Naerai 13th Age and Dissolution DW: Difference between pages

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{{13thAgeCharacter
__NOTOC__
|name=Nerai
This page is an experiment, contemplating how the characters of the [[campaign::Dissolution]] campaign could be converted to the ''[http://www.dungeon-world.com/ Dungeon World]'' system, specifically using the variant character rules from ''[https://redboxvancouver.wordpress.com/2014/10/14/class-warfare-character-and-class-creation-for-dungeon-world/ Class Warfare]'' as described in the [[Ptolus Dungeon World]] conversion document.
|intro=
 
|gender=Male
As 13th level ''Pathfinder'' characters, all of the characters will be converted into 7th level ''Dungeon World'' characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.
|race=Harrow Elf
 
|class=Wizard/Druid 6
== Characters ==
|uniquething=
 
|backgrounds=
=== Caralaria ===
|icons=
 
|level=6
Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)<br/>
|strength=12
Base damage: d8<br/>
|constitution=16
Load: 10+STR<br/>
|dexterity=16
HP: 8+Constitution
|intelligence=20
 
|wisdom=20
=== Oreni ===
|charisma=14
 
|str=1
Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)<br/>
|con=3
Base damage: d4<br/>
|dex=3
Load: 6+STR<br/>
|int=5
HP: 6+Constitution
|wis=5
 
|cha=2
Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.
|ac=22
 
|pd=23
=== Naerai ===
|md=23
 
|hp=90
Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta<br/>
|recoveries=8
Base damage: d6<br/>
|recoveryroll=6d10+6
Load: 9+STR<br/>
|armor=Light, no shield
HP: 6+Constitution<br/>
|basicmelee=+7 vs AC
 
|basicmeleedmg=6[W]+2
Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.
|basicmeleemiss=6
 
|basicmeleeweapon=
=== Scoffney Shever ===
|basicmeleedie=[W]
 
|basicmeleeavg=
Rogue: Thief, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)<br/>
|basicranged=+9 vs AC
Base damage: d8<br/>
|basicrangeddmg=6[W]+6
Load: 8+STR<br/>
|basicrangedmiss=0
HP: 6+Constitution
|basicrangedweapon=
 
|basicrangeddie=[W]
=== Lostwhite ===
|basicrangedavg=
 
|racialpower=''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).
Relegated to being a hireling.<br/>
|classfeatures=*''Cantrips'': Cast up to INT cantrips per battle/five minues: ''alarm'', ''arcane mark'', ''ghost sound'', ''knock'', ''light'', ''mage hand'', ''mending'', ''prestidigitation'', ''spark''
Cost: 0<br/>
*''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.
Loyalty: 2<br/>
*''Overworld Advantage'': When in the magical realm of the overworld, daily spells become recharge 16+.
Protector: 3<br/>
*''Ritual Magic'': You can cast spells as rituals.
Warrior: 5<br/>
*''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.
=== Sikarsis ===
*''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.
Relegated to being a hireling.<br/>
|classtalents=* ''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.
Cost: 0<br/>
*''High Arcana'': You may choose any daily wizard spell more than once per day. You also gain access to counter-magic.
Loyalty: 1<br/>
*''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.
Priest: 6<br/>
|specialtitle=Wizard Spells
Protector: 2<br/>
|specialtext=* ''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.  
== Group Moves ==
*''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.
Possibly some number of moves that anyone in the group can use. Such as:
*''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''.
 
*''confusion<sup>a</sup>'' (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.
* Moves that reflect the presence of Lostwhite.
*''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.
* Moves that reflect the presence of Sikarsis.
*''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).
* A move showing how Cassiodora's bag of goodies helps the party.
*''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.
* Moves reflective of their estate and house in the Noble Quarter.
*''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.
* Possibly some moves reflecting their interaction with the public.
'''Druid Spells'''
* A move or two specific to using memberships, such as with the Delver's Guild.
* ''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)
* "Keys to the City", which allows you to capitalise on celebrity.
*''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.
== Fronts ==
*''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 vines<sup>a</sup>'' (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).
Create some fronts.
*''deeper waters<sup>ac</sup>'' (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
* One about the malady, which is mostly underway.
* ''Champion'': Druidic Summoning, Water Mastery
* One based around the sword of lies.
|magicitemmax=7
* Harrow elves.
|magicitems=epic elemental staff (allows elemental to stay around all day)
* Power vacuums in city.
dragonhide armor perseverance (epic)
* Shuul or golems or something becoming "warlords" in the city during plague?
boots of shure feet (champion)
*
cloak of adroit avoidance (champion)
ring of instant vengeance (champion)
}}

Revision as of 08:55, 26 December 2014

This page is an experiment, contemplating how the characters of the Dissolution campaign could be converted to the Dungeon World system, specifically using the variant character rules from Class Warfare as described in the Ptolus Dungeon World conversion document.

As 13th level Pathfinder characters, all of the characters will be converted into 7th level Dungeon World characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.

Characters

Caralaria

Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)
Base damage: d8
Load: 10+STR
HP: 8+Constitution

Oreni

Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)
Base damage: d4
Load: 6+STR
HP: 6+Constitution

Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.

Naerai

Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta
Base damage: d6
Load: 9+STR
HP: 6+Constitution

Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.

Scoffney Shever

Rogue: Thief, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)
Base damage: d8
Load: 8+STR
HP: 6+Constitution

Lostwhite

Relegated to being a hireling.
Cost: 0
Loyalty: 2
Protector: 3
Warrior: 5

Sikarsis

Relegated to being a hireling.
Cost: 0
Loyalty: 1
Priest: 6
Protector: 2

Group Moves

Possibly some number of moves that anyone in the group can use. Such as:

  • Moves that reflect the presence of Lostwhite.
  • Moves that reflect the presence of Sikarsis.
  • A move showing how Cassiodora's bag of goodies helps the party.
  • Moves reflective of their estate and house in the Noble Quarter.
  • Possibly some moves reflecting their interaction with the public.
  • A move or two specific to using memberships, such as with the Delver's Guild.
  • "Keys to the City", which allows you to capitalise on celebrity.

Fronts

Create some fronts.

  • One about the malady, which is mostly underway.
  • One based around the sword of lies.
  • Harrow elves.
  • Power vacuums in city.
  • Shuul or golems or something becoming "warlords" in the city during plague?