Author Topic: 13th Age Experiments  (Read 1404 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
13th Age Experiments
« on: May 28, 2016, 01:24:18 AM »
reserved fo list

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: 13th Age Experiments
« Reply #1 on: May 28, 2016, 01:44:19 AM »
WARMAGE
Warmages are the masters of combat magic.  They drill endlessly in the art of simple combat spells, honing them to perfection by repetition.  Unlike Wizards they are sworn to obey whichever military organization foot the bill for their training, and while many serve the Emperor and the Archmage, there are always those who washed out and seek new masters.  While most are dedicated to maintaining law and peace, others have become openly psychopathic after decades of warfare.

OVERVIEW
Play Style: Warmages are for people who like blowing stuff up, and doing little else.  If one of your players is the arsonist murderhobo type, this class will suit him perfectly.
Ability Scores: Being a living artillery piece requires precision, precision, precision.  You don't need much else.  Warmages gain a +2 Class Bonus to Intelligence or Charisma, as long as it isn't the same ability you increase with your +2 Racial Bonus.
Races: Just about any race that goes to war has at least a few Warmages, though humans seem to favor the class the most (probably because humans are the most enamored of explosions).
Backgrounds: Mercenary, veteran, military mage, bodyguard, bounty hunter, deserter, spell-arena gladiator, criminal mastermind, or guardian.
Icons: The Archmage is the archetype. After the Archmage? Probably the Crusader (positive, conflicted, or negative), the Emperor (usually positive or conflicted), and the Orc Lord. Personally he may favor warriors, but he welcomes warmages in his service.

GEAR
beginning equipment/gold

Armor
Most Warmages don't wear armor, unless they take the Armored Mage Talent.

Warmage Armor and AC
         
Type
Base AC
Attack Penalty
None10x
Light10x
Heavy12-2
Shield+1-2


Weapons
Warmages tend to carry military weapons, but they're mostly for desperation purposes.  Most opponents don't survive long enough to get within melee range of one.

Warmage Melee Weapons
      
One-Handed
Two-Handed
Small 1d4 dagger1d6 staff
Light or Single 1d6 short sword1d8 spear
Heavy or Martial 1d8 longsword (-2 attk) 1d10 greatsword (-2 attk)*

Warmage Ranged Weapons
      
Crossbow
Bow
Small 1d4 hand crossbowx
Light or Single 1d6 light crossbow (-1 attk)*1d6 shortbow (-2 attk)*
Heavy or Martial 1d8 heavy crossbow (-3 attk)*1d8 longbow (-4 attk)*

* A warmage needs one free hand to cast spells. It’s easy to get a hand free from a weapon you’re good with like a staff or a spear for the time it takes to cast a spell, but if you take a penalty for using a two-handed weapon, the penalty applies to your spells also.

BASIC ATTACKS

MELEE ATTACK
At-Will
Target: One Enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level

RANGED ATTACK
At-Will
Target: One Enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level

WARMAGE LEVEL PROGRESSION

                  
Warmage Level
Total Hit Points
Total Feats
Class Talents
Level Up Ability Bonuses
Damage Bonus from Ability Score
1(6 + CON mod) x 31 Adventurer3ability modifier
2(6 + CON mod) x 42 Adventurer3ability modifier
3(6 + CON mod) x 53 Adventurer3ability modifier
4(6 + CON mod) x 64 Adventurer3+1 to 3 abilitiesability modifier
5(6 + CON mod) x 74 Adventurer, 1 Champion32 x ability modifier
6(6 + CON mod) x 104 Adventurer, 2 Champion32 x ability modifier
7(6 + CON mod) x 124 Adventurer, 3 Champion3+1 to 3 abilities2 x ability modifier
8(6 + CON mod) x 164 Adventurer, 3 Champion, 1 Epic33 x ability modifier
9(6 + CON mod) x 204 Adventurer, 3 Champion, 2 Epic33 x ability modifier
10(6 + CON mod) x 244 Adventurer, 3 Champion, 3 Epic3+1 to 3 abilities3 x ability modifier


WARMAGE STATS
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus          +2 Intelligence or Charisma (different from racial bonus)
Initiative                 Dex mod + Level
Armor Class            (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense      10 + middle mod of Str/Con/Dex + Level
Mental Defense        12 + middle mod of Int/Wis/Cha + Level
Hit Points                 (6 + Con mod) x Level modifier (see level progression chart)
Recoveries               (probably) 8
Recovery Dice          (1d6 x Level) + Con mod
Backgrounds           8 points, max 5 in any one background
Icon Relationships   3 points
Talents 3                 (see level progression chart)
Feats                       1 per Level


CLASS FEATURES
All Warmages share the following class features:

Edge Spells
Warmage spells that are edge spells do damage as if they were cast 2 Levels higher, but only if cast on rounds in which the Escalation die is even.


