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Subject: 13th Age - PbV Feb. 25 & 27 rss

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Yohann
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*************************


This is not a recruitment thread, but a character generation one.


*************************


The GM:

Yohann
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The players:

T'Leynti / Leonie
Netherlands
Oud-Beijerland
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Jonna
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"Live your truth. Express your love. Share your enthusiasm. Take action towards your dreams. Walk your talk. Dance and sing to your music. Embrace your blessings. Make today worth remembering." ― Steve Maraboli
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नमस्ते (Namaste) – I honor the place in you in which the entire universe dwells. I honor the place in you which is of love, of truth, of light and of peace. When you are in that place in you and I am in that place in me, we are one.
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Dear players, in order to be prepared for our PbV game next week, I've created this thread as both a repository to have easy access to your characters and also as a character creation thread.

Some of you have expressed interest in making their own characters while the other half won't have time for character creation and will prefer a pregen.

This is why I'll propose both. For the pregens, just tell me what you'd fancy playing and I'll take care of the rest.

In any case, here are two links to the 13th Age SRD. The first is downloadable from Pelgrane Press website and the 2nd one is online.

http://www.pelgranepress.com/?p=13316

http://www.13thagesrd.com/

*************************


Now, what would you like to play?

Races

- Human
- Dwarf
- Dark Elf
- High Elf
- Wood Elf
- Gnome
- Half-elf
- Half-orc

Classes

- Barbarian
- Bard
- Cleric
- Fighter
- Paladin
- Ranger
- Rogue
- Sorcerer
- Wizard
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T'Leynti / Leonie
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Name: Seleia Dornvale

Race: Female Wood elf

Class: Rogue

Level: 1

Hit Point: 21 / 21


Initiative: 8




Modifier

Modifier+Level
STR

12

+1

+2
CON

12

+1

+2
DEX

16

+3

+4
INT

10

+0

+1
WIS

14

+2

+3
CHA

16

+3

+4



Basic Melee Attack

Attack : Dexterity + Level vs. AC

Hit : WEAPON + Dexterity damage

Miss : Damage equal to your level


Basic Ranged Attack

Attack : Dexterity + Level vs. AC

Hit : WEAPON + Dexterity damage

Miss : Damage equal to your level


Defenses

AC: 15

PD: 14

MD: 13

Recoveries: 1d8+1 -- 8 / 8


Backgrounds

Road Thief 5
Pirate 3


One Unique Thing

Ever since I was born I've had a strange connection with the living organisms in the forest, birds, grass, trees and flowers, I could hear them talk, understand them and they understand me as well.

Icon Relationships

Positive Relationship: The Elf Queen 2
Negative Relationship: The Lich King 1

Talents

Shadow Walk

You gain the shadow walk at-will power:

As a move action before you have used your standard action this turn, if you are not engaged, you can make the following 'attack' against all nearby enemies, targeting the enemy among them with the highest Mental Defense.

Attack: Charisma + Level vs. MD

Hit: Remove yourself from play. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage with your first rogue attack that turn.

Miss: No effect. You can't attempt to shadow walk again until your next turn, but you still have your standard action this turn.

Smooth Talk

Once per day, convince your GM with an amazing line of patter while you are using social skills to speak or interact with NPCs associated with a particular icon. If the GM is convinced by your patter, roll a normal save (11+). If you succeed, for the rest of the day you can function as if you have a 2-point positive relationship with the icon who seems to be in play. Thanks to your amazing gift of gab, for a short time, it's more or less true. (Note that these points replace any points you normally have with the icon rather than adding to them.)

Failure on the Smooth Talk save generally arouses suspicions.

Tumble

You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.


Feats

Improved Initiative

Adventurer Tier: Gain a +4 bonus to Initiative checks.

Racial Power

Elven Grace

At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn.

At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can't get any more extra actions that battle.


Class Features

Momentum

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.

Sneak Attack

Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal extra damage if your attack hits. (lvl +1d4)

Trap Sense

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.


Powers

Evasive Strike

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.

Roll With It

Momentum power
At-Will (once per round)
Interrupt action; requires momentum
Trigger: A melee attack that targets AC hits you.
Effect: You take half damage from that attack.

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.


Equipment

- Whip (1d8)
- Dagger (1d8)
- Leather armor (Light armor)
- 25 GP
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Yohann
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"Live your truth. Express your love. Share your enthusiasm. Take action towards your dreams. Walk your talk. Dance and sing to your music. Embrace your blessings. Make today worth remembering." ― Steve Maraboli
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नमस्ते (Namaste) – I honor the place in you in which the entire universe dwells. I honor the place in you which is of love, of truth, of light and of peace. When you are in that place in you and I am in that place in me, we are one.
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Name: Riona Ellsworth

Race: Human

Class: Cleric

Level: 1

Hit Point: 27 / 27


Initiative : 6




Modifier

Modifier+Level
STR

16

+3

+4
CON

14

+2

+3
DEX

10

+0

+1
INT

12

+1

+2
WIS

16

+3

+4
CHA

12

+1

+2



Basic Melee Attack

Attack : Strength + Level vs. AC

Hit : WEAPON + Strength damage

Miss : Damage equal to your level


Basic Ranged Attack

Attack : Dexterity + Level vs. AC

Hit : WEAPON + Dexterity damage

Miss :


Defenses

AC: 17

PD: 14

MD: 13

Recoveries: 1d8+2 -- 8 / 8


Backgrounds

- Military Chaplain 4
- Tutored by angels 4

One Unique Thing

- Sometimes in me sleep my shadow whispers to me, letting me know some details of my future.

Icon Relationships

- Positive relationship: The Priestess 1
- Conflicted relationship: The Archmage 1
- Negative relationship: The Diabolist 1

Talents

Domain: Healing

When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery.

Invocation of Healing: This battle, you gain an additional use of the heal spell (see Class Features, left). The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery.

Domain: Justice

Once per turn when an enemy scores a critical hit against you or a nearby ally, or drops you or a nearby ally to 0 hp or below, you gain an attack-reroll blessing. Immediately choose a nearby ally and give them the blessing as a free action.

An ally with this blessing can use it to reroll an attack as a free action this battle. An ally can only have one such blessing on them at a time.

Domain: Strength

You can wield heavy/martial weapons without an attack penalty.


Feats

Improved Initiative

Adventurer Tier: Gain a +4 bonus to Initiative checks.

Invocation of Healing

Adventurer Tier: When you cast a spell that allows an ally to heal using a recovery, you can let them use one of your recoveries instead. (If you also have the Protection/Community domain, any nearby ally can expend the recovery instead of you.)


Racial Power

Quick to Fight

At the start of each battle, roll initiative twice and choose the result you want.


Class Features

Heal

Close-quarters spell
Special: You can use this spell twice per battle.
Quick action to cast (1/round)
Target: You or one ally you are next to
Effect: The target can heal using a recovery.

Spells

Bless

Ranged spell
Daily
Quick action to cast
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally gains a +2 attack bonus until the end of the battle.
Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains a +1 attack bonus until the end of the battle.

Cure Wounds

Ranged spell
Daily
Quick action to cast
Effect: You or a nearby ally can heal using a free recovery.

Hammer of Faith

Close-quarters spell
Daily
Effect: Until the end of the battle, your basic melee attacks use d12s as their base weapon damage dice.

Spirits of the Righteous

Ranged spell
Once per battle
Target: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: 4d6 + Wisdom holy damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn.
Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn.

Equipment

- Heavy Armor
- Shield
- Heavy One-Handed weapon: Warhammer (1d8)
- Small Crossbow (1d4)
- Holy symbol
- 25 gp.
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Name: Phineas Merryweather

Race: Male half-elf

Class: Bard

Level: 1

Hit Point: 21 / 21


Initiative: +4




Modifier

Modifier+Level
STR

14

+2

+3
CON

11

+0

+1
DEX

17

+3

+4
INT

11

+0

+1
WIS

10

+0

+1
CHA

17

+3

+4



Basic Melee Attack

Attack: Strength OR Dexterity + Level vs. AC

Hit: WEAPON + Strength OR Dexterity damage

Miss: Damage equal to your level


Basic Ranged Attack

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: -


Defenses

AC: 16

PD: 14

MD: 12

Recoveries: 1d8+1 -- 6 / 8


Backgrounds

- Wandering minstrel: 4
- Smuggler: 4

One Unique Thing

- Accused of getting the Barbarian King's daughter pregnant. He SO did!

