Dissolution 13th Age

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This page is an experiment, contemplating how the characters of the Dissolution campaign could be converted to the 13th Age system. It makes use of the information in the Ptolus 13th Age Conversion. As 13th level Pathfinder characters, all of the characters will be converted into 6th level 13th Age characters, with two incremental advances to 7th level (the +1 to three attributes and the ability to wield an additional magic item). Characters are listed below with the easiest to convert first.

Caralaria

As a pure monk, Caralaria was difficult to convert until the recent release of 13 True Ways, which defined the monk for 13th Age for the first time. This version of the monk is more complicated than the Pathfinder monk, but also seems like a lot more fun.

Female Human Monk 6
One Unique Thing:
Backgrounds: Path of Iron +4, Fashion Provocateur +2, Feral Child +2
Icon Relationships: The Foundry +2, The Spire +1, The Entropy Sphere -1

Abilities Str Con Dex Int Wis Cha
Score 18 18 20 16 16 14
Modifier 4 4 5 3 3 2
Modifier + Level 10 10 11 9 9 8
Initiative 15
Armor Class (AC) 24
Physical Defense (PD) 21
Mental Defense 20
Max HP 110
Max Recoveries 8
Recovery Roll 6d8+8
Armor style None, no shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +14 vs AC 6[W]+11 6 punch d8 32
Ranged +11 vs AC 6[W]+10 0 shuriken d4 25

Racial Power

Quick to Fight: Roll Initiative Twice and choose result you want.

Class Features

  • Jab, Fist & Kick Attacks: Monk forms provide jab (6d6+STR), punch (6d8+STR) and kick (6d10+STR) attacks. You may get magic-weapon style powers from magic bracers.
  • Forms: Monks attack in a three step progression, with forms that provide one of each type of attack. Each step improves your defense: opening (+1 AC), flow (+2 AC), finishing (+3 AC). Monks can mix forms, but must follow the progression, and have to begin with an opening on a miss or round spent doing something else.
  • Ki: You get a pool of six points of ki per day. Spending ki is a free action, and only one point can be spent per turn. A point can be spent to adjust the natural result of a roll by 1 or to activate a ki power.
  • Two-Weapon FIghting: You may reroll a melee attack on a natural roll of 2.

Class Talents

  • Flurrya (at-will, quick action, escalation 2+): Target one enemy with a DEX+Level vs. AC attack, dealing jab damage.
    • Ki Power (A Thousand Palms): After making a flurry attack, spend a point of ki to make another flurry attack against a different target.
  • Leaf on Windc (1/battle, when you make move action): Take another move action as a free action. In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 30 feet per level without taking damage. When an enemy makes an attack against you that targets more than one creature, you only take half damage from that attack, hit or miss.
    • Ki Power (Wind’s Comrade): You can spend 1 point of ki during your turn to gain flight until the end of your turn.
  • Spinning Willow Styleac (when a ranged- or close-quarters attack targeting AC or PD hits you): Roll a normal save, take only half damage on success. On a natural 18+, take no damage and redirect a quarter of the damage to a nearby enemy.
    • Ki Power (The Willow Bends): You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success.
  • Path of the Perfect Warrior (1/day): For an entire battle, increase your jab damage dice to d8s, your punch damage dice to d10s, and your kick damage dice to d12s.
    • Ki Power (Perfect Breath): Once per day when you are healing using a recovery, you can spend 1 point of ki to heal using a second (free) recovery as well.

