Friday, December 14, 2012

Multiclassing

Sometimes you'd want a sort of mish-mash of concepts that mechanically speaking a single class simply can't offer you, but swapping one talent/power for another doesn't seem like it's enough.  While 13th Age will be releasing multiclassing rules in 13 True Ways, I'd like to offer an alternative, based partially on how D&D 4E does it.

Simple Dabbler

Special: You cannot take this talent if you already chose Complex Dabbler

Choose between Barbarian, Paladin, or Ranger (must not be the same class as your current class).  You count as this class when choosing talents.
Champion Feat: If you chose Barbarian, you gain the Barbarian Rage talent. If you chose Paladin, you gain the Smite Evil talent. If you chose the Ranger, you gain a free talent.

Complex Dabbler

Special: You cannot take this talent if you already chose Simple Dabbler

Choose between any class except Barbarian, Paladin, and Ranger (must not be the same class as your current class). You count as this class when choosing talents.
Adventurer Feat: You gain one power (flexible attack, spell, prayer, shout, etc.) from your chosen class. At higher levels you can replace your chosen power with a new power from your chosen class.
Champion Feat: You can replace any or all the powers you currently know with powers from your chosen class. The new powers must be at least two levels lower than your current level.

Thursday, December 6, 2012

Genasi (4E, 3.5E)

The Genasi are a collection of near-human races that are said to be a result of the Archmage's experiments with the elements**.  Also called Element-Touched, or sometimes Elementborn, the common thing going on with them is that an element -- or for hybrids (called Para-Genasi), a multitude of elements -- not only affects their appearance, but also their personalities, to some degree:  Air-Touched tend to be as light-hearted and fickle as the wind, Earthborn are as stubborn and blunt as stone, Fire-Touched tend to be as rash and hot-headed as an blazing campfire, and Waterborn tend to be gentle and calm like a stream.  That doesn't mean that you can't have Air-Touched that act like a furious gale, Earthborn that are as shifty as the sand, Fire-Touched as gentle and warm as a candle's flame, and Waterborn with the wrath of a flood, but people tend to be a bit stereotypical on the matter.

Genasi can often be found in areas where the element they're associated with have the greatest influence (e.g. Waterborn in rainforests, Fire-Touched near volcanoes and hellholes, Earthborn in caverns and crevasses along the mountains, and Wind-Touched in arid deserts and rocky mountains where the wind blows strongest).

** plane(s) may or may not be involved with these experiments.


Simple Reflavoring

For GMs who want a quick and dirty conversion that doesn't require the features below, feel free to reflavor the Dragonspawn into the Fire Genasi, the Dwarf into the Earth Genasi, the Wood Elf as the Wind Genasi, and High Elves as the Water Genasi.  For those who want more distinct mechanical differences, see below.


Common Genasi Racial Feats

(Champion Feat): You gain resistance to the element you're associated with equal to 1 + half your level.  If your mix of two elements, the resistance you gain to both elements is one third your level. Any more, and you're getting only a fifth of your level in resistance, or none at all if the GM would consider your bloodline too thin to benefit from this feat.

GM Note: If you think the bloodline is too thin for the PC to benefit from it, don't let him get this at all (if he already took it, allow him to retrain it out without any hassles); also, while it's tempting to add a flaw with this feat that would render PCs vulnerable to damage of an opposing element, run that first with the players and see if they're alright with it (and maybe downgrade it to an adventurer feat if the rest of the group is fine with the flaw), otherwise assume that because the PCs are exceptional for their race, they have no downsides to taking this feat.

Air-Touched/Windborn

+2 DEX or CHA
Wind Dancer: Once per battle, you can roll 2d20 for any mobility-related stunt (such as leaping over pits) and pick either one as a result.
(Champion Feat): Once per battle as an interrupt, when a ranged attack is made against you, you can gain a +4 to AC and PD for that attack.

Earthborn/Stone-Touched

+2 STR or CON
Stone's Endurance: Once per battle as a quick action, you can spend a recovery to roll your recovery dice and gain temporary hit points equal to the result.
(Champion Feat): Once per day as a quick action, you gain resistance to normal weapons equal to your level until the end of your next turn.
Author's Note: I recommend that GMs who wish to introduce 4E Half-Giants/Goliaths in their campaign take this Genasi sub-race and reflavor them into Goliaths.

Fire-Touched/Flameborn

+2 DEX or INT
Burning Vengeance: Once per battle as a free action after taking damage from a melee attack, deal fire damage equal to your level to the attacker.  This damage increases to twice your level at champion tier, and thrice your level at epic tier.
(Champion Feat): Each engaged creature takes damage from this ability, instead of just the attacker.

Waterborn/Water-Touched

+2 DEX or WIS
Gentle Flow: Once per battle, you can pop free from any opponent as part of a move action and roll a normal save to avoid one attempt to engage you during your movement.
(Champion Feat): Once per day as a quick action, you can cause either yourself or an ally engaged with you to either spend a recovery or make a save against a save ends effect (but not both).

Stormborn and other Para-Genasi

+2 in any stat
Born of the Elements: Choose one of the racial powers associated with your parent Genasi races.  You get that power. For example, a Stormborn is the child of a Wind-Touched and a Waterborn, so as a Stormborn you gain either Wind Dancer and Gentle Flow, but not both.  Feel free to refluff the selected racial power to match the desired "hybrid" element (e.g. Stormbringer would be a refluffed Wind Dancer that is accompanied by peals of thunder and perhaps some rain water too, instead of just a gust of wind).
(Champion Feat): Once per day as a quick action, as long as you are able to use the racial power you've chosen, you can temporarily switch to a different racial power and use that power.  This feat will allow you access to the feats of your second heritage's power.
Author's Note: The Champion feat basically allows you to switch racial powers, but does not allow you to use two racial powers in the same battle.

Monday, December 3, 2012

My Personal Conversion Guidelines

As a way of explaining how and why I converted the way I converted stuff (instead of the easier route of "tell the players to pick from 4E's power lists and then translate the distances, damage and conditions appropriately"), I'd like to re-post here what I've posted over at Pelgrane Press' forum.

