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# Aldfric "Silver" Gauveld (Human Rogue 1)
Silver is a former assassin, reformed after facing the ramifications of his conduct, a rehabilitation incidentally
associated with a prolonged incarceration. His moral code may be a bit unique and personal, but he has given up the
murder-for-hire business and is trying to do something "better" after seeing the suffering of many, though doing so
sometimes initially conflicts with his natural cynicism. He doesn't apply his services for hire anymore, at least.
## Build
### Ability Scores
| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|-----------------|----------|-----------|--------------|---------|--------------|----------|
| **Score (Mod)** | 13 (+1) | 19 (+4) | 12 (+1) | 14 (+2) | 10 (+0) | 17 (+3) |
| **Mod + Level** | +2 | +5 | +2 | +3 | +1 | +4 |
### One Unique Thing
Silver occasionally sees images of a person's past or future self when looking at them.
### Icon Relationships
* **Positive w/Prince of Shadows** (1): Silver is one of "the Prince's people", believing even after reformation that
he is influencing the world for the better as the Prince would see fit.
* **Conflicted w/Emperor** (1): technically, it's "Duke Aldfric Gauveld" via hereditary peerage. Silver tries not to
deploy this fact unless he has to, and maybe it's better he doesn't, as him and the Emperor don't exactly see
eye-to-eye.
* **Negative w/Lich King** (1): Silver has seen enough death, he doesn't need undead reminders, especially of his own
deeds.
### Backgrounds
* **Reformed thief and assassin** (4): Silver spent plenty of time in the dark parts of the criminal underground,
before getting caught.
* **Well-traveled information seeker** (4): Silver's work has taken him to many civilized (and not-so-civilized)
areas, and he always tries to remember where to get information.
### Combat Stats
* **HP:** 21
* **AC:** 15, **PD:** 14, **MD:** 13
* **Recoveries** (8): 1d8+1
* **Initiative:** +5
### Kin Power, Class Features, and Talents
* **Resourceful:** gain a bonus feat of the highest tier you qualify for.
* **Bravado:** gain a point of Bravado when natural initiative roll is even or first time you hit with a rogue attack on
your turn.
* **Rush Attack:** rogue melee weapon attack against an enemy you were not engaged with at the start of your turn deals
bonus damage.
* **Sneak Attack:** rogue melee weapon attack against an enemy engaged with one or more allies deals bonus damage.
* **Adv. Feat:** Sneak Attack also works against enemies who are [many temporary conditions including dazed].
* **Skulduggery:** two uses per arc, reroll a failed skill roll involving rogue things, a second use + narration for a
+3 bonus.
* **Both Styles Now:** you gain both Rush Attack and Sneak Attack, only one per attack.
* **Murderous:** +2 crit range against staggered enemies.
* **Tumble:** +3 bonus to disengage checks, can disengage check as a free action to avoid an intercept.
* **Adv. Feat:** +ED to disengage checks.
### Basic Attacks
* **Rogue Basic Melee** (dagger): Dex+Lvl (+5) vs. AC, 1d8+Dex (1d8+4) damage, level (1) miss damage.
* **Rogue Basic Ranged** (dagger): Dex+Lvl (+5) vs. AC, 1d6+Dex (1d6+4) damage, level (1) miss damage.
### Powers
* **Evasive Strike** (at-will): as rogue basic melee attack, except can pop free from target on hit.
* **Slick Feint** (at-will, 1 Bravado): Cha+Lvl (+4) vs. MD attack to feint, hit deals damage and dazes on natural even
and allows second attack; second attack on same or other engaged target Dex+Lvl+4 (+9) vs. AC, deals weapon damage.
* **Tumbling Strike** (1/battle): as rogue basic melee attack, except +2 bonus to disengage checks this turn; can move
to engage, make this attack, and then use a quick action to attempt to disengage.
### Gear
Leather armor, a dagger, some more daggers, another dagger hidden in his boot, dice, a worn deck of playing cards, a
dark cloak and a set of clothing, 1 adventurer-tier healing potion.

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Characters I've made for other campaigns: Characters I've made for other campaigns:
* [Valon Amarathar](valon-amarathar) &mdash; for Alex's campaign, Seven Rings * [Valon Amarathar](valon-amarathar) &mdash; for Alex's campaign, Seven Rings
* [Aldfric "Silver" Gauveld](aldfric-silver-gauveld.md)
### Former Campaigns ### Former Campaigns

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--- ---
Title: Caslius
Description: Caslius is a tiefling rogue in the world of Etravar, bss's homebrew setting.
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc., Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
prohibited from charging you to use or access this content. This website is not published, endorsed, prohibited from charging you to use or access this content. This website is not published, endorsed,
or specifically approved by Fire Opal Media. or specifically approved by Fire Opal Media.
--- ---
# Caslius (Tiefling Rogue 1) # Caslius (Tiefling Wizard 1)
Caslius is a tiefling wizard hailing from the Queen's Reach region of [Etravar](../etravar/index.md).
## Build ## Build
### Backgrounds
* **Ex-Burclynth Company veteran** (4) --- once one of the best treasure hunters in the Company, Caslius wrote
guidebooks still in use throughout Trezuria. But since falling out with them philosophically, he has gone... *rogue*.
* **Aera Anon survivor** (4) --- Aera Anon, metropolitan and trade-driven as it is, had more than its fair share of
those who looked down on those like Caslius. He's left it, for now, but he knows the city and its people, and
especially its alleys and the undeground, like the back of his hand.
### Ability Scores ### Ability Scores
| | Strength | Constitution | Dexterity | Intelligence | Wisdom | Charisma | | | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|-------------------|----------|--------------|-----------|--------------|---------|----------| |-----------------|----------|-----------|--------------|---------|--------------|----------|
| **Score and Mod** | 8 (-1) | 12 (+1) | 18 (+4) | 12 (+1) | 16 (+3) | 15 (+2) | | **Score (Mod)** | 13 (+1) | 17 (+3) | 14 (+2) | 12 (+1) | 19 (+4) | 10 (+0) |
| **Mod + Level** | +0 | +2 | +5 | +2 | +4 | +3 | | **Mod + Level** | +2 | +4 | +3 | +2 | +5 | +1 |
### Health, Initiative ### One Unique Thing
**Hit Points:** 21 hp; **Recoveries:** 8; **Recovery Dice:** 1d8+1; **Initiative:** +5 ...
### Defenses ### Icon Relationships
**Armor Class:** 16; **Physical Defense:** 14; **Mental Defense:** 13 ...
### Features and Talents ### Backgrounds
* **Bravado:** gain 1 point by rolling even on initiative or hitting with a rogue attack, or other circumstances, spend ...
it on powers and etc..
* **Rush Attack:** 1/turn, rogue melee weapon attack deals extra damage against an enemy not engaged with at start of
turn.
* **1st level:** +5 (2d4) damage
* **Skullduggery:** 2/arc, reroll failed skill roll involving rogue stuff, use a second use to narrate a setup
supporting a +3 bonus to the reroll.
* **Shadow Walk:** as a quick action before using a standard action, *shadow walk*.
* ***Shadow walk:*** Close, At-Will if not engaged, expended if, Quick; +3 vs. nearby enemy w/highest MD, or spend
1 Bravado to auto hit, remove self until next turn, where you return nearby and deal double damage.
* **Shift, Wriggle, and Roll:** 1/battle, when hit by a nearby enemy, force a reroll with a -3 (Wis).
* **Tumble:** +3 bonus to disengage, can avoid intercepts.
### Powers ### Combat Stats
* **Curse of Chaos:** 1/battle turn a natural 1-5 attack/save result to a natural 1 + extra curse effect. * **HP:** 24
* **AC:** 13, **PD:** 13, **MD:** 14
* **Recoveries** (8): 1d6+2
* **Initiative:** +4
### Attacks ### Kin Power, Class Features, and Talents
* **Basic melee:** +5 vs. AC, 1d8+4 damage; 1 damage on a miss * ***Curse of Chaos*** --- 1/battle, free action, turn an enemy's 1--5 on an attack or save into a natural 1 plus
* **Basic ranged:** +5 vs. AC, 1d6+4 damage; 1 damage on a miss further curse that has their attempt go horribly. Power approximately other kin powers or a little beyond. Example:
half damage to themselves and dazed until end of their next turn.
### Equipment * **Cantrips** --- cast Int mod cantrips each battle or approx. 3--6 every five minutes as a standard action. Cantrips:
*alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*, *spark*.
* 5 daggers (for poking or for throwing) * **Cyclic Spells** --- cyclic usage spells can be cast at least 1/battle, only expended if ED is 0 or odd.
* Leather armor * **Judicious Casting** --- some spells have different effects and side effects, can choose which when casting.
* **Ritual Magic**
* **Evocation** --- 1/battle, when ED 2+, spend a quick action to add an additional target to a spell that targets PD.
* **Prodigious Learner*** (schooled) --- three bonus adv.-tier feats, one becomes champ. at 5th level, another becomes
epic at 8th level.
* **Wizard's Familiar*** --- ...