Forms

FormAttackRollHitMiss
EvenOddEvenOdd
Opening Attacks
Dance of the MantisSpringing Mantis StrikeDEX+level vs. ACJab damage-
One enemy; when you start your turn unengaged, you can move before the attack as part of the standard action for this attack.
Three Cunning TrickstersFox Senses WeaknessDEX+level vs. ACJab damageHalf damage-
One enemy.
Way of the Metallic DragonBronze Thwarts an ArmyDEX+level vs. ACPunch damageLevel damage
One enemy; You must be engaged with two enemies to use this attack.
Iron Crusader FormNo RetreatDEX+level vs. ACPunch damageHalf damage
One enemy; can use this if you or one of your allies has dropped to 0 hit points or below during this battle.
Flow Attacks
Dance of the MantisThe Pincer Whirls ShutDEX+level vs. ACPunch damage, or kick damage against large or huge targets, plus you can roll a disengage check as a free action after the attack.Punch damage, or kick damage against large or huge targetsHalf damage
One enemy.
Three Cunning TrickstersMonkey Taps the ShoulderDEX+level vs. ACPunch damageHalf damage
One enemy; when you use this attack, you can pop free from one enemy anytime during that turn as a free action.
Way of the Metallic DragonSilver Warrior AdvancesDEX+level vs. ACPunch damage, and 10 ongoing cold damage.Punch damage, and one of your allies can pop free from the targetHalf damage
One enemy that has more hit points than you.
Iron Crusader FormNo MercyDEX+level vs. ACPunch damageLevel damage
One enemy; gain a +4 bonus with this attack when you target a staggered enemy.
Finishing Attacks
Dance of the MantisPrecise Mantis KickDEX+level + 2 vs. ACKick damageYour crit range with opening, flow, and finishing attacks expands by 1 until the end of the battle.Level damage
One enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.
Three Cunning TrickstersCrane Summons CarpDEX+level vs. ACKick damage, plus when an enemy engaged with you targets you with an attack before the start of your next turn, you can deal Jab damage to it as an interrupt actionKick damageHalf damage
One enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.
Way of the Metallic DragonGeneral Slays the Hordes (first attack)DEX+level vs. ACKick damageLevel damage
(second attack)Punch fire damageLevel damage
Up to two enemies
Iron Crusader FormNo WeaknessDEX+level vs. ACKick damage, plus you gain resist damage 16+ until the start of your next turnKick damageLevel damage
One enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.

Form Feat Ki Powers

  • Dance of the Mantisa: You can spend 1 point of ki during your turn to roll a disengage check as free action.
  • Three Cunning Trickstersa: When you roll a natural 18+ on a save, you can spend 1 point of ki to transfer the effect/ongoing damage you saved against to an enemy engaged with you (in addition to ending the effect on you). Death saves and last gasp saves are excluded.

Feats

  • Adventurer: Dance of the Mantis, Flurry, Spinning Willow Style, Three Cunning Tricksters
  • Champion: Leaf on the Wind, Spinning Willow Style

Magic Items (max: 7)

  • clever step robe (epic, two slots, armor chakra): +3 AC. You gain a +4 bonus to all defenses against opportunity attacks. Quirk: Likes to dance little jigs.
  • vanity bracers (epic, two slots, weapon chakra): +3 to hit and damage with unarmed strikes. When you hit with an unarmed strike, deal +4d6 damage if you are the only one engaged with that enemy. Quirk: Tells their real name to everyone.
  • slayer's boots (champion, recharge 11+, boot chakra): +2 to disengage checks and other checks involving fancy footwork. When one or more creatures attempt to intercept you while you’re moving to engage an enemy during your turn, you dodge past them instead so they can’t intercept. Quirk: Recites death poems of ancient heroes. At length.
  • scroll of seven subtle serpents (champion, recharge 6+, book chakra): When you make a melee attack based on Dexterity, Intelligence, or Wisdom, pick an additional effect from one of the following options after seeing whether the attack is a hit. Quirk: Always in constant motion, or swaying gently when still.
    • Deal +2d8 damage on a hit
    • Deal +2d6 damage on a miss
    • Pop free from one enemy.
    • Gain 3d8 temporary hit points
    • Roll a save against an ongoing save ends effect.
  • defense ring (champion, recharge 6+, left ring chakra): When you take damage from an attack, prevent 20 of that damage. Quirk: Stubborn.