Personally, I use the following guidelines for converting classes to 13th Age.
  1. Does it have a different enough mechanics/feel to warrant a new class? If not, choose an existing class and reflavor.
  2. When using an existing class, do any of the existing talents, maneuvers, spells, etc. work similar to what you're trying to convert? If so, reflavor instead of convert.
    • When using an existing class, keep in theme! For instance, a Fighter is likely to have more triggered effects and is a Strength-based weapon combatant. Encounter powers would likely require either a 16+ on the roll, or 3+ on the escalation die, if not some other trigger (or combination of triggers), and daily powers could be either talents or triggered on a 3+ on the escalation die as well as either a 16+ or an odd/even hit on the attack roll. A Rogue-like class could be ported from 4E to 13th Age with less issue; heck, I've used the Rogue class almost in its entirety to convert the Warlock into 13th Age, utilizing the power of refluffing, changing DEX into CHA (or CON) as the primary stat for attacks, as well as taking at least one spell and converting it to 13th Age almost directly.
    • Does a class feature, spell or maneuver already exist (more or less) in a different class in 13th Age? Steal it and refluff it! Or at least just mention "this class uses the ______ talent/spell/maneuver, as found in Page XX of 13th Age/13 Ways/etc."
  3. Does a class feature seem too powerful as it stands? If so, break it down to something more in-line with existing talents, and add the other parts as feats.
  4. When it comes to at-will, encounter (or X/day), and daily powers, my basic approach to it is:
    • For 4E implement-based powers that do not automatically scale, look for powers of the same type with the same theme going on; usually there'd be one version for each tier, resulting in three different powers that function almost the same (but increasing in complexity or capability). Group them into one spell, use the Wizard or Sorcerer spells for inspiration on how reformat and convert them, and feel free to utilize feats for particular customizations on a particular spell
    • For 4E weapon-based powers that do not automatically scale, ignore the [W] and instead focus on what each power is supposed to do at a given level. Group powers that, just like the implement-based powers, function almost the same, and utilize feats or natural power progression to customize the power
    • 4E weapon-based powers do not need to scale in [W] due to the fact that 13th Age already scales weapon damage on a per-level basis (no need to reinvent the wheel on this one).
    • Adventurer tier (13th Age) = 1-4, Heroic tier (4E) = 1-10. Champion tier (13th Age) = 5-7, Paragon tier (4E) = 11-20. Epic tier (13th Age) = 8-10, Epic tier (4E) = 21-30. Feel free to convert player resources using that as a basis.
  5. Prestige classes, Paragon paths, and equivalent are far more likely to be talents than anything.
  6. Epic destinies and equivalent I would not want to touch mechanically, as I prefer them to be story-driven elements that, alongside with their Relationship Dice, One Unique Thing, motives and backgrounds, eventually become the pinnacle of character development, with story-based and rulings-based benefits.

Monday, November 26, 2012

Monsterize Me! Themes, Templates, and Mass Combat (4E, Ars Magica)

I've been getting a few requests over at Pelgrane Press' forums regarding the conversion of monsters from other systems to 13th Age.  While I've already given my guidelines in the thread, I think it's appropriate that I  dedicate a portion of my blog to converting monsters as well, using information found in Pelgrane Press' archives and, from time to time, my own creative twist to them.

Today I'll be focusing a little less on specific monsters, and instead focusing on customizing monsters. I'll be focusing on three things in particular: themes, templates and mass combat.  While I take inspiration from both D&D 4E and, for mass combat in particular, Ars Magica 5E, as much as possible I'll take ideas from what already exists in 13th Age and utilize them in different ways, for the benefit of both myself and other GMs who would like to use these.


Themes

Themes allow you to group different monsters under one collective theme that's appropriate to the scenario.  Highlighted in Dungeon Master's Guide 2, these are very interesting toys to play with as they add story elements on top of tactical elements to the game; after all, there should be a better in-story reason for having X Archers, Y Blockers, and a couple of Mooks all under the banner of a Leader than just tactical considerations, right?

In utilizing themes, you show how outside influences change your creatures' habits as well as abilities, so even if you have wildly different creatures stat-wise, their common theme makes explaining their existence not only in the area but in the campaign itself much easier.  It's particularly useful if you're the type who tends to roll on random monster tables but want to make sure that there's a logical explanation for a goblin, a dragon, and an owlbear being in the same encounter, on the same side.

With that, I give you this sample theme:

Goblin Allies

For more details on the story behind this theme, see Dungeon Master's Guide 2 for 4th Edition, pages 110-111.  The gist of it is that living among the goblin races for years does allow you to pick up a thing or two from these creatures.  Devils, wolves, drakes, etc. can be in contact with certain goblin tribes for long periods of time, and sometimes bear the same symbols and markings as that of the goblin tribe, and work together -- through fear, loyalty or both towards yet another victory for the tribe (although devils may either resent being marked -- having them marked at all may mean that the tribe's shaman is VERY powerful -- or accept the marking a bit too willingly (which might mean that the devil's manipulating the goblins instead of the other way around).  Adding particular in-story conflicts between the various related factions that the more ingenious PCs could take advantage of would be a neat addition; for instance, having the hobgoblins and bugbears fight each other so that the mother owlbear that was being held captive (which forced her children to fight for them) could be freed and allowed to wreak havoc on the goblin tribe would certainly help spice up a campaign, especially one that uses themes.

Feel free to add one utility and one attack power from the list below to the monsters in a campaign:

Attack Powers

  • Give Yourself To The Tribe! Standard Action vs. one nearby mook who is engaged to at least one enemy.  Effect: that mook makes a melee attack against one enemy he's engaged to (commanding creature's choice) and is reduced to zero hit points.  In addition to taking damage on a hit, that enemy is dazed until the end of his next turn.
  • Blindside The Enemy Quick Action 1/battle. Add 3 damage per level to your next melee attack this turn, provided that he's engaged with one of your allies (1 damage per level if you're a mook).
  • Protect Me You Fool! Free Action 1/round.  Whenever you fail to disengage and an opportunity attack misses you, shout the name of this power at an ally that's engaged with you.  That ally can make an attack against the enemy that attempted an opportunity attack against you (even if he is normally out of reach) as a reaction.
  • Protect the Tribe! Reaction.  Whenever an ally you're engaged with fails to disengage from a nearby opponent and the resulting opportunity attack misses, make an attack against that enemy even if he's normally out of reach.
  • Follow My Lead, You Useless Rabble! Trait.  Adds 3 damage to the attacks of all nearby allies (1 damage if they're mooks) whenever two or more of them are engaged to an enemy.

Utility Powers

  • Group Morale Trait.  Gain +4 to hit while your faction has more creatures than any other faction in battle.  If you are the only member of your faction left in battle (or the GM determines that your faction is clearly losing), you are weakened.
  • Goblin Cunning Trait.  Gain +5 to disengage checks (just like goblins, you only need to roll a 6+ to disengage)
  • Goblin Phalanx Trait.  Gain the Group tactics trait found in the Hobgoblin Captain and Hobgoblin Warrior entry. For purposes of this trait (and the associated Well-Armored group power), you are treated as a Hobgoblin
  • Rally To Me! Quick Action 1/battle.  Each nearby ally gains temporary hit points equal to 3 + their level.  Double this value at champion tier.  Triple this value at epic tier.

Templates

Sometimes you just want to throw a PC-like opponent at the group, and may be tempted to build an entire PC out of the existing rules to do so.  While there is nothing wrong with that approach -- in fact, I may actually recommend the said approach to those GMs if they want to -- some GMs may find that it can easily become a tiring task due to the number of abilities as well as talents and feats that PCs have, and more often most of those abilities won't even see the day of light if those monsters die too quickly.  Finally, it's one thing for five players to sift through 3+ options at a time, while it's another thing for one player (the GM) to sift through 12+ options at a time (and this is counting only selectable talents, not even powers or feats or what not).