CLASS TALENTS
fluff

ABJURATION
description
Adventurer Feat:
Champion Feat:
Epic Feat:

ARMORED MAGE
description
Adventurer Feat:
Champion Feat:
Epic Feat:

EVOCATION
description
Adventurer Feat:
Champion Feat:
Epic Feat:

HIGH ARCANA
description
Adventurer Feat:
Champion Feat:
Epic Feat:

METAMAGIC
description
Adventurer Feat:
Champion Feat:
Epic Feat:

SUICIDE BLAST
description
Adventurer Feat:
Champion Feat:
Epic Feat:


1ST LEVEL SPELLS

ARMOR
Close-quarters spell
Recharge 11+ after battle
Effect: You gain a +2 Bonus to AC (this doesn't stack with armor, but does with shields)
3rd Level Spell   The Bonus now applies to PD as well.
5th Level Spell   You now take half damage from missed attacks.
7th Level Spell   The Bonus Granted is now +4.
9th Level Spell   The Bonus granted is now +6.
Champion Feat: Recharge roll after battle is now 6+.

CLOSE BLAST
Close-quarters spell
At-Will
Target: Up to two nearby enemies in a group
Attack: Intelligence + Level vs. PD
Hit: 1d6 + Intelligence damage
3rd Level Spell  1d8 damage
5th Level Spell  2d8 damage
7th Level Spell  3d8 damage
9th Level Spell  5d8 damage
Adventurer Feat: You now do half damage on a miss
Champion Feat: When you roll a natural 18+ with a close blast attack roll, you can choose another nearby target for the spell.  The new target doesn’t have to be part of the original group.
Epic Feat: You can now target each enemy engaged with you with your close blast spell in addition to any other targets.
Damage Options: Acid, Cold, Lightning, Fire, Thunder

COUNTER-MAGIC
Close-Quarters spell
Once per Battle
Free Action to Cast
Trigger: A nearby creature you can see casts a spell.
Target: The nearby creature casting a spell.
Attack: Intelligence + Level vs. MD
Hit: The target’s spell is canceled, and the caster loses the action they were using for the spell. If the spell had a limited use, that use is expended if your natural attack roll is even.
3rd Level Spell   Counter-magic is now recharge 16+ after battle.
5th Level Spell   You can now use this spell against an opponent who is far away, so long as you can still see him.
7th Level Spell   Counter-magic is now recharge 11+ after battle.
9th Level Spell   You can now cast counter-magic in reaction to a creature using any magical ability, not just casting a spell.

GRASP
Close-quarters spell
At-Will
Target: One creature engaged with you
Attack: Intelligence + Level vs. PD
Hit: 1d4 damage, and the target pops free from you
Miss: Both you and the target take damage equal to your Level.
3rd Level Spell  1d6 damage
5th Level Spell  2d6 damage
7th Level Spell  3d6 damage
9th Level Spell  4d6 damage
Adventurer Feat: The spell now requires only a quick action to cast (once per round).
Champion Feat: You no longer take damage on a miss.
Epic Feat:  When your grasp attack roll is a natural even 18+, if the target is staggered after taking the damage, it is also stunned until the end of your next turn.
Damage Options: Acid, Cold, Fire, Lightning, Negative Energy, Poison

MISSILE
Ranged spell
At-Will
Target: One nearby or far away creature
Attack: Automatic Hit
Hit: 2d4 damage
3rd Level Spell  2d8 damage
5th Level Spell  4d6 damage
7th Level Spell  6d6 damage
9th Level Spell  10d6 damage
Damage Options: Force, Holy, Negative Energy, Psychic.  If damage is anything other than force attack is versus MD.

ORB
Ranged spell
At-Will
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: 1d6 plus Intelligence damage, and if the attack rolls is a natural even result the opponent also takes an effect (see below).
3rd Level Spell  3d6 damage
5th Level Spell  4d6 damage
7th Level Spell  6d6 damage
9th Level Spell  10d6 damage
Champion Feat:  The target of your spell can also be far away.
Damage Options: Acid, Cold, Fire, Force, Lightning, and Thunder.
Effects:  Effect depend on the damage option you have chosen.  Acid Orbs do 1d8 ongoing damage.  Cold Orbs render the target Stuck as an ongoing effect.  Fire Orbs render the target Vulnerable as an ongoing effect.  Force Orbs render the target Dazed as an ongoing effect.  Lightning Orbs stun a target until the beginning of your next turn if they are Staggered.  Thunder Orbs render the target Hampered as an ongoing effect.


