cirle |
Any interest in "13th Age"? I'm thinking of running a game, using a heavily modded "In Search of the Unknown," a very old adventure from the 1.5 ed. days.
I'll warn you from the start, that the pacing might be a slow: I'm not one of the more prolific posters, but I'm also not one to abandon a game once started.
cirle |
13th Age character creation:
Firstly, there are no alignments. You spend relationship points among the Thirteen Icons, powerful archetypical figures. Your relationship with these beings are either positive, negative, or conflicted.
It is your relationship with these beings that provide your character's motivations, and well establishing plot points that will drive your character's story forward.
At first level, you get three relationship points.
The Icons are:
Archmage: the world's greatest user of magic.
Crusader: a grim and fierce warrior, the mailed fist of the old gods.
Diabolist: an evil queen commanding abyssal forces.
Dwarf King: King of the Dwarves. Duh.
Elf Queen: Yeah.
Emperor: the world's supreme monarch.
Great Gold Wyrm: the scaled champion keeping back the demonic hordes.
High Druid: protector of the natural world.
The Lich King: the most puissant of necromancers.
Orc Lord: You got to be pretty badass to rule the savage orc tribes.
The Priestess: the high priestess of the gods of law and light.
The Prince of Shadows: trickster lord.
The Three: a trinity of very ancient dragons: the Red, The Blue, and the Black.
So, when we begin play, you'll roll 1d6 for each relation-ship point spent. On a 5 or 6, that relation-ship will come into play. A six will generally mean some positive, straight-forward result; while a 5 will mean something a little more muddied and complicated.
Picking on Madik, as a Draconic (a kobold on steroids) he'll probably want to spend his relationship points on the Three. So he'll roll three dice, when play begins.
relationship: 3d6 ⇒ (3, 1, 3) = 7
It doesn't look like the Three have anything going on in Madik's neck of the world at this time!
cirle |
Backgrounds.
The 13th Age doesn't have a list of skills. Instead you have 8 points to spend among backgrounds. These points, and the relevant characteristic, determine the modifier to your D20 roll.
So, lets say Madik spends 4 points on the background, Draconic Prophet . Madik is trying to convince a local merchant to lend him supplies; attempting to overawe a simple merchant does seem to be something a Draconic Prophet should be able to do, so he'll get a +4 to his d20 roll for this.
You can spend a maximum of 5 points on any single background.
cirle |
So the 13th Age has only two saves: a Physical Defense PD and a Mental Defense MD.
The base value (10 to 12) is based on your chosen class.
For the PD you will add the middle value (see above) of your STR, CON, and DEX modifier, plus your level.
For the MD you will use the middle value of your INT, WIS, and CHA modifiers, plus your level.
scranford |
Here is my Character sheet for Thurboxx the Dwarven Fighter. Will make a profile and expand if the game gets going.
Thurboxx
Dwarven / Fighter 1
STR 16 +3 +4
CON 18 +4 +5
DEX 16 +3 +4
INT 11 +0 +1
WIS 13 +1 +2
CHA 10 +0 +1
AC 20 (Shield & Heavy Armor)
PD 14
MD 11
INIT +4
HP 36/36
Recoveries 9/9 Recovery Dice 1d10+5
Basic Melee Attack: +4 vs. AC At Will One Enemy
Basic Ranged Attack: +4 vs. AC At Will One Enemy
Weapons
Battleaxe* Martial, One handed +4 1d8+3
Dagger* Small, One handed +4 1d4+3 (Melee or ranged)
Light Crossbow Light, Ranged +4 1d6+3
* On miss do damage equal to your level
Dwarf
Racial Bonus
+2 Con or +2 Wis
Racial Power
That’s Your Best Shot?
Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!
Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.
Champion Feat
If the escalation die is 2+ when you use that’s your best shot, the recovery is free.
Gear
Battleaxe
Dagger
Lt. Crossbow
10-bolts
Chainmail
Helmet
Steel Shield
Fighter
Extra Tough
You start with nine recoveries instead of the usual eight.
Adventurer Feat
Increase your total recoveries by 1.
Threatening
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
The penalty doesn’t apply if you are stunned, grabbed, or otherwise incapable of making an
Opportunity attack.
Adventurer Feat
Whenever an enemy fails to disengage from you, you also deal damage to that enemy equal to your Dexterity or Constitution modifier. At 5th level, damage is double the modifier. At 8th level, it’s triple.
Champion Feat
Whenever a non-mook enemy fails to disengage from you, it’s vulnerable to your attacks for the rest of the battle.
Feats
Level 1
Adventurer Feat (Power Attack)
You deal the additional Power Attack damage even if the attack misses.
Class Talents
Skilled Intercept
Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack. If you are engaged with more than one enemy, the others can take opportunity attacks against you.
The moving enemy makes its attack with you as a target instead. If you’re wearing heavy armor and the attack hits, you only take half damage.
Heavy Warrior
Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead
Power Attack
Once per battle before you roll an attack, you can declare you’re using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage:
Deal 1d4 additional damage per level if you are using a one-handed weapon.
Deal 1d6 additional damage per level if you are using a two-handed weapon
maneuvers
Defensive Fighting
Flexible melee attack
Triggering Roll: Natural 16+; if you fight with a shield, also any natural even roll
Effect: Gain a +2 bonus to AC until the end of your next turn.
Grim Intent
Flexible melee attack
Triggering Roll: Any natural even miss
Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage. At 5th level, instead add 2 total WEAPON dice; at 8th level, instead add 3 total WEAPON dice.
Shield Bash
Flexible melee attack
Special: You must be using a shield.
Triggering Roll: Any natural even roll
Effect: The target pops free from you after the attack (does not allow opportunity attacks).
Backgrounds
[3] Dwarven Milita
[2] Dwarven Smithing for travelling army
[2] Captive of Orc Warband
[1] Survival in the wilds to return to Clanhold
One Unique Thing: TBD
Kit Tukat |
Kit Tukat
Dwarven / Rogue 1
STR 12 +1 +2
CON 16 +3 +4
DEX 18 +4 +5
INT 10 +0 +1
WIS 13 +1 +2
CHA 14 +2 +3
AC 16 (Shield & Light Armor)
PD 15
MD 12
INIT +5
HP 24/24
Recoveries 8/8 Recovery Dice 1d8+2
Basic Melee Attack: +4 vs. AC At Will One Enemy
Basic Ranged Attack: +4 vs. AC At Will One Enemy
Weapons
Wicked Knife Light, One handed +4 1d8+3
Shortbow Light, Ranged +4 1d6+3
On miss do damage equal to your level
cirle |
Madik. Yeah, in a typical Pathfinder/DD 3+ game, you wouldn't expect dwarves and a kobold (dragonic) to associate together.
The main driving forces of this world aren't races and alignments, they are the larger than life personalities that are the Icons.
One of these Icons, the Three, is actually a triumvirate of ancient metallic dragons (the Red, the Blue, and the Black). They serve, or are compelled to serve, the Emperor.
Playing a dragonic will probably mean that you are here as an envoy of the Blue (I would suggest spending all your relationship points on the Three). As an agent of the Three, the dwarves will have to tolerate you.
On the roleplaying side you and the dwarves shouldn't get along very well, with a lot of snarled insults being traded back and forth.
If you want to change your race you may: however a kobold (dragonic) attached to a party containing several dwarves is not an impossibility.
Kit Tukat |
Kit Tukat
Dwarven / Rogue 1
STR 10 +0 +1
CON 16 +3 +4
DEX 18 +4 +5
INT 12 +1 +2
WIS 13 +1 +2
CHA 14 +2 +3
AC 16 (Light Armor)
PD 15
MD 12
INIT +5
HP 27/27
Recoveries 8/8 Recovery Dice 1d8+3
Basic Melee Attack: +5 vs. AC At Will One Enemy
Basic Ranged Attack: +5 vs. AC At Will One Enemy
Weapons
Wicked Knife Light, One Handed +4 1d8+4
Dagger Small, One Handed
Shortbow Light, Ranged +4 1d6+4
On miss do damage equal to your level
Dwarf
Gear
Leather Armor
Wicked Knife
Dagger
Shortbow
10 Arrows
Thieves Tools
Good Rope
Grappling Hook
Lantern Oil
Flint and Tinder
Rogue
If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.
Many of the rogue’s powers function only when the rogue has momentum. You gain momentum by hitting an enemy with an attack.
You lose momentum when you are hit by an attack.
Feats
Class Talents
Powers
Melee attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and you can pop free from
the target.
Miss: Damage equal to your level.
Deadly Thrust
Melee attack
At-Will
Target: One staggered non-mook enemy
Attack: Dexterity + Strength + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level
Sure Cut
Melee attack
At-Will
Special: You must have momentum and be able to deal your
Sneak Attack damage to the target if you hit.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Deal your Sneak Attack damage + damage equal to your level.
Tumbling Strike
Melee attack
At-Will
Always: You gain a +5 bonus to all disengage checks you attempt
this turn. You can also move to engage an enemy, make this
attack against it, and then use a quick action to attempt to
disengage from it (the quick action disengage lets you move
again if you succeed).
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level.
Backgrounds
One Unique Thing
cirle |
Relationship dice benefits : So these will be operating a little differently from than in the books.
On a 6 you will be able to tag any one singe scene, defined as a single battle, or a period of time not lasting than 10 minutes, as vitally important or relevant to your Icon. During that time you will get a +3 circumstance modifiers to all skill or combat rolls. This represents either special training or instruction you received from your ICON, or a magical boon.
On a 5, the modifier is +2, and, if the scene is a battle, one of your foes gets to use the Escalation dice. Additionally, when you attempt to use a recovery, you must roll a d20; on 1-5, the designated foe gets 1/2 half of the hit points recovered (replacing any hit points he or she may already lost; if they've lost no hit points, they don't gain any). If the scene is not a battle, something in the scene places potentially onerous obligations upon you; before you can level up, or re-roll relationship dice for that ICON, you must perform some non-trivial task.