Oreni 13th Age

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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.