense 18
Max HP 140
Max Recoveries 9
Recovery Roll 6d10+12
Armor style Heavy, no shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +14 vs AC 6[W]+10 6 +3 dire flail d10 43
Ranged +10 vs AC 6[W]+8 - longbow d8 35

Racial Power

  • Lethal (1/battle): reroll melee attack and use roll you prefer as result

Class Features

  • Extra Tough: You start with nine recoveries instead of the usual eight.
  • Threatening: Enemy takes a penalty to checks to disengage from you.

Class Talents

  • Counter-Attacka (1/round, even escalation die, enemy misses w/ odd): make a basic melee attack dealing full damage against that enemy as a free action.
  • Heavy Warriora (1/battle, enemy hits): take half damage from attack targeting AC. Once per day, use this ability twice in one battle.
  • Skilled Intercepta (1/round, enemy moving to attack nearby ally): As free action, roll a save (11+) to pop free from up to two enemies to intercept attack. Attack directed at you, but only take half damage if it hits.
  • Tough as Iron (1/battle): rally using a quick action.

Maneuvers

  • A Dozen Cutsc (flexible melee attack, trigger: even hit): target also takes ongoing 8 damage. Once per battle, trigger with odd hit.
  • Carve an Openingc (flexible melee attack, trigger: odd roll): melee crit range expands by +2 until melee crit is scored.
  • Hack & Slash (1/round, flexible melee attack, trigger: even roll when escalation 2+): make another melee weapon attack against a different target.
  • Hero's Skill (flexible melee or ranged attack, trigger: even miss): add +2 to the attack roll, then halve any damage dealt by the attack if it hits.
  • Punish Them (flexible melee attack, trigger: hit opportunity attack with 16+): target is dazed until the end of its turn.
  • Sword Master's Anticipation (flexible melee attack, trigger: even roll): the next time you use Skilled Intercept, the save automatically succeeds.

Feats

  • Adventurer: Counter-Attack, Heavy Warrior, Improved Initiative, Skilled Intercept
  • Champion: A Dozen Cuts, Carve an Opening

Magic Items (max: 7)

  • +3 splendorous half plate (epic, two slots, armor chakra): enemies engaged with you take -2 attack penalty against allies without splendor. Quirk: fastidious about clothing and gear.
  • resurgence belt (champion, waist chakra, recharge 16+): when you drop to 0 hit points or lower, heal using a recovery before falling unconscious. Quirk: occasionally bursts forth with wildly optimistic comments.
  • boots of ferocious charge (champion, foot chakra): whenever you move to engage a foe first and then make a melee attack against it during the same turn, you deal +2d8, hit or miss. Quirk: likes to start fights as much as finishing them.
  • ring of defense (champion, left ring chakra, recharge 6+): when you take damage from an attack, prevent 20 of that damage. Quirk: stubborn.
  • +3 greater striking dire flail (epic, two slots, weapon chakra, trigger: hit when escalation 3+): deal +4d8 damage. Quirk: enjoys being spattered by blood and gore.