Naerai 13th Age: Difference between revisions

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Latest revision as of 06:42, 9 October 2014

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.