The simplest solution, if you want to evoke the feel of a class without actually going through the mechanics over and over again, is the use of a template.  There's already a default template anyway (the universal monster table), so it's just a matter of adding the "toppings" that would make a monster feel like a PC without actually having to make a PC.  And it's not as hard as you might think: mooks don't really need much highlight anyway, so give them either 2 talents, or 1 talent + 1 power, in addition to their basic attack.  Most opponents will be fine with 2 talents + 1 power, or 1 talent + 2 powers, although if they're really important, feel free to throw in 3 talents + 3 powers as well as the Escalation trait (which will allow them to benefit from the Escalation die, just like any PC would).  This is in addition to whatever racial powers a PC would get by the way.

So a sample level 1 Half-Orc Barbarian Mook:

Half-Orc Barbarian

1st Level Mook (humanoid)
Initiative: +1
Club +6 vs. AC, 4 damage Miss: 1
Barbarian Rage: As a quick action 1/day the barbarian can enter a ferocious rage for an entire battle.  Roll 2d20 for attacks; if both attacks are 11+ and one of them hits, the attack is a crit.
Lethal: Once per battle, reroll a melee attack and use the roll you prefer as the result.

AC 17 PD 15 MD 11
HP 7

Mass Combat

Sometimes having five individuals in a party against a group of 20 mooks doesn't feel epic enough.  How about  five individuals leading thousands of warriors into battle against an army at least twice their size and winning?  While role-playing might be able to handle this, some groups prefer to have wargame rules utilized, and this is where I bring in Ars Magica, which already has several similarities with 13th Age anyway -- particularly the freeform nature of some forms of magic (in Ars Magica it's the spontaneous magic, in 13th Age it's the ritual magic).  Given how Ars Magica already has mass combat rules -- I know that there's at least one D&D 4E monster that's supposed to work with mass combat as well (aside from Swarm type monsters) just can't seem to find it -- I might as well port that in and make it work with 13th Age.

Basic rules are as follows:
  1. As much as possible, use mooks.  They already have a semblance of group combat anyway, might as well take advantage of it.
  2. Group creatures of the same level and the same relative capabilities into one group.  Mooks with mooks, large with large, casters with casters, etc.
  3. Assign one member of each group as the Vanguard.
  4. During the group's turn, roll the Vanguard's attack against the opponent's defense.  Likewise, whenever the group is attacked, use the Vanguard's defenses.
  5. Whenever the Vanguard hits, deal damage equal to the Vanguard's damage multiplied by the number of members in his group.
  • For groups that don't consist of mooks, note that the above total represents the combined force's attack, so feel free to deal the Vanguard's damage to each member of the defending group until the total damage is reached; just remember that the Vanguard should take at least as many hits as all his allies, if not more.  For example, an enemy deals 9 * 10 = 90 damage against a group consisting of 7 individuals that aren't mooks.  In this case, each member of the group takes 9 damage except for the Vanguard, who will take 36 damage (9 * (10 - 6 other members) = 9 * 4 = 36).
If the Vanguard dies or is unable to fight, the group will be forced to separate.  Each individual can later on choose to reform the group during their turn, so by the round after that they can work as one again.

The more advanced version of mass combat would involve picking a leader.  If the leader is a monster that has a leader role, he can effectively command a number of creatures as a trained group equal to his level.  If the leader is a PC that has a background pertaining to leadership, he must make a Charisma check the moment the group is formed; succeeding against a very hard DC lets him command an army that's up to twice times the combined value of his level and his applicable background, otherwise he can command an army that's up to his level plus his applicable background (NOTE: the leader and the vanguard can be one and the same).  In either case, if the group is too large, it becomes impossible for them to effectively guide their attacks, reverting to the basic rules of combat as above**.

A trained group has one distinct advantage: during the group's turn, the leader can call for the group to focus on either offense or defense.  While on offense, the Vanguard gains a bonus attack and damage equal to the number of members in the group (except for the Vanguard), up to a given limit; for monsters this is +4 at adventurer tier, +5 at champion tier, and +6 at epic tier; while for PCs this limit equals the leader's Charisma modifier + applicable background.  While on defense, the same bonuses and limitations apply, but instead of to attack and damage, they apply to all defenses.

So for example, a 16 CHA level 1 Fighter with a +3 military officer background can easily command a group of 6 members (himself included).  During his group's turn he can grant himself +5 to hit and damage, or +5 to all defenses (but not both), due to his high Charisma and background bonus -- he is effective at barking orders to make sure that they all work effectively in spite of superior forces.  If he already does +4 to hit and 1d8+3 damage (let's average it to 7 damage shall we?), that means he can easily deal 12 * 6 = 72 damage instead of 7 damage to an opposing group (which can easily take out as many as 8 mooks in one go).

If for example let's literally ramp it up to the thousands.  The PCs with leader-type backgrounds can make checks to improve the odds of winning, but as every good plan goes out the window when the fighting really starts, all you can do is just divide the thousands of opponents between each PC and then using the basic mass combat rules as mentioned above; either that, or organize the groups so that there'd be a chain of command that'd allow the PCs to coordinate attacks with other groups, allowing maximum bonuses and army-vs.-army realism.  Consider also having the opposing team divided into groups as well, to both maintain multi-opponent dynamics*** and to make sure that each player participates in the fight and not just one guy.

** although assigning sub-leaders -- commanding officers, non-commissioned officers, etc. -- might work if you REALLY want to keep (and stack up) the bonuses and invoke more realism in your game.
*** it'd be effective if you had 10,000 mooks gather and fight one group at a time, yes... but it'd be anti-climactic unless you consider allowing the PCs to utilize traps and what not, which would whittle the 10,000 strong in a jiffy.  That said, there's a reason why you rarely hear stories about that one guy who solos an entire army of 10,000... although feel free to throw 10,000 level 1 mooks against a cocky level 8+ PC; if he does take out even a third of them by himself before dying, he deserves to be in epic tier.

Sunday, November 25, 2012

Fighter Options: Fighter & Knight (4E, Next)


Class Options allow you to add particular classes into 13th Age without the need of extensive reinventing of the wheel, so to speak.  Instead of having to make an entirely new class, re-flavoring and adding of a few talents and powers here and there would allow you to faithfully render the class you want, with less effort.

The class featured here is the Fighter (as well as its subclass, the Knight).  While it might seem redundant that I write about translating Fighters to Fighters, the fact of the matter is, 4E Fighters have unique class features that none of the 13th Age Fighter talents even try to duplicate, most notably the marking mechanic and its Essentials version, the Defender Aura.  Also, D&D Next has been providing some interesting features for the Fighter that are also worth exploring.


Re-Flavoring Suggestions

Allow the Fighter to take the Paladin's Challenge talent as written (rename to Combat Challenge if desired).