PUSH
Close-quarters spell
Daily
Target: One nearby enemy
Special: Before rolling the attack, you can attempt to disengage as a free action.
Attack: Intelligence + Level vs. PD
Hit: 3d6 damage, plus 5 ongoing
Miss: You don't expend the spell
3rd Level Spell  6d6 damage, plus 5 ongoing
5th Level Spell  6d10 damage, plus 10 ongoing
7th Level Spell  10d10 damage, plus 10 ongoing
9th Level Spell  2d8x10 damage, and 15 ongoing
Adventurer Feat: You may now choose up to two nearby enemies
Champion Feat: On a natural even roll with your Push attack, you successfully push your target(s) far away
Damage Options: Force, Holy, Lightning, Psychic.  If it does Holy or Psychic  damage, attack is vs MD.

RAY
Ranged spell
At-Will
Target: 1 nearby creature
Attack: Intelligence + Level vs. PD
Hit: 3d6 damage
Miss: Damage equal to your Level
3rd Level Spell  4d8
5th Level Spell  6d8
7th Level Spell  7d10
9th Level Spell  10d12
Adventurer Feat: When your ray attack roll is a natural even hit, if the target is staggered after taking the damage, it is also dazed until the end of your next turn.
Champion Feat: The target of the spell can also be far away.
Epic Feat: When your ray attack roll is a natural even 18+, if the target is staggered after taking the damage, it is also vulnerable until the end of your next turn.
Damage Options: Cold, Fire, Force, Lightning, Negative Energy


3RD LEVEL SPELLS

BLACK TENTACLES
Range
Uses
Target:
Attack:
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


GREATER ORB
Range
Uses
Target:
Attack:
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


LIGHTNING BOLT
Close-quarters spell
Daily
Target: 1d3+1 nearby enemies in a group or in a (rough) line
Attack: Intelligence + Level vs. PD
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


POISON
Range
Uses
Target:
Attack:
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


RING OF BLADES
Range
Uses
Target:
Attack:
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


STINKING CLOUD
Range
Uses
Target:
Attack:
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


TARGETING RAY
Range
Uses
Target:
Attack:
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


WALL OF FIRE
Ranged spell
Daily
Target:
Attack:
Hit:
5th Level Spell
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


5TH LEVEL SPELLS

CONE OF COLD
Range
Uses
Target:
Attack:
Hit:
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:

FIREBALL
Ranged spell
Daily
Target: 1d3 nearby enemies in a group
Attack: Intelligence + Level vs. PD
Hit:
7th Level Spell
9th Level Spell
Champion Feat:
Epic Feat:

FLAME SEEDS
Ranged spell
Daily
Target: 1d3+1 nearby enemies
Attack: Intelligence + Level vs. PD
Hit:
7th Level Spell
9th Level Spell

TRANSFORMATION
Range
Uses
Target:
Attack:
Hit:
7th Level Spell
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


7TH LEVEL SPELLS


DELAYED BLAST
Range
Uses
Target:
Attack:
Hit:
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:

EARTHQUAKE
Range
Uses
Target:
Attack:
Hit:
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:

EMPOWER WEAPON
Range
Uses
Target:
Attack:
Hit:
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:

OVERCOME RESISTANCE
Ranged spell
Recharge 16+ after battle
Target:
Attack:
Hit:
9th Level Spell

SWORD OF DOOM
Range
Uses
Target:
Attack:
Hit:
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:

SCREAM OF RAGE
Range
Uses
Target:
Attack:
Hit:
9th Level Spell
Adventurer Feat:
Champion Feat:
Epic Feat:


9TH LEVEL SPELLS

DISINTEGRATE
Ranged spell
Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit:
9th Level Spell
Epic Feat:

FINGER OF DEATH
Ranged spell
Daily
Target: One nearby enemy with 240 hit points or fewer
Attack: Intelligence + Level vs. MD
Hit:
9th Level Spell
Epic Feat:

METEOR SWARM
Ranged spell
Daily
Special: You summon a meteor swarm. If you’re underground, you get the ur-dark stalactite equivalent! Nothing more happens this round, but roll 1d3 + 1 to determine how many meteors you have summoned.  At the start of your next turn, even if you are unconscious or dead or have left the area, the meteors arrive one per turn at the start of each of your turns and slam into the combat area.
Target: You can make an attack with each meteor against 1d4 enemies in a group. (It works best against enemies who are unable to spread out and are forced to stand and be swarmed.) Alternatively, use the spell to level an area with high impact property damage.
Attack: Intelligence + Level vs. PD
Hit:
9th Level Spell
Epic Feat:

spells: Level 1: acid arrow, magic missile, ray of frost, shocking grasp, burning hands, scorching ray, gust, +1 lesser orb
Level 3: lightning bolt, +7 black tentacles, targeting ray, greater orb, poison, wall of fire, stinking cloud, ring of blades
Level 5: fireball, flame seeds, cone of cold, +1 tensers
Level 7: overcome resistance, +5 delayed blast, earhtquake, mordenkainen's sword, shout, weapon bless
Level 9: disintegrate, meteor swarm, finger of death
« Last Edit: June 04, 2016, 12:25:18 AM by bhu »