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[13th Age West Marches] The Adventurers' Guild Thread: Character Creation and Discussion
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Also, where did your extra Icon Relationship point come from?
The extra icon is from my talent Domain:Beauty. Once per level I create a conflicted relationship with a heroic or ambiguous(I read this as good/neutral on our lists) icon that I don't already have a relationship with. Basically my character has conflicted romantic ties to a different icon every level. It lasts until I level up, when I have to change it to a different one.
Tangential but the invocation for that domain is really fun too. 1/heal-up when I trigger it at the beginning of a battle, at a dramatic moment during that battle I can free action have myself or an ally roll a single icon relationship die they have, and on a 5 or a 6 we figure out how that relationship has an impact on the battle. Fun stuff.
I think I fancy making a paladin (in spirit, not actually part of a knightly order) who is the son of an outcast witch and (supposedly) the ghost of her husband, by means of romantic necromancy.
He'd be trying his damnest to be a big shining knight from tales of old, while looking like a Addams Family member.
Some sorta sentient internet aggregator
Geth roll 1#1d6
well poop.
50 GOLDS! I'M RICH!
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
AC should be 13 - Base 12 from Bard +1 from level +0 from mid mod.
MD should be 15 - Base 11 from either class +1 from level +3 from mid mod of int/wis/cha.
You short changed yourself on both those defenses on the char sheet.
Everything else looks good, though I would ask why you took an at-will Necro spell when Battle Chant, especially since you feated it to do d6 damage dice will always be your best at-will choice. Also because you need to be battle chanting to trigger your battle cries.
From a purely optimization/action economy standpoint, did you consider taking one of the level 1 Bard songs because they use quick actions rather than maybe soundburst? You might just like having the daily AOE nuke better. As it is I think your only use for your quick action is commanding your 1/day skeleton mooks to use the escalation die.
Alllllso I don't get how I can command them to use the escalation die?
And thanks for looking it over and catching the AC/MD mistakes!
Whoops, already have channel. well, something else then. Might swap the at will necro for terror or unholy blast
Edit again: OH so I can play a song of heroes/spilt blood, AND move, AND attack in a turn? That...makes those way better. I was planning on song of spilt blood at some point, if only because everyone is going to have more hp than bony over here. I'll pick one of those up if I make it to level 2. And I think soundburst will help me do that.
August St. Cloud • Human Ranger
Born and raised on one of the farms surrounding Havenhold. Somewhere in the middle of 6 other siblings including 2 older brothers, he took his chance to join up with the city militia as soon as he was of age. He did well at basic, and excelled enough at archery to even catch The Captain's eye. However, during the Fall Moon festival's Archery contest he managed to win the grand prize -- even besting The Guide himself (the champion for MANY years). No one quite knows how August pulled it off -- was it luck? skill? or did The Guide just see something special in the boy and decided to give him his day. It wasn't long after the Festival that August abandoned the Militia (much to the chagrin of The Captain) and took back out to the wood and farmlands of his youth tagging along with the scouts and rangers under the hood of The Guide.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Google drive link: https://drive.google.com/open?id=0B0eYZYisftiVVUJJQ3lKazk2aGM
I can't find a picture of a zombie in a ragged outrageous outfit, so just imagine a lot of purples and reds, what was once some fine fabric quite caked with mud and other....fluids Mort can't seem to wash out. Or stop producing for that matter.
Nevermind, so wrong:
And if GMs would like me to edit something to fit more into the world/the icons they have envisioned I'm happy to retcon within reason.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
NP about the defenses. If this game is deadly we're going to need all the defenses we have a right to, hah.
Yeah, some bard songs(not all) are quick actions to start and also sustain, so they don't interfere with your move or standard actions. My party's Bard is typically using a quick action to sing/sustain song of heroes, then standards to attack with his spear or cast his daily spells on any given turn.
For the escalation die, if you look on page 11 of 13 True Ways it has some rules laid out that apply to both the druid and necromancer's summoned creatures, and one of them tells you that you can use a quick action to command your summoned dudes and let them use the escalation die for one turn.
Note that the skeleton minion talent is not a summoned creature so it can't benefit from that, but there is an adventurer feat that lets it add the escalation die to its attacks if you're keen on that.
Geth roll 6#4d6k3
Geth roll 6#4d6k3
@Grunt's Ghosts Are you familiar with the Deep Magic book? It's a 3pp book that lets a non-wizard class trade all but one of their class talents for a limited selection of spells (among other things, including 555 more spells). I've always wanted to try it out, but I understand if you're not interested.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
As to the Deep Magic book, I haven't heard of it. Now, I won't allow it because we aren't doing custom classes but if you can PM me a link to it, I'd love to check it out.