New Talents

Combat Superiority
You gain +1 to damage per level with your attacks. At the start of your turn, as a free action you can choose to forfeit this damage bonus until the start of your next turn to gain temporary hit points equal to the damage bonus lost. The temporary hit points disappear at the start of your next turn.
Once per day, as a quick action you can forfeit this damage bonus to allow your next attack during this turn to trigger a Fighting Maneuver, even if you fail to meet the triggering roll.
(Adventurer Feat): You can use the daily ability a second time between extended rests
(Champion Feat): Once per day, you can double the damage increase (or damage reduction) granted by this talent for an entire battle
(Epic Feat): Your daily ability allows you to use two maneuvers simultaneously

Defender Aura
While you are conscious, enemies engaged with you take a –1 attack penalty against your allies.
Once per battle when you're engaged with an enemy affected by your defender aura and it either attacks an ally of yours or willingly disengages/pops free from you, you can make a melee attack dealing half-damage against that enemy as a free action.
(Adventurer Feat): On an even miss with your Defender Aura attack, you deal extra damage to the enemy you attacked equal to your Strength modifier.
(Champion Feat): Once per day you can use Defender Aura's attack for the duration of a battle, but only once per turn.
(Epic Feat): Each nearby enemy takes a -1 attack penalty against your allies, instead of just those engaged with you.
GM Note: If the Fighter runs or teleports away from the enemy after using the ability, feel free to ignore it. The Fighter needs to confront the creatures he engages.

No Escape
You gain a +3 on the "Relentless Harrier" background. Whenever an enemy attempts to disengage or pop free from you, explain how your character maneuvers the enemy in such a way that he cannot actually shake you off (e.g. you knock him prone, physically block his way using your weapon or shield, you psyche him out, etc.), then roll an appropriate ability check as determined by the GM (GM Note: please consider including the Relentless Harrier bonus unless it is really not applicable for that situation). At the very least, a success would force the enemy to stay engaged with you.
(Adventurer Feat): The bonus to the Relentless Harrier background increases to +5
(Champion Feat): A success would also provoke an opportunity attack
Author's Note: The No Escape talent would represent 4E's Combat Superiority + Combat Agility class features.

Steel Rain
Once per day for an entire battle, as long as you can take actions you can deal damage equal to your level as a free action at the start of your turn against each creature engaged with you.
At the end of the battle after using this talent, roll a d20.  On a 16+, you can use it again later in the day.
(Adventurer Feat): Once per battle plus a number of times per day equal to your Constitution modifier, you can cause each creature engaged with you to take a -2 penalty to hit and disengage checks for a round as a quick action.
(Champion Feat): Whenever you kill a creature with this talent during a battle, you reduce the needed roll to regain the use of this talent at the end of that same battle by one.
(Epic Feat): Twice per day but only once per round, when you kill a non-mook creature with this talent, your critical range increases by one (first time you use this increases the crit range to 19+).

Cunning Retort
Once per battle, make a check (usually Charisma) against the highest MD among the nearby enemies.  On a success each nearby enemy would be dazed until the end of your next turn unless they choose to make a melee attack against you during their turn. If they do make a melee attack against you, make an opportunity attack the moment they engage with you.
(Adventurer Feat): The opportunity attacks made with Cunning Retort gain a +4 to hit.
(Champion Feat): Each enemy that is affected by Cunning Retort take an additional -4 to attack rolls (for a total of -8 with daze) if they choose not to make a melee attack against you.
(Epic Feat): Once per day enemies are weakened instead of dazed by Cunning Retort.
Author's Note: The default assumption is that, just like the classic loudmouthed duelists in movies, you'll be encouraging your enemies to attack you by taunting or bluffing them (hence, Charisma).  The situational daze would represent their hesitation to attack anyone other than you once you've got their attention.  Epic level warriors would be so daunting -- almost commanding -- that the enemies he taunts would be shaken enough to render themselves vulnerable to attacks and unable to effectively counter-attack unless they man up against the guy that's taunting them.

Pugilism
You treat your punches as if they were Light (1d6) weapons.
(Champion Feat): Whenever you grab an opponent (GM determines how you grab and what effects they would be), any attempts to break free from the grab take an additional penalty equal to your Strength modifier.
GM Note: If you're at a loss regarding "grab rules", here's a suggestion: Standard Action vs. One engaged enemy, Strength vs. PD, Hit: target takes a -2 to disengage checks while engaged with you.  "Grab" doesn't necessarily need to be limited to hands -- stepping on someone's feet, or even tackling them would work too -- but for the sake of simplicity I'll be using the term "grab".  Also I do not take credit for this suggestion, as this suggestion can be found in the 13th Age main book, so if there's anyone to thank, that'd be Rob Heinsoo and Jonathan Tweet for their remarkable product coming out in 2013.

Players Note: Feel free to do what you want with the enemy you grabbed -- battering ram, projectile, meat shield -- and make it awesome.

New Flexible Attacks

Invigorating Surge
Level 1 Flexible Melee Attack
Triggering Roll: Hit with a 16+
Effect: Gain temporary hit points equal to your Constitution modifier.
(Adventurer Feat): Once per day you can cause the enemy to make a hard save.  If he fails his save, roll a 1d4.  On a 1, he is dazed, on a 2, everyone is invisible to him (he is blinded), on a 3 he is weakened, and on a 4 he is stunned.  These effects last until the end of his next turn.
(Champion Feat): Once per day you can choose to spend a recovery but gain no hit points.  Instead, increase the temporary hit points granted by this flexible attack, by an amount equal to your recovery.

Grab n' Bag
Level 3 Flexible Melee Attack
Triggering Roll: Any natural even roll
Special: One of your appendages (usually your hands) should be free to grab
Effect: You can attempt to grab an engaged enemy as a free action.

Wednesday, November 21, 2012

Ranger Options: Arcane Archer (PF) / Seeker (4E)


Class Options allow you to add particular classes into 13th Age without the need of extensive reinventing of the wheel, so to speak.  Instead of having to make an entirely new class, re-flavoring and adding of a few talents and powers here and there would allow you to faithfully render the class you want, with less effort.

The class featured here would actually be two classes: the Arcane Archer, and the Seeker.  Heralding from two systems, and with two very different power sources (the former being arcane magic, the latter being primal spirits), they nevertheless occupy the same niche: the use of magic to enhance their projectiles in order to harm their foes.  This is why it makes sense that their concepts are justified the most by the classes that specialize in ranged weaponry: Fighter and Ranger.  However, because the Ranger already has access to magic in the form of a talent, it only seems "right" that the conversion is primarily dedicated to the Ranger.  For those who may feel that the Fighter is very appropriate as a Seeker, there will be re-flavoring options mentioned to help evoke the feel of a throwing Seeker.

NOTE: For new feats, the prerequisite talent will be mentioned before the actual feat.

Re-Flavoring Suggestions
Fighter and Ranger: If the GM is not too keen on the mechanical effects of damage type -- meaning, he rarely (if at all) brings in resistances, vulnerabilities, and terrain/out-of-power effects of damage type (like for instance, fire damage causing flammable material to be set on fire) -- allow the Fighter and Ranger to change the damage type of his attacks to Cold, Fire, and Lightning (add Radiant and Necrotic to the list at level 6).

Fighter: The GM should consider allowing the Fighter to take Woodland Magic (from the Ranger) as a talent, and perhaps trade one of his own maneuvers for a spell of equal or lower level.  Also, allow the Fighter to change the description of all his ranged maneuvers to be spells that activate on impact.  Finally, Power Attack can be re-flavored to be magical enhancement of attacks.

Spells: all attack spells acquired would be re-flavored as imbuing his arrows with spells


New Talent

Confusing Projectiles
Once per battle when you make an even roll with a ranged attack, each creature engaged with your target pops free.
(Adventurer Feat) When using this talent, each creature engaged with your target takes damage equal to the damage your target took immediately before they pop free.
(Champion Feat) Once per day you can choose to deal no damage to the target and weaken each creature engaged to it immediately before they pop free.
(Epic Feat) Once per day you can cause the target to be confused (save ends), and each creature engaged to the target to be confused during their next turn.  If you do so, your attack deals no damage, and the creatures engaged with your target do not pop free.

New Feats
Double Ranged Attack
(Epic Feat) Once per day, you can make one ranged attack against each visible nearby enemy, but you are weakened for a round after that.  You cannot attack the same enemy twice with this feat.  GM Note: You might want to consider allowing the PC make a single attack roll against all visible enemies instead, but the PC will be stunned instead of weakened (representing the PC frantically trying to get a new quiver out of his pack for an entire round).

First Strike
(Epic Feat) Once per day, when you score a critical hit against a creature with a ranged attack, that creature must make a very hard save or take extra damage equal to half his maximum hit points.

Favored Enemy
(Champion Feat) Once per day, as a quick action you can choose to have your next ranged attack against your favored enemy ignore cover and concealment of all sorts.  Rolling a natural 16+ on the attack allows you to retain the use of this feat.  At level 8, the attack ignores everything between the you and the target.

Lethal Hunter
(Champion Feat) The first time you hit your chosen enemy, it takes ongoing damage equal to twice your level.  This ongoing damage increases to three times your level at level 7.


Tuesday, November 20, 2012

Monsterize Me! Mimic (4E, PF)

I've been getting a few requests over at Pelgrane Press' forums regarding the conversion of monsters from other systems to 13th Age.  While I've already given my guidelines in the thread, I think it's appropriate that I  dedicate a portion of my blog to converting monsters as well, using information found in Pelgrane Press' archives and, from time to time, my own creative twist to them.

The monster featured today is the Mimic, the horror that classically takes the form of a treasure chest, which is often the last thing that many an unwary adventurer would see.  While I love how the Pathfinder lore states how you could have entire dungeons or houses as Mimics, there are no stats for these larger Mimics so I must make them myself.  Meanwhile, the 4E version of the Mimic provides interesting concepts, as it takes the shape shifting Mimic from object-only to creepy town and there's even note of "Mimic Spawn", which further provides some interesting thoughts on what could be done with the Mimic.

My take on the concept is that the Mimic is an ooze-like aberration that eats just about everything, whose size determines age, number of objects and creatures consumed, and how big a threat they are to everything.  From the tiny Mimic Spawn that feeds off dungeon mold and ordinary utensils (and the occasional creature's fingers), to the Mimic Complex that quite literally is a type of living dungeon as featured in 13th Age, how big can these monsters get?

NOTE: Not all Living Dungeons are Mimic Complexes, although it is easy to mistake one for the other.  Two things differentiate the Mimic Complex from other Living Dungeons; first, Mimic Complexes do not have dungeon hearts.  Second, Mimic Complexes tend to take the form of overground cities rather than elaborate dungeons.

If a bunch of houses start turning to slime and then moving in unison, those are probably not a group of Mimic Houses.  That's likely a singular Mimic Complex.  And the scariest type of Mimic Complex: the Mimic that perfectly copies an entire city, complete with all its people, where many an unwary settler or urbanized animal would not realize that the bartender they meet, the room they stay in, and the bed that eats them, are all just one creature.

Mimic Spawn

Level 0 Tiny or Small Spoiler, Initiative +5
Aberration

Traits

Resist 3 Acid: Magical acid attacks must roll 3 or higher on the attack roll, or deal half damage.  Mundane acid has no effect on this creature.
Mimic Shapeshift: The Mimic can change its shape as a quick action once per round.  It typically switches between three forms: ooze, object, and animated object.  As an ooze it gets a +5 to disengage checks and can move through tiny spaces normally.  As an object it gains resistance to natural weapons equal to its level, and is virtually indistinguishable to the original (it tends to take the shape of the last object of the same size as itself), but cannot make any attacks.  As an animated object, it has resistance to natural weapons equal to half its level and can attack.

Attacks

Acid Tendrils: +5 vs. PD, ongoing 4 acid damage, Nat 16+ Mimic Spawn heals 2 HP and the target takes 4 ongoing acid damage and suffers a -5 to disengage checks.
'Sticky' Special (if a target fails their disengage check): 4 acid damage and the target is constrained (save ends, hard save ends and target pops free).

Higher Level Special: Delicious Gear
Every time a creature has been hit five consecutive times by any Mimic Spawn, randomly choose an item that the creature has on his person that is small or smaller (perhaps a dagger, perhaps some rope).  That item is consumed by the Mimic Spawn, and can take its shape the next time it changes shape into an object.

Stats

AC 16
PD 14
MD 10

HP 20

LORE: At the earliest stages of development, the Mimic Spawn is a juvenile that breaks off from its parent, and is often one of thousands of tiny spawns that are released into the wild.  Due to the solitary nature of mimics however, it is unsurprising that as soon as they are released, they begin consuming one another, sometimes with the parent eating its own progeny.  Those that survive would begin consuming tiny things and eventually grow bigger and stronger.  It is rare for adventurers to see Mimic Spawns shortly after birth, and rarer still are adventurers who live through the experience, as they are often consumed by both Mimic Spawns and the Mimic they spawned from.

Mimic Object

Level 3 Medium Spoiler, Initiative +4
Aberration

Traits

Resist 3 Acid: Magical acid attacks must roll 3 or higher on the attack roll, or deal half damage.  Mundane acid has no effect on this creature.
Mimic Shapeshift: The Mimic can change its shape as a quick action once per round.  It typically switches between three forms: ooze, object, and animated object.  As an ooze it gets a +5 to disengage checks and can move through tiny spaces normally.  As an object it gains resistance to natural weapons equal to its level, and is virtually indistinguishable to the original (it tends to take the shape of the last object of the same size as itself), but cannot make any attacks.  As an animated object, it has resistance to natural weapons equal to half its level and can attack.

Attacks


Acid Tendrils: +8 vs. PD, ongoing 7 acid damage, Nat 16+ Mimic Object heals 3 HP the target takes 10 ongoing acid damage  and the target is constrained (save to escape constrained).
'Engulf and Digest' Special (if the target fails to escape being constrained): 14 damage and the target finds itself trapped inside the Mimic.  Until it successfully forces its way out (DC 20) target takes 10 acid damage each round, and the target takes half damage from any attacks made against the mimic from outside.

Higher Level Special: Mimic Reproduction
The first time a creature is wounded by "'Engulf and Digest' Special", 1d10 tiny Mimic Spawns appear nearby, all of which will tend to either eat the nearest creature (even if it is another Mimic Spawn), or run away.

Higher Level Special: Humanoid Mimic
If enough creatures have been consumed by the Mimic, it eventually gains a sort of sentience that allows it to mimic creatures in addition to objects.  The Mimic Object can now change shape into any humanoid or beast that it has consumed (killed while trapped inside the Mimic), in addition to the object it can normally change into.  It is just as difficult to detect the Mimic Object as a Humanoid, as it retains everything its last victim had -- even its memories and scent.

Stats

AC 19
PD 17
MD 13

HP 45

Mimic House

Level 6 Large Spoiler, Initiative +3
Aberration

Traits

Resist 6 Acid: Magical acid attacks must roll 6 or higher on the attack roll, or deal half damage.  Mundane acid has no effect on this creature.
Mimic Shapeshift: The Mimic can change its shape as a quick action once per round.  It typically switches between three forms: ooze, object, and animated object.  As an ooze it gets a +5 to disengage checks and can move through small spaces normally.  As an object it gains resistance to natural weapons equal to its level, and is virtually indistinguishable to the original (it tends to take the shape of the last object of the same size as itself), but cannot make any attacks.  As an animated object, it has resistance to natural weapons equal to half its level and can attack.

Attacks

Acid Tendrils: +11 vs. PD, one creature and each creature inside it, ongoing 36 acid damage, Nat 16+ Mimic Object heals 18 HP the target takes 10 ongoing acid damage  and the target is constrained (save to escape constrained).
'Engulf and Digest' Special (if the target fails to escape being constrained)56 damage and the target finds itself trapped inside the Mimic.  Until it successfully forces its way out (DC 20) target takes 42 acid damage each round, and the target takes half damage from any attacks made against the mimic from outside.

Higher Level Special: Mimic Furniture
Everything found in the Mimic House is a small part of it.  Subtract a number of hit points from the Mimic House equal to the hit points of all the Mimic Spawns and Mimic Objects inside of it.  Treat all Mimic Spawns and Mimic Objects as if they were mooks.

Stats

AC 22
PD 20
MD 16

HP 180

LORE: Originally these Mimics merely took the forms of giant boulders or the occasional stone golem, but as humanoids entered the lands where Mimics thrived in, some of the more sentient of these Mimics began not only eating away the individual pieces of furniture, but entire houses as well, occupants and all.  Some of these Mimics even took the time and effort to duplicate the residents they consumed, in order to lull unwitting victims into a false sense of security.

Mimic Complex

Level 12 Huge Spoiler, Initiative +2
Aberration

Traits

Resist 9 Acid: Magical acid attacks must roll 9 or higher on the attack roll, or deal half damage.  Mundane acid has no effect on this creature.
Mimic Shapeshift: The Mimic can change its shape as a quick action once per round.  It typically switches between three forms: ooze, object, and animated object.  As an ooze it can automatically pop free and can move through medium spaces normally.  As an object it gains resistance to natural weapons equal to its level, and is virtually indistinguishable to the original (it tends to take the shape of the last object of the same size as itself), but cannot make any attacks.  As an animated object, it has resistance to natural weapons equal to half its level and can attack.

Attacks

Acid Tendrils: +17 vs. PD, each creature engaged with it and inside it, ongoing 210 acid damage, Nat 16+ Mimic Object heals 105 HP the target takes 270 ongoing acid damage  and the target is constrained (save to escape constrained).
'Engulf and Digest' Special (if the target fails to escape being constrained)330 damage and the target finds itself trapped inside the Mimic.  Until it successfully forces its way out (DC 20) target takes 270 acid damage each round, and the target takes half damage from any attacks made against the mimic from outside.

Higher Level Special: Mimic City
Everything found in the Mimic Complex is a small part of it.  Subtract a number of hit points from the Mimic House equal to the hit points of all the Mimic Houses inside of it.  Treat all Mimic Houses in the Mimic City as if they were mooks.

Stats

AC 28
PD 26
MD 22

HP 1080

LORE: Not much is known about Mimic Complexes other than the rumors of entire cities vanishing in the night, only to reappear miles from where they were at, without a trace of magic being used.  That, and rumors of entire forests being cleared as huge blobs of ooze traverse the land.

Saturday, November 17, 2012

Monsterize Me! Ancient Red Dragon (4E, PF)

I've been getting a few requests over at Pelgrane Press' forums regarding the conversion of monsters from other systems to 13th Age.  While I've already given my guidelines in the thread, I think it's appropriate that I  dedicate a portion of my blog to converting monsters as well, using information found in Pelgrane Press' archives and, from time to time, my own creative twist to them.

The monster featured today is the Ancient Red Dragon, found in both D&D 4E and Pathfinder.  The most iconic type of dragon -- so iconic that one of the Three (an Icon in 13th Age) is a red dragon called the Red -- this dragon breathes scorching flames that incinerates just about anything in its path, and the destruction this creature can bring when it reaches Ancient status is phenomenal... but still not yet to the level that the legendary Red can bring (I think).


Dragon, Red (Huge Ancient)

level 10 Wrecker, Initiative +9

Traits

Greater Fear Aura (72 HP): Creatures with hit points equal to or lower than the given threshold suffer the Fear condition.
Fire 10 Aura: Creatures engaged with the Red Dragon take 10 Fire damage on their turn
Resist 18 Fire: Magical fire attacks must roll 18+ (no bonuses) to deal full damage.  Rolling too low results in half damage.  Mundane fire has no effect on the Red Dragon.
Vulnerable Cold: Cold attacks that critically hit the Red Dragon deals quadruple damage instead of double damage.
Dangerous: The Red Dragon's crit range while wounded is 17+.
And Again: A natural 16+ on the attack roll allows the Red Dragon to make an additional attack

Attacks

Claw: +16 vs. AC, 165 (30d10) damage, hit disengages the target
Bite: +15 vs. AC, 210 (6d6 x10) damage
Tail Sweep: Quick action, +14 vs. PD, 75 (15d10) damage, hit disengages the target unless the target chooses to lose its next move action
Furnace Roar: Daily, Quick action, +15 vs. PD, 1d3 nearby creatures or each creature engaged with the Red Dragon, 165 fire damage and ongoing 15 fire damage. Recharges when the dragon makes an even miss with Claw, Bite or Tail Sweep.

