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[pbp] 13th Age - The Beginning of the End
Posts
Seriously what race are you playing?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
This.
Mechanically a dark elf though.
Visually a darkened elf with swirling skin and oh thats hideous
I mean if it becomes necessary I can pick a former elf race (high or wood), but 'dark elf' is what everyone's going to see first anyway.
but I'm thinking about Mythkenner Bard|Cleric instead.
edit: Also, I'll probably end up changing my characters name before we start. Trying to come up with something now.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
...all parties need more dwarf, probably.
e: Plus I can spin the teleport as him crossing through the underworld.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
@OptimusZed - It looks like you should have 30hp and a +2 bonus on recovery dice.
@Grunt's Ghosts - I have your HP at 19 and Init. at +7
@seljin468 - I have your AC at 19 and PD at 12
Tox's character and xlypher sound like the sort of people the Elf Queen would send to keep Yld'dric in line. Tox thinking about a death cleric, and Xlypher being sent as ironic almost punishment for failing the assassination.
Ryo is someone that Yld'dric would like to talk to, given his similar situation. Not sure how that plays out given Yld'dric's prior background as a noble, and Ryo's as a slumrat, but Yld'dric can't really afford to be pretentious anymore given his outward appearance.
I'd probably stand out to Korgrath in a crowd, more than normal anyway, with the binding high priestess magic constantly surrounding me.
And the shadow knight may have also noticed me while skulking in the shadows?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
I figured as much for all of those things, but I just wanted to make sure I'm not missing a feat, talent, or class feature.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
e: Working through spells, who all has what healing stuff going on? I've actually got options open both ways, so I wanna make sure we're covered.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
1st Level Cleric/Necromancer
Str 12 (+1) Dex 14 (+2) Con 10 (+0) Int 16 (+3) Wis 16 (+3) Cha 12 (+1)
Story stuff
Erethun is a rarity among the clergy. Although many pursue divine paths related to death and the dead, few have the stomach, intellect, and disdain for propriety it takes to delve into the arcane paths as well. Erethun's magic blends the two in a way few even recognize, and even fewer fully trust.
Story:
Erethun is the son of a low-rank noble family of the Silver Court. Among the High Elven Courts, the Silver Court is unique in one way - they maintain a peculiar relationship with the Silver Folk, more commonly known as dark elves or drow. Erethun has been on many a diplomatic mission amongst the silver folk, and regards them about as well as most wood elves regard the high elves. Exposure to the ways of the dark elves inspired Erethun to pursue a path that walked both sides of the divide between the arcane and the divine. Combined with a perhaps unhealthy intellectual curiosity, Erethun studies both the spiritual and the esoteric sides of death, dying, and the afterlife.
These studies culminated with a Silver Folk ritual performed on Erethun where he was "sent on a spiritual journey to the after world" (read: intentionally killed for a short period of time). The experience left Erethun a bit...weird, and focused his interests even further, motivating him to strike out into the world in search of new and interesting research and discoveries, convinced the border between this world and the next is merely a shroud that may be crossed with the right magics.
Icon Relationships:
Lich King -1 The Lich does not like to share power. As a Necromancer, Erethun's magics are bound up with the Lich King, and the King would see his power returned to its rightful place.
Priestess ~1 As a follower of the gods, Erethun enjoys a relationship with the Priestess and her followers. That said, one can only expect so much favor when they claim to be a cleric of the light, and dabble in unnatural magics.
Elf Queen +1 Erethun's loyalty to the Elf Queen has never wavered nor been questioned, though he is rather low-ranking.
Backgrounds:
Death Priest (+4): Erethun has spent a majority of his clerical career performing and administering last rites to the fallen. Since he has never aligned himself with a specific deity or faith (being a bit of an intellectualist in the matter), he is well versed in any number of cultural beliefs and practices surrounding the honoring, and disposing, of the dead ((Think CSI for tombs, crypts, and other burial and funeral sites. May also be useful for determining if a particular site was used to spawn undead, though not for tracking them)).
Holy Nerd (+4): Erethun has always leaned a bit more toward the intellectual than the average cleric, and as such has a knack for research and investigations that benefit from a more scholarly approach.
Remarkably Unremarkable (+4): Perhaps it's because he's a member of the clergy, perhaps he's just easily ignored, or perhaps he's even unknowingly focused his magical knowledge into a sort of arcane shroud, who really can say? All anyone seems to know for certain is that Erethun seems to have a knack for going unnoticed, resulting in him either getting somewhere he's not wanted, or hearing things not meant for his ears.