Icon Relationships

- Positive relationship: Prince of Shadows - 2
- Negative relationship: Emperor - 1


Racial Power

Surprising

Once per battle, subtract one from the natural result of one of your own d20 rolls.

Battle cries (2)

Move it!

Flexible melee attack
Triggering Roll: Natural even roll
Effect: Choose either…

One of your unengaged allies can move as a free action
One of your engaged allies can make a disengage check as a free action.

Stay strong

Flexible melee attack
Triggering Roll: Natural 16+
Effect: Give a nearby ally a +2 bonus to AC until the start of your next turn.

Spells and songs, 1st level

Song of Heroes

Bardic song
Recharge 11+ after battle
Quick action each turn; 11+ to sustain
Opening & Sustained Effect: You and your nearby allies gain a +1 attack bonus until the start of your next turn.
Final Verse: The effect ends immediately, but one ally of your choice gains a +2 bonus to their next attack roll this battle.

Befuddle

Ranged spell
Recharge 11+ after battle
Target: One nearby creature with 40 hp or fewer
Attack: Charisma + Level vs. MD
Hit: The target is confused until the end of your next turn.
Natural Even Miss: The target is dazed until the end of your next turn.


Jack of spells spells

3 cantrips: ghost sound, alarm, mage hand
1 spell: shield

Feat

Jack of spells adventurers feat

A: Gain 3 cantrips if you choose wizard; gain dancing lights if you choose sorcerer. Also use Charisma for attack and damage bonuses with the spell you've jacked.

Talent

Jack of spells (wizard)

Storyteller

Songmaster




Equipment

- Lute
- Scimitar
- Short bow
- Light Armor
- 25 GP
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Name: Conrad Hawke

Race: Male Human

Class: Paladin

Level: 1

Hit Point: 40 / 40


Initiative: +3




Modifier

Modifier+Level
STR

12

+1

+2
CON

18

+4

+5
DEX

15

+2

+3
INT

09

-1

+0
WIS

11

+0

+1
CHA

12

+1

+2



Basic Melee Attack

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level


Basic Ranged Attack

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: -


Defenses

AC: 21

PD: 13

MD: 14

Recoveries: 1d10+2 -- 8 / 9


Backgrounds

- Bodyguard 3
- Knight errant 3
- Squire 2

One Unique Thing

- Born into nobility but swapped after birth

Icon Relationships

- Positive Relationship: The Great Gold Wyrm - 2
- Conflicted Relationship: The Emperor - 1


Racial Power

Quick to Fight

At the start of each battle, roll initiative twice and choose the result you want.

Class Features

Smite Evil

You can use this talent once per battle, plus an additional number of times per day equal to your Charisma modifier.

As a free action before you make a paladin melee attack roll, you can declare that you're using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses.

Talents

Bastion

You gain +1 AC.

In addition, once per battle when a nearby ally is hit by an attack, you can choose to lose hit points equal to half of that damage, and have your ally take only half of the damage instead. The damage you lose can come from temporary hit points, but isn't affected by damage resistance and other tricks to avoid the damage.

Fearless

You are immune to fear abilities and to any non-damage effects of attacks named or described as fear attacks.

In addition, you gain a +1 melee attack bonus against enemies that are not engaged by any of your allies. The bonus increases to +2 against enemies with fear abilities.

Paladin's Challenge

When you hit an enemy with a melee attack, you can choose to challenge that enemy as a free action. Until the end of the battle, provided that both you and the enemy you've challenged are conscious and capable of making an attack, you each take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other.

The attack penalty temporarily deactivates for the attacker when they make an attack roll against their rival, but only until the end of the attacker's turn. For example, if a creature with more than one attack attacks you first, its subsequent attacks against your allies are without the challenge penalty. However, the attack penalty resets at the end of its turn, so it does not help with opportunity attacks against your allies later in the round.

You can only have one enemy challenged at a time.

Your Paladin's Challenge ends when…

…you or the creature you are challenging falls unconscious or drops to 0 hp.
…you hit a different enemy with an attack (assuming you hit with the –4 penalty).
…the creature flees far away and you choose to end the challenge.

An enemy can only be the subject of one Paladin's Challenge at a time; a new challenge overrides the previous one.

In the unlikely case in which two paladins fight each other, any use of Paladin's Challenge locks them into a challenge that only ends when one of them drops.


Feats

Toughness

Adventurer Tier: You get additional hit points equal to half your baseline class hit points (rounded down). At 5th level, the total hp bonus increases to your baseline hp value. At 8th level, the total hp bonus increases to double your baseline hp value.

Bastion Adventurer Feat

Increase your total number of recoveries by 1.


Equipment

Longsword (1d8)
Shield
Heavy Armor
25 GP
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Name: Pawla Velesdottir

Race: Female dwarf

Class: Fighter

Level: 1

Hit Point: 30 / 30


Initiative: +4






Modifier

Modifier+Level
STR

18

+4

+5
CON

14

+2

+3
DEX

16

+3

+4
INT

08

-1

+0
WIS

10

+0

+1
CHA

10

+0

+1



Basic Melee Attack

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level


Basic Ranged Attack

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: -


Defenses

AC: 18

PD: 14

MD: 11

Recoveries: 1d10+2 --- 9 / 9


Backgrounds

- Miner's daughter (3 points)
- Tavern bouncer (5 points)

One Unique Thing

- "I'm a traitor who traded a Dwarven secret for a Dark Elvish potion, when my little brother was ill."

Icon Relationships

- Positive Relationship: The Priestess - 1
- Conflicted Relationship: The Dwarf King - 2

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.

Class Features

- Extra Tough (start with 9 recoveries)
- Threatening (penalty to disengage from me)

Talents

- Comeback Strike (add. attack with -2 after a miss; 1/battle)
- Counter-Attack (when missed by odd melee roll, get free basic attack; 1/round)
- Power Attack (+1d6 damage on hit; 1/battle) + feat (also on miss)

Feats

- see Power Attack above

Maneuvers

- Carve an Opening (on odd roll: crit range expand)
- Deadly Assault (on even hit: reroll 1s)
- Heavy Blows (on even miss: miss damage + esc. die)

Equipment

- heavy ring armor (base AC: 15)
- greataxe (two-handed, 1d10)
- javelin (1d6)
- 25 GP
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T'Leynti / Leonie
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Wood elf rogue, sounds nice.
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Phineas Merryweather
human Male half-elf bard

"Lock up your daughters and cute sons!"

Stats

+2 to charisma (half-elf bonus)
+2 to dex (bard bonus)

Str 14
Con 11
Dex 17 (+2 class bonus included)
Int 11
Wis 10
Cha 17 (+2 racial bonus included)

Background

- Wandering minstrel: 4
- Smuggler: 4

One unique thing

Accused of getting the Barbarian King's daughter pregnant. He SO did!

Battle cries (2)
Move it!
Stay strong

Spells and songs, 1st level
Song of Heroes
Befuddle

Jack of spells spells
3 cantrips: ghost sound, alarm, mage hand
1 spell: shield

Feat

Jack of spells adventurers feat

Songmaster
When you attempt to maintain a bardic song, if you describe it in a fashion that entertains the GM, or at least a couple of the players, you get a bonus of +1 to +3 to maintain the song.

This talent is for those that enjoy improvisation.

Storyteller
Once per scene when one of your allies rolls relationship dice for an icon, you can roleplay a one or two sentence story (usually related to the icon, but perhaps otherwise pivotal) that allows them to reroll the relationship check if they don't like the first result.

A: Gain 3 cantrips if you choose wizard; gain dancing lights if you choose sorcerer. Also use Charisma for attack and damage bonuses with the spell you've jacked.

Icon

Positive relationship: Prince of Shadows - 2
Negative relationship: Emperor - 1


Talent

Jack of spells (wizard)

Gear

- Lute
- Scimitar
- Short bow
- light armor
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T'Leynti / Leonie
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You proceed from a false assumption. I am a Vulcan. I have no ego to bruise.
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Juleske wrote:
I want to be a human bard! laugh

Fitting.
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Narl wrote:
Juleske wrote:
I want to be a human bard! laugh

Fitting.




? laugh
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Jan Van Zon
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Conrad Hawke
Human Paladin

Ability Scores:
Strength 12 (+2 from paladin included)
Dexterity 15
Constitution 18 (+2 from human included)
Intelligence 9
Wisdom 11
Charisma 12

Backgrounds:
Bodyguard 3
Knight errant 3
Squire 2

Gear:
Longsword
Shield
Heavy Armor

One unique thing:
Born into nobility but swapped after birth

Talents:
Bastion
Fearless
Paladin's Challenge

Feats:
Toughness
Bastion Adventurer Feat

Icon:
The Great Gold Wyrm

Relationships:
Positive Relationship: The Great Gold Wyrm - 2
Conflicted Relationship: The Emperor - 1
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Jonna
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"Live your truth. Express your love. Share your enthusiasm. Take action towards your dreams. Walk your talk. Dance and sing to your music. Embrace your blessings. Make today worth remembering." ― Steve Maraboli
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नमस्ते (Namaste) – I honor the place in you in which the entire universe dwells. I honor the place in you which is of love, of truth, of light and of peace. When you are in that place in you and I am in that place in me, we are one.
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I'm going to move this thread under 13th Age, as many people are subscribed to PbV Forum and all ou posts will be popping up in their subscriptions ninja
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(((100% real name)))
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I will be a Dwarf Fighter. A female one.
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Orkanger
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Yeah stop with the taunting! Looking forward to hearing how this runs. I've liked what I've read of 13th Age and hope it'll be going up as a actual play.

and now back into the lurking depths...
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नमस्ते (Namaste) – I honor the place in you in which the entire universe dwells. I honor the place in you which is of love, of truth, of light and of peace. When you are in that place in you and I am in that place in me, we are one.
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Thread is moved and I'd like to play a Human Ranger or Human Cleric. If it's okay, I'm going to sleep on it and make my decision in the morning?
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Jan Van Zon
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schizoid wrote:
I will be a Dwarf Fighter. A female one.

Are you thinking of being more of a tank or more dps? I was looking at the tanking stuff for the paladin myself, but if we both end up as tanks that could be a bit redundant.
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Conlaen wrote:
schizoid wrote:
I will be a Dwarf Fighter. A female one.

Are you thinking of being more of a tank or more dps? I was looking at the tanking stuff for the paladin myself, but if we both end up as tanks that could be a bit redundant.

I was thinking more into the direction of being grumpy and short, but if this involves doing damage - even better!
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Wow! Thanks everyone, that was fast! So, next step now: The Ability Scores

Alright here is what I'm going to do. I'll give details for the 5 characters, but no pressure. As I said, I'll pre-generate some of the characters.

But I'll wait till tomorrow and see who Jonna will play.

Meanwhile, you can already think about which Icon your character will "serve".

An Icon is a kind of supra-NPC in the Dragon Empire, our world. They're willingly left vague as they are no gods but only functions, and as such may be given the identity and description the GM see fits.

Here is a description I found on the Pelgrane Press website:

Quote:
Most d20 games have powerful NPCs who shape the world behind the scenes. 13th Age brings them forward, making these thirteen powerful NPCs into icons the PCs will aid or oppose over the course of each campaign. Inventing your character’s relationship to the mighty icons who rule or shape the world is key to engaging your character with the game world. RPGs about vampires have clans, RPGs about pagan highlanders have cults, and 13th Age has icons.

This article features a summary of all the 13th Age icons. Scroll down for a poll to decide your favourite, enter our design-your-own icon competition, and read a more detailed description of one icon, The High Druid, here.

When you generate your characters, you scan over the icons and read the full entry on any icon who intrigues you. As you decide on the relationship to the icons that suits your player character, remember that it’s the nature of this magical world that even the most powerful figures need a lot of help to accomplish their goals. The icons have risen to power levels where they balance each other in an uneasy equilibrium. To advance their agendas further, the icons need heroes and champions to tip the balance in their favor. You play those heroes.

The Archmage has preserved the Empire for centuries and created astonishing new lands. He has also threatened the fabric of reality with experiments you’d have to be brilliant or hugely arrogant to attempt.

The Crusader is the armored fist of the Dark Gods. So long as followers of the gods of light stay the hell out of his way, the Crusader turns his wrath against the demons that would destroy the world his own gods want to rule. Follow the Crusader if you must win at any cost.

The Diabolist controls fiends and tampers with forces even the Archmage avoids. She likes her victims screaming and her chaos pure while claiming that the demons she summons would otherwise overwhelm the Great Gold Wyrm who seals the Abyss. There are two differences between her and her demons: First, she likes keeping destruction personal rather than universal. Second, she’s capable of kindness, so long as it comes as a great surprise.

The Dwarf King is lord of Forge, the dwarves’ new homeland beneath the mountains. He’d love to reclaim the dwarven Underhome lost to war against the dark elves and the creatures of the deeps. But now that the Empire is stumbling, the dwarves find themselves manning the mountain walls that shield the Empire from the orcs and monsters of the north.

The Elf Queen rules the Court of Stars, the one place where wood elves, dark elves, and high elves come together as peers and allies instead of as rivals or enemies. Honed by centuries of experience, the Queen’s innate magic at least equals the Archmage’s spells.

The Emperor rules the world’s greatest human kingdom, known as the Dragon Empire for the mounts of its mightiest warriors. All the signs suggest that the age is turning, but will the Empire fall or shift to a new balance?

The Great Gold Wyrm is the world’s protector and the inspiration for holy orders of paladins and independent heroes. Although the Gold Wyrm’s physical form seals the gap that prevents the Abyss from erupting into the world, its dreams and the agents it employs still move through the world, helping those who will fight and even die for what’s right.

The High Druid is the champion of the resurgent Wild, and the spiritual and magical leader of spirits of nature and the elements that were chained by the Empire but are now working themselves free. She might be the great force that shakes the Empire to pieces or the hero who destroys the destroyers and points to a new way to live.

The Lich King is the lord of the undead, a fallen tyrant who intends to conquer the Dragon Empire and restore his ancient kingdom. He’s not entirely insane and mostly understands that ruling a kingdom is not the same as destroying it.

The Orc Lord is a figure of legend. The last time he walked the land the Lich King fell, in part because of the Orc Lord’s attack. Who will fall before his hordes this time? Who won’t?

The Priestess hears all the Gods of Light and speaks for those who please her. She is part oracle, part mystic, and part metaphysical engineer, since she created the Cathedral, an ever-expanding temple with rooms or entire wings for each of the faiths she favors.

The Prince of Shadows is part thief, part trickster, and part assassin. To some he is a hero; to others a villain. He has squandered the riches of the dwarves, murdered the hopes of a dragon, and plundered the dreams of a god. His exploits have changed the world, but none can tell you his ultimate goals or motives.

The Three were among the first dragons to walk the world. The Red is a living engine of destruction. The Blue is a sorceress, perhaps even the original mother of all sorcery. The Black is queen of shadows and assassins. Unlike the Great Gold Wyrm, who must fight alone, the Three have learned to join forces.


They are also meant to replace the traditional alignment stat by putting a form onto them, and also give a sense of direction to the PCs. Please do ask me if you need more precisions on them.

znirp81 wrote:
Yeah stop with the taunting! Looking forward to hearing how this runs. I've liked what I've read of 13th Age and hope it'll be going up as a actual play.

and now back into the lurking depths...


Hehe! Thanks Al. Well, just for information, we're going to playtest an official scenario, which means that as per our NDA, the video won't be made public and afterward, we won't have the right to talk about the elements of the game and discuss it in public.

Although nothing prevents us to speak about our experience with 13th Age itself. It will be my first time running it as well.