Lostwhite

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.

Oreni

Oreni's concept has mutated over time, and some versions fit 13th Age better than others. Sorcerers are a bit different in 13th Age in ways that dovetail nicely with notions of fighting with energy attacks.

Male Shoal Elf Sorcerer 6
One Unique Thing:
Backgrounds: Blue Dragon Blood +3 (+5), House Erthuo +5
Icon Relationships: The King's Stone +2, The Horn of Blood ±1, The Lion-Guarded Throne ±1

Abilities Str Con Dex Int Wis Cha
Score 16 20 18 14 14 22
Modifier 3 5 4 2 2 6
Modifier + Level 9 11 10 8 8 12
Initiative 14
Armor Class (AC) 24
Physical Defense (PD) 21
Mental Defense 18
Max HP 110
Max Recoveries 8
Recovery Roll 6d6+10
Armor style None, no shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +9 vs AC 6[W]+6(+2) 6 sword [W] 29
Ranged +10 vs AC 6[W]+8 0 [W] 29

Racial Power

Elven Gracec: At start of each turn roll die. If result equal or lower than Esc Die receive extra standard action. Start with d4. Each success increase die size. d4→d6→d8→d10→d12→d20→auto fail

Class Features

  • Access to Wizardry: You can take a wizard spell in place of a sorcerer spell two levels higher than it.
  • Breath Weapon: When you cast a spell with the breath weapon keyword, you can re-use it later in the battle if you make a roll at the beginning of each turn (usually you need a 16+). You may have only one breath weapon active at a time.
  • Chain: When you attack with a chain spell and get a natural even roll, you can roll another attack against a different enemy in range.
  • Dancing Lights: You can cast the dancing lights spell as a standard action.
  • Gather Power: You may spend a standard action gathering power, allowing you to cast a double-strength spell with your next standard action. When you do this, you also gain a random benefit (roll d6):
    • 1-2: Gain +1 to AC and PD until start of next turn.
    • 3-4: Deal damage equal to CHA+Level to all nearby staggered enemies.
    • 5-6: Deal damage equal to CHA+Level to one nearby enemy.
  • Random Energy: Some spells deal random energy damage (cold, fire, lightning, thunder).

Class Talents

  • Spell Fistac: Your sorcery favors close-range fighting. Gain +2 to AC (dragon scales). You can use ranged attacks while engaged with enemies without taking opportunity attacks. You add CON instead of CHA to damage from sorcerer spells. When you miss with a sorcerer spell against an enemy with whom you are engaged, add twice your CHA to the damage you deal. Once per battle, you can include one enemy engaged with you as an additional target of an attack spell you cast that targets other enemies.
  • Arcane Heritagea: You have blue dragon blood in your veins, gaining +2 bonus to a background. You may also use one sorcerer spell slot for a wizard spell of the same level.
  • Metallic Protector Heritage: Your rolls to re-use breath weapon spells gain a +2 bonus.

Spells

  • shocking graspa (5th level, at-will, close-quarters, quick action (1/round)): Attack with CHA+Level vs. PD against a target engaged with you. On a hit, deal 2d6 and the target pops free from you. On a miss, you take damage equal to the target's level from feedback.
  • echoing thunder (5th level, at-will, ranged): Attack one nearby enemy with CHA+Level vs. PD. On a hit, deal 5d6+CON thunder damage, and the first enemy that hist you with a melee attack before the start of your next turn takes 2d6 thunder damage.
  • breath of the black (5th level, daily, close-quarters, breath weapon 16+): Attack one nearby enemy with CHA+Level vs. MD, dealing 10d6+CON acid damage, plus 20 ongoing acid damage on a hit. On a miss, deal 10 ongoing acid damage.
  • the queen's shadows (5th level, daily, ranged): Attack one nearby enemy with CHA+Level vs. MD, dealing 8d6+CON psychic damage on a hit, and if the natural attack roll is even, telepport to a nearby location you can see. On a miss, deal damage equal to your level. Once you cast this spell in a battle, you can cast it at-will for the rest of that battle.
  • lightning fork: (5th level, recharge 16+, ranged, chain): Attack one nearby enemy with CHA+Level vs. PD, dealing 6d10+CON lightning damage on a hit, and half that on a miss.
  • resist rnergy: (5th level, recharge 16+, ranged): Until end of battle, you or nearby ally gains resist damage 16+ to two energy types of your choice (cold, fire, lightning, thunder).
  • scorching ray: (5th level, at-will, ranged): Attack one nearby enemy with CHA+Level vs. PD, dealing 4d6+CON fire damage on a hit and, if the natural attack roll is even, 1d8 ongoing fire damage. On a miss, damage equal to level.

Feats

  • Adventurer: Arcane Heritage, Heritage of the Sword (can use swords, gaining +2 damage), Shocking Grasp, Spell Fist
  • Champion: Elven Grace, Spell Fist

Magic Items (max: 7)

  • sword of truth (weapon chakra): +2 to hit and damage. You may not have a positive icon relationship with the Inverted Pyramid.
    • inmical to arcane casters (bound at champion level, 1 slot): When you hit an arcane caster with this weapon, you can deal +2d8 damage (adventurer: +1d8; epic: +4d8). Quirk: Makes gestures to ward of the "evil eye".
    • true seeing (champion, 1 slot): You are immune to invisibility and ignore any illusions. Quirk: Excessive blinking.
    • counterspell (champion, 1 slot): If an enemy who has been damaged by the sword targets you with a spell, roll a save; success means the spell has no effect on you. If the level of the spell is lower than your level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). Quirk: Muttering
  • gloves of mind rot (champion, recharge 6+, glove chakra): When you hit one or more foes with an arcane spell attack, deal +2d10 psychic damage to one target of the attack. Quirk: The texture of your skin seems wrong to everyone else, but you know it’s all in their minds and often explain that to them.
  • staff of the diffident magician (epic, two slots, recharge 6+, staff chakra): +2 attack and damage to arcane and divine spells. The first time an enemy engages you, make an opportunity attack against that enemy. On a hit, you deal +2d8 damage with that attack and daze the foe until the end of its turn, if the creature is large or smaller. Quirk: Doesn’t like to be touched.
  • warding shirt (champion, armor chakra): +2 AC. Gain resistance 12+ against attacks targeting PD or MD. Quirk: stretches and meditates when inactive.

Naerai

Naerai doesn't match 13th Age mechanics very well (though he didn't fit into Pathfinder all that well either). In particular the druid doesn't stretch as far, though it does embrace the elemental stuff right out of the box.

Male Harrow Elf Wizard/Druid 6
One Unique Thing:
Backgrounds: Primal Sage +5, Rural Loner +2, Lowest Rung +1
Icon Relationships: The Book of Inverted Darkness -1, The Dreaming City +2, The Seven Chains ±1

Abilities Str Con Dex Int Wis Cha
Score 12 16 16 20 20 14
Modifier 1 3 3 5 5 2
Modifier + Level 7 9 9 11 11 8
Initiative 13
Armor Class (AC) 22
Physical Defense (PD) 23
Mental Defense 23
Max HP 90
Max Recoveries 8
Recovery Roll 6d10+6
Armor style Light, no shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +7 vs AC 6[W]+2 6 [W]
Ranged +9 vs AC 6[W]+6 0 [W]

Racial Power

Sleepless: You cannot naturally sleep, even if you want to, and are immune to magic sleep effects. If forced unconscious, you become hampered upon waking (normal save ends).

Class Features

  • Cantrips: Cast up to INT cantrips per battle/five minues: alarm, arcane mark, ghost sound, knock, light, mage hand, mending, prestidigitation, spark
  • Cyclic Spells: Spells with the cyclic keyword are only expended if the escalation die is 0 or odd. If the die is even when you cast such a spell, you may cast it again later in the same battle.
  • Overworld Advantage: When in the magical realm of the overworld, daily spells become recharge 16+.
  • Ritual Magic: You can cast spells as rituals.
  • Divine Implements: You may use divine implements to improve your spell casting
  • Melee Speed: You base your basic melee attacks on Dexterity instead of Strength.
  • Elemental Speech: You can communicate in all elemental languages
  • Wilderness Survival: You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer.

Class Talents

  • Elemental Caster Initiate & Adept: You may use druidic elemental caster spells and elemental mastery feats. You may cast two different summon elemental spells per day.
  • High Arcana: You may choose any daily wizard spell more than once per day. You also gain access to counter-magic.
  • Multiclassed: As a multiclassed druid/wizard you may cast spells of both classes, but the number and level of spells you may cast functions as if a level lower in each class.

Wizard Spells

  • blur (1st level, daily, ranged): For the rest of the battle, attacks against you or one nearby ally miss 20% of the time.
  • shield (3rd level, recharge 11+, close-quarters, free action to cast when AC is hit): Attacker must reroll the attack, with you gaining +2 AC against it.
  • teleport shield (3rd level, daily, close-quarters): For the rest of the battle, one per round, when an enemy moves to engage you, you may make the following attack as a free action before they attack you: INT+Level vs. PD. On a hit, teleport the enemy somewhere not immediately dangerous nearby you can see.
  • ray of frost (3rd level, at-will, ranged): Attack one nearby enemy with INT+Level vs. PD, dealing 4d8 cold damage on a hit, your level in damage on a miss.
  • utility (3rd level): A placeholder slot that allows you to cast one of a variety of effects: disguise self, feather fall, hold portal, levitate, message, speak with item.
  • confusiona (5th level, daily, ranged): Attack one enemy with 160 current hp or fewer with INT+Level vs. MD. On a it, the target is confused (save ends). On a miss, you may choose to either daze the target (save ends) or regain this spell during your next quick rest.
  • sleep (5th level, daily, ranged): Attack 5d20+50hp worth of nearby enemies (all in range are targeted, lowest hp first) with INT+Level vs. MD. On a hit, the target falls unconscious (hard save ends, as does taking 10+ points of damage). On a miss, the target is dazed until the end of your next turn.
  • fireball (5th level, daily, ranged): Target 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but allies engaged with any targets may also take damage. Attack with INT+Level vs. PD. Hits deal 10d10 fire damage. A miss deals half damage, plus (if you cast recklessly, engaged allies take one fourth damage).
  • hold monster (5th level, daily, ranged): Attack one nearby enemy with 100hp or fewer with INT+Level vs. MD. On a hit, the target cannot move or use move actions (hard save ends). On a miss, the target is dazed until your next turn.
  • counter-magic (once per battle, close-quarters, free action to cast): Target a nearby target you can see casting a spell with INT+Level vs. MD. On a hit, the target's spell is cancelled and the target loses the action they were using. If the spell had a limited use, it is expended on an even hit.

Druid Spells

  • faerie fire (3rd level, daily, ranged): Attack one nearby enemy with WIS+Level vs. PD. On a hit, deal 6d6 damage and target is vulnerable and can't turn invisible or hide from you or your allies (hard save ends both)
  • earth strength (3rd level, daily, ranged, quick action): Targets a nearby ally you choose (or yourself), and one random nearby ally. A target that is not staggered gains a bonus to attacks and damage equal to your DEX (ends if target becomes staggered or the battle ends). If the target is staggered, they may heal using a recovery.
  • summon water elemental (5th level, daily, ranged): Summon a 5th level elemental (2d10+36hp) into any spot you can see nearby. Any elemental you summon gains your level in temp hit points the first time each turn it rolls a natural even attack.
  • fog bank (5th level, daily, ranged): Targets each creature in the battle, including you. Until the start of your next turn, when a target attempts an attack, it must make a hard save or expend its action to no effect.
  • ripping vinesa (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 5d6+WIS damage, plus DEX ongoing damage (twice DEX on natural odd hit). On a crit, the target is also stuck (save ends).
  • deeper watersac (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 6d6+WIS damage. On a natural even hit, target either takes your level in ongoing damahe or increases an already existing ongoing damage effect by your level.

Feats

  • Adventurer: Druidic Summoning, Water Mastery, Earth Mastery, Confusion
  • Champion: Druidic Summoning, Water Mastery

Magic Items (max: 7)

  • elemental ally staff (epic, two slots, staff chakra): +3 to attack and damage with all spells. This staff bonds to the spirit of particular elemental. This elemental remains once summoned, even after battle's end (it still must be re-summoned if brought to 0 hit points), and does not count against the number of summoning spells you have active at once. This elemental may also make use of up to WIS magic items (necklace, ring, belt or melee weapon chackra only). Quirk: wants to be around the element of bound elemental all the time.
  • perseverance dragonhide (epic, two slots, armor chakra, daily, quick action): +3 AC. If you are staggered, regain an expended power as if you had taken a quick rest. Quirk: repeats stories over and over.
  • sure feet boots (champion. boots chakra): +2 to disengage checks and other fancy footwork. You can walk normally through terrain that would normally slow you down. Quirk: Becomes exceptionally picky about diet.
  • adroit avoidance cloak (champion, recharge 6+, cloak chakra): +2 PD. When an attack or effect deals ongoing damage to you that a save ends, you can roll an immediate save against it. Quick: doesn't notice social slights or insults.
  • instant vengeance ring (champion, recharge 16+, left ring chakra): When you take damage from an enemy’s attack, choose one ally you can see. That ally can make a basic attack (melee or ranged) against the attacker as a free action. Quirk: Sticks close to their friends, real close.

Scoffney Shever

Male Dwarf Ranger 6
One Unique Thing:
Backgrounds: Thief +5, Alchemist +2, House Shever +1
Icon Relationships: The Entropy Sphere -1, The Horn of Blood -1, The Spire +1, The King's Stone ±1

Abilities Str Con Dex Int Wis Cha
Score 15 20 22 16 12 12
Modifier 2 5 6 3 1 1
Modifier + Level 8 11 12 9 7 7
Initiative 16
Armor Class (AC) 27
Physical Defense (PD) 24
Mental Defense 17
Max HP 120
Max Recoveries 8
Recovery Roll 6d8+10
Armor style Light, no shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +12 vs AC 6[W]+4 6 [W]
Ranged +15 vs AC 6[W]+15 6 [W]

Racial Power

That's Your Best Shot? (1/battle free action) after hit by attack can use recovery. If Esc < 2 half recovery.

Class Features

Rangers lack class features, instead gaining additional class talents as they level.

Class Talents

  • Archerya: Once per battle, reroll a missed ranged attack with a +2 attack bonus and a crit range expanded by 1.
  • Double Ranged Attackac: You may make a double ranged attack, reducing the base damage die by one level (i.e. 1d10 to 1d8). If your first attack is a natural even roll (hit or miss), make a second attack (gain +2 if the second attack is on a different target). Once per battle, you may use the second attack after an odd attack roll.
  • Fey Queen's Enchantmentac: Choose one spell your level or lower from the sorcerer class. You cast this spell as a sorcerer. You may change this spell each time you take a full heal-up. You may use any ability you like to make attacks with this spell.
  • Favored Enemya: When you take a full heal-up, choose a specific monster type (aberration, beast, construct, demon, dragon, giant, ooze, plant, undead). Your crit range against that type of target expands by 2 until you make a different choice.

Spells

  • Chaos Pulse (5th level, at-will, ranged): Attack one random nearby enemy with DEX+Level vs. PD. On a hit, deal 5d10+Charisma random energy damage. On an even miss, do half damage. On an odd miss, do your level in damage.

Feats

  • Adventurer: Double Ranged Attack, Fey Queen's Enchantment, Favored Enemy, Archery
  • Champion: Double Ranged Attack, Fey Queen's Enchantment

Magic Items (max: 7)

  • sure fingers gloves (adventurer, glove chakra): Gain +2 to any skill check involving slight of hand, strength of grip, hand-eye coordination, or similar abilities. Quirk: Holds a pinky finger up when holding a cup.
  • elven cloak (champion, recharge 6+, cloak chakra): +2 PD. When you take damage from an opportunity attack, take 40 less damage from it. Quirk: You can’t answer a question directly even if you want to.
  • stone flesh leather (champion, armor chakra): +2 AC, +2 PD. Quirk: extremely stubborn.
  • climactic shot repeating rifle (epic, two slots, recharge 6+, ranged weapon chakra): +3 to hit and damage. When the escalation die is 3+ and you hit with an attack using this weapon, the target takes 60 extra damage. Quirk: Can’t stop checking the weapon and its ammunition.
  • skin of your teeth ring (champion, recharge 6+, left ring chakra): When an enemy attacks you, subtract 1 from the natural attack roll after seeing it. Quirk: Regularly finds copper pieces and other minor valuables on the ground.
  • codex of foreshadowed victory (champion, recharge 16+, book chakra): When you roll initiative, gain a +10 bonus to your roll after seeing it. Quirk: Jumpy.
  • wing clipper bullets: Expand crit range by 1. When you hit with an attack using this ammunition, if the target is from the same tier or lower than the ammunition, it loses the flight ability (save ends). If the target is presently flying, it must attempt to land during its next turn.
  • twin bullets: Expand crit range by 1. A second projectile materializes out of the first and targets the same or a different enemy. Make a free action basic ranged attack for it with a +8 attack bonus instead of your normal bonus
  • energy bullets: Expand crit range by 1. This ammunition has been enchanted with one of the following types of energy: acid, cold, fire, holy, lightning, thunder. An attack using this ammunition deals that type of damage.

Sikarsis

As a typical healing cleric, Sikarsis is a fairly easy conversion. The one hiccup is that his race needs converted.

Male Assarai Cleric 6
One Unique Thing:
Backgrounds: Slum preacher +4, Living in the now +3, Brewer's guildsman +1
Icon Relationships:

Abilities Str Con Dex Int Wis Cha
Score 17 21 16 12 20 18
Modifier 3 5 3 1 5 4
Modifier + Level 9 11 9 7 11 10
Initiative 13
Armor Class (AC) 29
Physical Defense (PD) 20
Mental Defense 21
Max HP 130
Max Recoveries 8
Recovery Roll 6d8+10
Armor style Heavy, yes shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +9 vs AC 6[W]+6 6 [W] mace
Ranged +9 vs AC 6[W]+6 0 crossbow [W]

Racial Power

Gifted Athlete (2/day) may re-roll background check involving climbing, jumping, or balancing and keep the best result.

Class Features

  • Heal
  • Ritual Magic

Class Talents

  • Domain: Healing
  • Domain: Protection
  • Domain: Sun

Spells

  • 3rd: Mighty Healing
  • 5th: Bless
  • 5th: Turn Undead
  • 5th: Sphere of Radiance
  • 5th: Javlin of Faith
  • 5th: Spirits of the Righteous
  • 5th: Crisis of Faith

Feats

  • Adventurer: Heal, Turn Undead, Protection, Javelin of Faith
  • Champion: Heal, Turn Undead

Magic Items (max: 7)

  • holy symbol of gathered power (champion)
  • +3 plate of warding (epic)
  • adaptation shield (champion)
  • tome of divinities (champion)
  • boots of elvenkind (champion)
  • jeweled gloves (champion)