Gear
Light armor (well made, reinforced clothing), 2 daggers, "mundane" staff, Traveling Pack (contains: rations x5, sleeping roll, pack of candles, flint/tinder, additional clothing, magnifying glass), grimoire, 20gp
Mechanics
AC 15 (12 from Cleric Light Armor, +2 Dex, +1 level)
PD 13 (11 from Cleric, +1 Str, +1 level)
MD 15 (11 from class, +3 Int/Wis, +1 level)
HP 19 (Average of both classes, 7 for Cleric, 6 for Necromancer)
Recoveries 8
Recovery die d8 (average of d6+d8)
Initiative +3
Basic Attacks:
Staff (Melee, 2-handed); +2 vs AC; d4 +1 dmg / Miss: 1 dmg
Dagger (Melee/Ranged); +2 vs AC; d4 +1 dmg / Miss: 1 dmg
Class Features:
Bonus Spell - Heal: Can use the Heal Spell twice per battle
Ritual Magic: Can cast Cleric and Necromancer spells as rituals (13th Age Core, p 192).
Arcane Implements: Able to use magical staffs as both an arcane implement and a holy symbol
Death's Master: Must spend at least 1 Icon Relationship point on the Lich King.
Spell Choices: Able to change prepared spells after a full heal-up
Wasting Away: Any positive Constitution score modifier is applied as a penalty to Necromancer attacks. In addition, since you know death so well, you don’t die until you fail five death saves. Similarly, you don’t succumb to last gasp save effects until you fail the fifth save.
Talents:
Cleric - Domain: Death; You and your nearby allies gain a +1 bonus to death saves.
Invocation of Death: This battle, you and each of your allies can each separately add the escalation die to a single save made by that character. In addition, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit points; instead you die when your negative hit points equal your full hit points.
Cleric - Domain: Lore; You gain 4 additional background points that must be used somehow in relation to knowledge or lore.
Invocation of Lore: You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.
Necromancer - Deathknell; As a quick action, you can drop a nearby enemy that has 5 hp or fewer down to 0 hp. When you drop an enemy using Deathknell, you heal 1d6 hit points. You can use Deathknell to drop a mook, but only if it’s the last mook in its mob and the mob has 5 hp or fewer left, at which point it’s time for the mook’s Deathknelled exit.
Spells:
(Cleric)
Heal; Quick Action, Close-Quarters, 2/Battle; Target: You or one ally next to you; Effect: Target can heal using a recovery.
Javelin of Faith; Standard Action, Ranged, At-will; Target: One nearby enemy; Attack: +4/PD; d6+3 dmg / Miss: 1 dmg
Spirits of Righteousness; Standard Action, Ranged, 1/Battle; Target: One nearby enemy; Attack: +4/MD; 4d6+3 dmg, 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.
Cure Wounds; Quick Action, Ranged, Daily; Effect: You or a nearby ally can heal using a free recovery.
(Necromancer)
Channel Life; Standard Action, Ranged, 1/Battle; Attack Target: One random nearby creature other than the healing target; Healing Target: One nearby ally; Attack: +4/MD (make one attack only against the attack target).
Hit (Enemy): 2d6 + 3 negative energy dmg, and the healing target can heal using a recovery. Hit (Ally): 5 negative energy dmg, and the healing target can heal using a recovery. Miss: Spell is not expended.
Chant of Endings; Standard Action, Ranged, At-will; Target: The nearby enemy with the fewest hit points (you chooseif there’s a tie; you also don’t have to be able to see that enemy); Attack: +4/MD; Hit d10+3 negative energy dmg.
Summon Undead; Standard Action, Ranged, Daily; Effect: You summon a mob of 1d3 + 1 crumbling skeleton mooks, as per the summoning rules on page 11. These skeletons fight for you until the end of the battle or until they drop to 0 hp, whichever comes first.
===Crumbling Skeleton; 1st level mook [undead]; HP 6 (mook); AC 16, PD 14, MD 10, Vulnerability: holy; Attack (Sword) +6/AC; Hit: 3 dmg. Mook: Kill one crumbling skeleton mook for every 6 damage you deal to the mob. Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
I can't currently decide which feat I want, so I'd really, really like to hold off until we've had a battle before I decide. I'm conflicted between a few, all of which are combat-oriented (Improved Initiative, Channel Life adventurer tier feat, etc). Just let me know.
Erethun strikes me as someone with a lot of "NPC levels." He's not particularly young, he's been studying magic and death for a while, it's just that only recently he's had a chance to strike out as a full on adventurer.
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Sure, I'd be up for that.
Not that I know how'd the character would react if the sickness were cured, but it'd be something my character would be striving to do
Don't kill the Lich King, become the Lich King.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
And assuming we are, what rough areas of the map would everyone say their character is more or less from? Not necessarily originally, but where would you have joined the "party" from?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain