Scoffney 13th Age: Difference between revisions

From DivNull RPG
Jump to: navigation, search
imported>Wordman
(Created page with "{{13thAgeCharacter |name=Scoffney |intro= |gender=Male |race=Dwarf |class=Ranger 6 |uniquething= |backgrounds=Thief +5, Alchemist +2, House Shever +1 |icons= |level=6 |strengt...")
 
imported>Wordman
No edit summary
 
Line 7: Line 7:
|uniquething=
|uniquething=
|backgrounds=Thief +5, Alchemist +2, House Shever +1
|backgrounds=Thief +5, Alchemist +2, House Shever +1
|icons=
|icons=The Entropy Sphere -1, The Horn of Blood -1, The Spire +1, The King's Stone ±1
|level=6
|level=6
|strength=15
|strength=15
Line 41: Line 41:
|basicrangedavg=
|basicrangedavg=
|racialpower=''That's Your Best Shot?'' (1/battle free action) after hit by attack can use recovery. If Esc < 2 half recovery.
|racialpower=''That's Your Best Shot?'' (1/battle free action) after hit by attack can use recovery. If Esc < 2 half recovery.
|classfeatures=
|classfeatures=Rangers lack class features, instead gaining additional class talents as they level.
|classtalents=* ''Archery''
|classtalents=*''Archery<sup>a</sup>'': Once per battle, reroll a missed ranged attack with a +2 attack bonus and a crit range expanded by 1.
* ''Double Ranged Attack''
*''Double Ranged Attack<sup>ac</sup>'': 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 Enchantment''
*''Fey Queen's Enchantment<sup>ac</sup>'': 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 Enemy''
*''Favored Enemy<sup>a</sup>'': 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.
|specialtitle=
|specialtitle=Spells
|specialtext=* ''Chaos Pulse''
|specialtext=*''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
|feats=* ''Adventurer'': Double Ranged Attack, Fey Queen's Enchantment, Favored Enemy, Archery
* ''Champion'': Double Ranged Attack, Fey Queen's Enchantment
* ''Champion'': Double Ranged Attack, Fey Queen's Enchantment
|magicitemmax=7
|magicitemmax=7
|magicitems=*Sure Fingers Gloves
|magicitems=*''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
*''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)
*''stone flesh leather'' (champion, armor chakra): +2 AC, +2 PD. Quirk: extremely stubborn.
*climactic shot repeating rifle (epic)
*''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
*''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
*''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
*''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
*''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 (random)
*''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.
}}
}}

Latest revision as of 07:18, 9 October 2014


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.