Kattvippa wrote:
Thread is moved and I'd like to play a Human Ranger or Human Cleric. If it's okay, I'm going to sleep on it and make my decision in the morning?


Thanks a lot Jonna, it's actually its rightful place.
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T'Leynti / Leonie
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Elf queen or Prince of Shadows....
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I pick the prince of shadows! Can we overlap in Icon choices, or should we all pick different ones.
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"Live your truth. Express your love. Share your enthusiasm. Take action towards your dreams. Walk your talk. Dance and sing to your music. Embrace your blessings. Make today worth remembering." ― Steve Maraboli
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नमस्ते (Namaste) – I honor the place in you in which the entire universe dwells. I honor the place in you which is of love, of truth, of light and of peace. When you are in that place in you and I am in that place in me, we are one.
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Argh, it's very hard to decide... I'll go with the Human Cleric and I'll pick the The Priestess. Tough choices!
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Nice pictures ! I love them!

Oh, and just on the 13th Age side of things, I wanted to point you out, in case you'd be interested in the future at this announcement regarding The Archmage Engine (13th Age system) Open Game Licensing.
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So, if you scroll up to Julia and Conlaen's character, you'll see that they've already picked up a background.

What's that? It's actually your character's history.

How useful is it? It simply replaces your usual list of skills.

What? But how am I gonna roll my precious d20? your background borrows a bit from Aspects in the Fate system. By saying, for instance: "I'm a bodyguard, so I'm trained at recognizing danger that comes to our direction" and with the GM's approval, you'll roll

[D20 + relevant ability modifier + level + relevant background points] vs. [DC set by the environment]

Background points? You've got me hooked here! Yeah, you've got 8 points to distribute the way you like in different backgrounds.

Examples please? Sure!

Let's take your characters and the SRD. There are some fines examples in there:

- Rogue: street thug, cat burglar, diplomat, professional gambler, courtier, jewel thief, acrobat, con artist, bartender, spy master, pirate, dandy, rat catcher.

- Bard: wandering minstrel, cathedral musician, court jester, mercenary, tavern owner, failed hedge wizard, diplomat, spy, royal taster, caravan guide, smuggler, and battle skald.

- Paladin: city guardsman, combat medic, bodyguard, outlaw hunter, and inquisitor.

- Fighter: swordmaster, mercenary captain, sea raider, shieldwall spearman, explorer, bouncer, thug, city guardsman, former gladiator, former orc captive, bankrupt nobleman, duelist, and goblin-hunter.

- Cleric: healer, archivist, military chaplain, temple guard, bartender, reformed thief, dwarven hierophant, initiate, and bishop.

Can I distribute my points now? It's taking too long! Sure but don't forget: 8 points in any backgrounds you'd like. Just make that coherent with your character. Then we'll talk about distributing Ability points...
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T'Leynti / Leonie
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For speeding up I better switch to a pregen.
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Dwarf Fighter
Racial bonus: +2 Constitution
Class bonus: +2 Strength

One Unique Thing: "I'm a traitor who traded a Dwarven secret for a Dark Elvish potion, when my little brother was ill."

Gear:
- heavy ring armor (base AC: 15)
- greataxe (two-handed, 1d10)
- javelin (1d6)

Str 16 (+2 class bonus, total 18)
Con 12 (+2 racial bonus, total 14)
Dex 16
Int 8
Wis 10
Cha 10


I serve the Priestess.
Backgrounds:
- miner's daughter (3 points)
- tavern bouncer (5 points)

Class Features:
- Extra Tough (start with 9 recoveries)
- Threatening (penalty to disengage from me)

Class Talents:
- Comeback Strike (add. attack with -2 after a miss; 1/battle)
- Counter-Attack (when missed by odd melee roll, get free basic attack; 1/round)
- Power Attack (+1d6 damage on hit; 1/battle) + feat (also on miss)

Feats:
- see Power Attack above

Maneuvers:
- Carve an Opening (on odd roll: crit range expand)
- Deadly Assault (on even hit: reroll 1s)
- Heavy Blows (on even miss: miss damage + esc. die)

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