Naerai 13th Age

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Revision as of 04:51, 9 October 2014 by imported>Wordman
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Male Harrow Elf Wizard/Druid 6
One Unique Thing:
Backgrounds:
Icon Relationships:

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)

epic elemental staff (allows elemental to stay around all day) dragonhide armor perseverance (epic) boots of shure feet (champion) cloak of adroit avoidance (champion) ring of instant vengeance (champion)