Someone look over my sheet would you, this kind of game is labyrinthine to me. Story games have made me soft.
https://dochub.com/tonyferron/rvwZZD/13th-age-character-sheet-fillable?dt=vbrfptczfw7lmddp
One more thing, I'm thinking the Banished offer bargains to outcasts in return for whatever they need, like a cruel Fairy Godmother. Valdo's ma is an follower of this figure, though she herself isn't a bad old gal.
Aasimar is +2 Wis or +2 Cha
Paladin is +2 Str or +2 Cha
You can't stack them.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Geth roll 6#4d6k3
Haha these stats, just missed the mercy reroll
PSN: Boozer_777
Thank you, I've fiddled with it now, it should be right.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
You can take heavy armor as a paladin unless there is a reason you are going light armor. A Pally with the same AC as a spellcaster is doomed to die...
AC:
Your AC should be 16 (heavy armor) + 1 (level) +0(mid mod con/dex/wis) +1(Bastion talent passive) = 18. There's no penalty at all for wearing heavy armor over light, Paladin having high AC is just part of their thing.
Even if you wanted to wear light mechanically, your AC would be 14, 12 + 1 for level +1 for bastion.
You also get 1 AC for wearing a shield, which you'd presumably be getting because you have a 1 handed weapon listed. If you're not going to wear a shield, you should just make your axe a d10 to represent that you're using it in 2 hands.
Note that if you just really want to wear light armor, wear a 1 handed weapon and no shield, there's nothing stopping you. It's just leaving free numbers on the table that don't come with any drawbacks for you.
Lay on Hands: You can also heal yourself with it, just noting since the wording you put on your sheet suggests only allies.
Smite evil: For you it's 1/battle, + 4/day, not 6 times per day as you have listed on the sheet.
I'll take lack of shield into account too, thank you for that.
Making alterations as I type!
(And ooc, starting next week I'm also down to schedule voice/roll20 sessions if the fates align. I'm on the east coast of USA and free most evenings)
Honestly, I'm not sure why they even include a light armor option for Paladins. For classes who can wear light or heavy but heavy comes with a penalty unless you take a talent(commander) it makes sense, but for Paladins, they really should've just said your AC is high no matter what you wear, so nobody gets tricked into thinking they should take the lower light armor value based on flavor.
Two men in dark leather armor talk over a mug of warm beer in the tavern. On their sholder a roughly sewn patch bears the mark of The Havenhold Mining Company. These are 'The Boss's' men, obviously. Even without those emblazoned logos they weren't hard to spot. That same black shoe polished armor, the sulfur smell from walking the tailing yards, and not to mention that damned stick perpetually up their ass.
"Ey tuld ya - Errol -- Ee did'unt tell me wot they tuk. Ee joost said they tuk somethin. Wern't even talkin to me really... Ey wus jest loofin rund the yard. And erd em yappin."
The other man finishes his cup and slams it down. "Francis... if what you're sayin is true, then why don't we go find the buglar! I bet The Boss would have a nice bonus for us if we were the ones to bring it back!"
Both men were obviously a few sheets to the wind past what would typical pass for common sense. "Wellllllll I'll be dammed Errol, that is de best idear Ee erd all day. Go get a few mor uh da boys we can troost and we can h'ed to da south feylds. That's where Da boss sayd they saw the buggar headin!"
The first man finishes his drink and they both stand, bolting towards the door. At the table beside them, against he corner of the wall, another man was asleep. A heavy hood on his cloak pulled up, his legs up and across the way perched upon an adjacent seat. A long strand of razor grass was dangling from his jaw, jutting out a good bit past the shade casting down his face. As the men leave the tavern, the supposedly sleeping man leans a bit forward and chews the grass to the otherside of his mouth.
"Hmmm... south they said..."
**Is anyone else in the tavern with me?
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Taneli, Half-Elf Fighter/Wizard
Born to a mercenary guard and his merchant wife, Taneli was raised on the road and in the city, fighting thieves and monsters practically from birth. He was fascinated by magic at a young age, but the teachings of The Librarian were too strict for a boy suffering wanderlust as Taneli did. While his family wanted him to take up a stable, less deadly career, Taneli spent his time as a courier and armed guard for expeditions out of town. He steered clear of the well playing jobs from The Boss out of principal, causing him to be one of a small few to be trusted by the merchants of Havenhold. This trust brought him access to the books and relics that The Librarian wouldn't dare buy, the old tomes hidden behind the pawn shop's counter, and the rotting grimoires dug up from unmarked graves. Treatise on summoning The Demoniac, consulting The Runes, pacts with the Banished... Taneli may come to regret his dabbling in the occult; the visions in his dreams and the whispers in his ear, but, what is life if not a series of mistakes?
Old backstory, saved for posterity: