Lostwhite 13th Age
From DivNull RPG
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
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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.