Caralaria 13th Age

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As a pure monk, Caralaria was difficulty to convert until the recent release of 13 True Ways, which defined the monk for 13th Age for the first time. This version of the monk is more complicated than the _Pathfinder_ monk, but also seems like a lot more fun.

Female Human Monk 6
One Unique Thing:
Backgrounds: Path of Iron +4, Fashion Provocateur +2, Feral Child +2
Icon Relationships: The Foundry +2, The Spire +1, The Entropy Sphere -1

Abilities Str Con Dex Int Wis Cha
Score 18 18 20 16 16 14
Modifier 4 4 5 3 3 2
Modifier + Level 10 10 11 9 9 8
Initiative 15
Armor Class (AC) 24
Physical Defense (PD) 21
Mental Defense 20
Max HP 110
Max Recoveries 8
Recovery Roll 6d8+8
Armor style None, no shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +14 vs AC 6[W]+11 6 punch d8 32
Ranged +11 vs AC 6[W]+10 0 shuriken d4 25

Racial Power

Quick to Fight: Roll Initiative Twice and choose result you want.

Class Features

  • Jab, Fist & Kick Attacks: Monk forms provide jab (6d6+STR), punch (6d8+STR) and kick (6d10+STR) attacks. You may get magic-weapon style powers from magic bracers.
  • Forms: Monks attack in a three step progression, with forms that provide one of each type of attack. Each step improves your defense: opening (+1 AC), flow (+2 AC), finishing (+3 AC). Monks can mix forms, but must follow the progression, and have to begin with an opening on a miss or round spent doing something else.
  • Ki: You get a pool of six points of ki per day. Spending ki is a free action, and only one point can be spent per turn. A point can be spent to adjust the natural result of a roll by 1 or to activate a ki power.
  • Two-Weapon FIghting: You may reroll a melee attack on a natural roll of 2.

Class Talents

  • Flurrya (at-will, quick action, escalation 2+): Target one enemy with a DEX+Level vs. AC attack, dealing jab damage.
    • Ki Power (A Thousand Palms): After making a flurry attack, spend a point of ki to make another flurry attack against a different target.
  • Leaf on Windc (1/battle, when you make move action): Take another move action as a free action. In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 30 feet per level without taking damage. When an enemy makes an attack against you that targets more than one creature, you only take half damage from that attack, hit or miss.
    • Ki Power (Wind’s Comrade): You can spend 1 point of ki during your turn to gain flight until the end of your turn.
  • Spinning Willow Styleac (when a ranged- or close-quarters attack targeting AC or PD hits you): Roll a normal save, take only half damage on success. On a natural 18+, take no damage and redirect a quarter of the damage to a nearby enemy.
    • Ki Power (The Willow Bends): You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success.
  • Path of the Perfect Warrior (1/day): For an entire battle, increase your jab damage dice to d8s, your punch damage dice to d10s, and your kick damage dice to d12s.
    • Ki Power (Perfect Breath): Once per day when you are healing using a recovery, you can spend 1 point of ki to heal using a second (free) recovery as well.

Forms

FormAttackRollHitMissSpecial
EvenOddEvenOdd
Opening Attacks
Dance of the MantisSpringing Mantis StrikeDEX + Level vs. ACJab damage-One enemy; when you start your turn unengaged, you can move before the attack as part of the standard action for this attack.
Three Cunning TrickstersFox Senses WeaknessDEX + Level vs. ACJab damageHalf damage-One enemy.
Way of the Metallic DragonBronze Thwarts an ArmyDEX + Level vs. ACPunch damageLevel damageOne enemy; You must be engaged with two enemies to use this attack.
Iron Crusader FormNo RetreatDEX + Level vs. ACPunch damageHalf damageOn enemy; can use this if you or one of your allies has dropped to 0 hit points or below during this battle.
Flow Attacks
Dance of the MantisThe Pincer Whirls ShutDEX + Level vs. ACPunch damage, or kick damage against large or huge targets, plus you can roll a disengage check as a free action after the attack.Punch damage, or kick damage against large or huge targetsHalf damageOne enemy.
Three Cunning TrickstersMonkey Taps the ShoulderDEX + Level vs. ACPunch damageHalf damageOne enemy; when you use this attack, you can pop free from one enemy anytime during that turn as a free action.
Way of the Metallic DragonSilver Warrior AdvancesDEX + Level vs. ACPunch damage, and 10 ongoing cold damage.Punch damage, and one of your allies can pop free from the targetHalf damageOne enemy that has more hit points than you.
Iron Crusader FormNo MercyDEX + Level vs. ACPunch damageLevel damageOne enemy; gain a +4 bonus with this attack when you target a staggered enemy.
Finishing Attacks
Dance of the MantisPrecise Mantis KickDEX + Level + 2 vs. ACKick damageYour crit range with opening, flow, and finishing attacks expands by 1 until the end of the battle.Level damageOne enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.
Three Cunning TrickstersCrane Summons CarpDEX + Level vs. ACKick damage, plus when an enemy engaged with you targets you with an attack before the start of your next turn, you can deal Jab damage to it as an interrupt actionKick damageHalf damageOne enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.
Way of the Metallic DragonGeneral Slays the Hordes (first attack)DEX + Level vs. ACKick damageLevel damageUp to two enemies
General Slays the Hordes (second attack)DEX + Level vs. ACPunch fire damageLevel damageUp to two enemies
Iron Crusader FormNo WeaknessDEX + Level vs. ACKick damage, plus you gain resist damage 16+ until the start of your next turnKick damageLevel damageOne enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.

Form Feat Ki Powers

  • Dance of the Mantisa: You can spend 1 point of ki during your turn to roll a disengage check as free action.
  • Three Cunning Trickstersa: When you roll a natural 18+ on a save, you can spend 1 point of ki to transfer the effect/ongoing damage you saved against to an enemy engaged with you (in addition to ending the effect on you). Death saves and last gasp saves are excluded.

Feats

  • Adventurer: Dance of the Mantis, Flurry, Spinning Willow Style, Three Cunning Tricksters
  • Champion: Leaf on the Wind, Spinning Willow Style

Magic Items (max: 7)

  • clever step robe (epic, two slots, armor chakra): +3 AC. You gain a +4 bonus to all defenses against opportunity attacks. Quirk: Likes to dance little jigs.
  • vanity bracers (epic, two slots, weapon chakra): +3 to hit and damage with unarmed strikes. When you hit with an unarmed strike, deal +4d6 damage if you are the only one engaged with that enemy. Quirk: Tells their real name to everyone.
  • slayer's boots (champion, recharge 11+, boot chakra): +2 to disengage checks and other checks involving fancy footwork. When one or more creatures attempt to intercept you while you’re moving to engage an enemy during your turn, you dodge past them instead so they can’t intercept. Quirk: Recites death poems of ancient heroes. At length.
  • scroll of seven subtle serpents (champion, recharge 6+, book chakra): When you make a melee attack based on Dexterity, Intelligence, or Wisdom, pick an additional effect from one of the following options after seeing whether the attack is a hit. Quirk: Always in constant motion, or swaying gently when still.
    • Deal +2d8 damage on a hit
    • Deal +2d6 damage on a miss
    • Pop free from one enemy.
    • Gain 3d8 temporary hit points
    • Roll a save against an ongoing save ends effect.
  • defense ring (champion, recharge 6+, left ring chakra): When you take damage from an attack, prevent 20 of that damage. Quirk: Stubborn.