Dissolution 13th Age: Difference between revisions

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== Lostwhite ==
== Lostwhite ==


{{Lostwhite 13th Age}}
{{:Lostwhite 13th Age}}


== Sikarsis ==
== Sikarsis ==


{{Sikarsis 13th Age}}
{{:Sikarsis 13th Age}}

Revision as of 19:13, 28 September 2014

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.

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.

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)