Stats

AC 26
PD 23
MD 21

HP 648

ALTERNATIVE ATTACKS

(remove the And Again trait if you choose to use these)


Claw, Claw, Bite
ONE or TWO enemies that are nearby the dragon (due to the size of the dragon it can reach them even if they are not engaged with it).
Claw: +16 vs. AC, 150 damage.
Hit on a Natural 16+ '... Claw'  extra 150 damage (total of 300)
Hit on a Natural 18+ '... Bite' extra 200 damage (total of 500!)
Miss
Special (always): A miss causes the target to pop free as it is knocked away by the edge of the dragon's swipe.
Special (odd miss): A natural odd miss causes the dragon to catch you with it's tail. (Tail Sweep: 75 damage and target is either knocked far away if possible or is stunned until the end of the targets next turn).
Special (even miss): A natural even miss enrages the dragon, recharging it's Furnace Roar and allowing it to use it if it has yet to use it this round.
Furnace Roar
Daily, Quick action, +15 vs. PD, 1d3 creatures in a group, 150 fire damage and ongoing 15 fire damage. Recharges when the dragon makes a natural even miss with the Claw/Claw/Bite attack.


- - - - -
Author's Note: With the number of attacks this Red Dragon can already generate, I see little reason for adding stuff like Cleave and Multiattack.  In addition, GMs who want a more caster-like Red Dragon can choose spells from the Sorcerer or Wizard class, but I generally assume that these abilities alone can be a bit taxing on the micromanagement and the overall build would make it very difficult (if at all possible) to take on this behemoth.

Fear Aura normally applies to creatures engaged to the one that has the aura, but I'm keen on making this monster a truly epic threat, which is why I'll be bending/breaking the normal rules on the Fear aura and have anyone who is heavily wounded and seeing the majesty of an enraged powerhouse that the Ancient Red Dragon is to seriously, seriously consider running away...

Update: I originally had the Tail Swipe's effect to be "and the target must choose to either remain engaged to the Red Dragon or lose its next move action", but an interesting comment made me consider the revision as found above.

Update: I added Ash Law's suggestion as an alternative for those who want less rolls and faster round resolution.  At first I thought of replacing the original attacks, but some groups may actually prefer the longer turn and higher tension from the multi-attacking Ancient Red Dragon, as the And Again trait easily allows this beast to make a lot of attacks.  So, I place the two sets side by side, with the decision to use which type of Red Dragon left to the GM running it.

Saturday, November 10, 2012

Rogue Options: Gunslinger (Pathfinder)

Class Options allow you to add particular classes into 13th Age without the need of extensive reinventing of the wheel, so to speak.  Instead of having to make an entirely new class, re-flavoring and adding of a few talents and powers here and there would allow you to faithfully render the class you want, with less effort.

The class featured here is the Gunslinger, a warrior who utilizes daring and flair while utilizing steel and gunpowder.  As they have startling resemblance to the Rogue of 13th Age, it has been determined that re-flavoring Rogues and allowing them to use flintlock and musket with deadly precision would do well to retain the feel and mechanics of the said class.

Re-Flavoring Suggestions
Allow the Rogue to utilize hand crossbows as if they were flintlock pistols, and longbows/crossbows as if they were muskets.  If the GM is very particular with ammunition, he may allow the musket to not be penalized to hit or he may allow the musket to deal 1d10 damage instead, but at the cost of having greater difficulty with finding ammunition.
Author Note: For purposes of this document, hand crossbows will be referred to as pistols, longbows/crossbows will be referred to as muskets, and when referring to both pistols and muskets I will use the term "guns".

New Talents
Grit
In addition to the normal methods of gaining Momentum, you can also gain Momentum by taking any actions that can be considered daring by the group, particularly the GM (this daring action may include using a momentum power as part of the action, but only momentum powers).  If the action fails for any reason, you can expend a quick action instead of your standard action, but you can't attempt another daring action this turn.
(Champion Feat): Once per day you can choose to roll 2d20s and using either result for an entire battle, but only when taking daring actions.
(Epic Feat): Choose two powers you know.  These powers can be considered as Momentum powers for purposes of daring actions.

New Powers

Leap for Cover
[Level 1 At-Will Momentum Power]
Interrupt Action; Requires Momentum
Use when a ranged attack is made against you
You move in any direction away from your current position (attempting to disengage as normal) and gain a +4 to AC and PD against the triggering attack

Covering Shot
[Level 1 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage, and the target has a -4 to defenses until the end of its next turn.
Miss: The target has a -4 to defenses against the next attack against it.

Targeting
[Level 3 At-Will Momentum Power]
Quick Action; Requires Momentum
Choose one of the following effects.  If you hit with a Rogue Attack this round, the target suffers from the effect.
* Dazed for its next attack
* Drops held item, but does not take damage from the attack
* Loses its next move action


Deadeye
[Level 5 At-Will]
Ranged Attack
Target: One foe
Attack: Dexterity + Level vs. PD
Hit:  WEAPON + Dexterity damage.
Miss: Damage equal to your level.


Bleeding Wound
[Level 5 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage.  If the foe is engaged with at least one of your allies, you can deal ongoing damage equal to the number of Sneak Attack dice you can roll for your level.
Miss: Damage equal to your level.
(Champion Feat): Once per day you can choose to lose Momentum in order to penalize the target's PD and attack rolls by an amount equal to the number of Sneak Attack dice you can roll for your level.

Startling Shot
[Level 7 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage, and the target is weakened until the end of his next turn.
Miss: Target is dazed until the end of his next turn.

Stunning Shot
[Level 9 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage, and the target is stunned (save ends).
Miss: Damage equal to your level.

Deadly Shot
[Level 9 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Special: The attack is always considered a critical hit when it hits.  If the roll falls within your critical hit range, triple the damage instead.
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage.
Miss: Half damage.

Sunday, October 21, 2012

Commoner (3.5E)


The nondescript character easily found anywhere, there's little reason for them to actually be out here adventuring other than some silly reason like surviving, bribery, a bet or as a service to actual warriors. However, you may never know what sort of special spark lies within these normal men and women.

Play style: The Commoner is so simple to play that it is not even recommended for normal play, due to the disadvantages you would have against even other simple classes. In normal games, they shouldn't even have stats, or at best you'd expect them to be mooks, but sometimes... sometimes, there's an exception to that rule.

Backgrounds: The Commoner is literally just about anybody -- the beggar down the street, the blacksmith in the smithy, the butler in the castle halls, the farmer who doesn't even have militia training.

Armor and Gear: The Commoner lacks any form of training in armor and weaponry, and basically has the exact same proficiencies in armor and weapon that a Wizard has (but without the magical training). In addition, their other gear would be whatever is appropriate for their regular profession.
Commoner Armor and AC
Type / Base AC / Attack Penalty
None / 10 / -
Light / 10 / -
Heavy / 10 / -2
Shield / +1 / -2

Commoner Weapon Proficiencies
Small Weapons: 1d4 (one handed), 1d6 (two-handed)
Simple/Light Weapons: 1d4 (one-handed, -2 to hit), 1d6 (two-handed, -2 to hit)
Martial/Heavy Weapons: 1d6 (one-handed, -4 to hit), 1d8 (two-handed, -4 to hit)

Commoner Ranged Weapon Proficiencies
Small:
 1d4 (thrown)
Simple/Light: 1d4 (thrown, crossbow, bow, -2 to hit)
Martial/Heavy: 1d6 (crossbow, bow, -4 to hit)

Commoner Starting Stats
Base AC
: 10
Base PD: 10
Base MD: 10
Backgrounds: 6 Points

Ability Scores
You can add +2 to any one stat, as long as you have not added to that score with your racial bonus.

HP: 3 x (6 + CON)
Recovery Dice: 1d6 per level + CON mod
Recoveries: 8


One Unique Thing: Unlike other classes, this is actually quite optional for the commoner; the fact that he's able to adventure at all might be considered a rare enough thing.

Icon Relationships: (3 points) Unlike other classes, this is optional for the commoner; it's very rare for any commoner to be even close to any organization, although the Prince of Shadows does tend to love the nondescript

Commoner Melee Attack
At-Will
Attack
: Strength modifier + Level vs. AC
Hit: WEAPON + Strength damage (1 melee weapon die per level)
Miss: --

Commoner Ranged Attack
At-Will
Attack
: Dexterity modifier + Level vs. AC
Hit: WEAPON + Strength damage (1 ranged weapon die per level)
Miss: --

Commoner Talents

Single Class Commoner: Choose at most 2 of the following talents (unlike other classes, you can choose to skip choosing talents entirely). Multiclass Commoners do not get any talents from the Commoner class. You can gain 1 more talent at level 6, but only as a single class commoner.  If the GM is being generous, then he might let you get 3 talents instead of 0-2 talents, with additional talents at levels 4 & 7, but the default assumption is that you can start without talents or feats, and even with them you're not as good as a regular class character.



Militia Training


You gain +3 with a Background on "Militia Training" or an equivalent background that explains how you got to learn how to use better than scrap weaponry. You gain a +2 to hit with Light and Heavy weapons, and your damage dice with these weapons increases in size by one (d4s become d6s, etc.). In addition, you gain a +2 to AC and PD when wearing light armor (+3 to AC and +2 to PD when wearing heavy armor), and do not get a penalty to attack rolls when wearing heavy armor or wielding a shield.
(Adventurer feat): Once per battle + a number of times per day equal to your Strength modifier, you can spend a quick action to increase the size of one weapon's damage die by one, but only for the next attack before the end of your current turn.
(Champion feat): A number of times per day equal to your Constitution modifier can spend a quick action to give yourself +1 to AC (+2 with a shield) until the start of your next turn.
(Epic feat): Once per day you can spend a recovery point to gain a bonus to initiative equal to your Dexterity modifier.

Adept Training

You gain +3 with a Background on "Adept Training" or an equivalent background that explains how you can cast magic. Choose a class that can cast arcane or divine spells. You gain a level one spell from that class. Starting at fifth level, you may replace that spell, so long as the new spell is two levels lower than your current level (so you can replace your level 1 spell with a third level spell instead, then at level 7 you can replace that with a 5th level spell, and so on).
(Champion feat): Once per day you can spend a quick action to treat the spell you know as if it were two levels higher.
(Epic feat): Choose another spell from the same class you chose that is level 5 or lower. You now know that spell.

Survivalist

Your base HP Factor goes up to 7 + CON instead of 6 + CON, and your Recovery Dice becomes 1d8 instead of 1d6.
(Adventurer Feat): Your recovery dice becomes 1d10 instead of 1d8.
(Adventurer Feat): Your base HP factor becomes 8 + CON instead of 7 + CON.
(Champion Feat): Once per day you can attempt to rally as an interrupt to an attack that would normally have dropped you to zero or lower. Note: the healing is done immediately after you take damage, but immediately before you fall unconscious.
(Epic Feat): Once per day you can lose all but one of your remaining recoveries to turn a failed death save into a success, with the last recovery spent to heal you up.  This talent requires you to have at least three recoveries to take effect.

Stubborn As A Mule

You gain a +3 to your MD.
(Epic feat): You're really adamant about a lot of things, especially about not dying: you gain a +1 to your saving throws, and the GM may even lower saving throws if deemed appropriate -- yes, even death saving throws (although don't expect this to happen unless you've been really doing well in the role-playing of a stubborn as a mule sort of PC, and even then it's probably going to be just once per session thing (not even once per heal-up or once per day)).

Adept's Familiar

Special: You can only take this talent if you have Adept Training
You get the same access to the same familiars as a Wizard, but because the adept tends to struggle in terms of magic, he has a bit of difficulty in controlling his familiar too (GMs, try to play this up whenever you can). The fact that a divine caster could have a familiar might be quite interesting for the Archmage, High Priestess, Crusader and Elf Queen, among others.
(Champion feat): The familiar ends up helping you in your studies with magic or prayers one way or another. Gain an additional spell from the class you chose to gain a spell from, with the same restrictions as that of Adept Training.

Warrior's Expertise

Special: You can only get this talent if you have Militia Training
Choose a level one Fighter maneuver. You gain that maneuver. Starting at fifth level, you can replace that maneuver with a maneuver that is two levels lower than your current level.
(Adventurer feat): Gain a second Fighter maneuver, following the same restrictions as Warrior's Expertise.

Noble's Entourage

Special: This talent is the equivalent of two talents instead of one
You gain the service of a mercenary, who is just as much a commoner as you are (except you're probably the richer of the two, assuming he isn't your slave or anything). It is assumed that payment for protecting you would come from a particular financial source, although if you lack such a resource, expect this mercenary to quickly turn on you, especially in your sleep, if his loyalties lie in only gold. If the mercenary is slain, tough luck: you'll have to wait until you get to the nearest area of civilization before you can try to hire another mercenary, although if GMs can fit in a wandering mercenary into the picture, that's probably going to be your only saving grace. Interactions involving the recruiting of mercenaries gain a +3 circumstantial bonus, although don't expect that they'll be coming up to you begging for you to hire them.

The mercenary goes immediately before you, although his default action is to intercept anyone attempting to harm you, so if you want him to do something else, you should spend a quick action during your turn to tell him what to do on his next turn. The GM is ultimately the one in control of this mercenary however, so make sure he's well rewarded (the mercenary I mean).

When the mercenary is harmed, he can rally like any PC. However, he spends your recovery points instead, although when either of you rally next to the other, both gain the benefits of rallying.
(Adventurer feat): Once per day when the mercenary is engaged with you, one attack that hits you, hits the mercenary instead.
(Adventurer feat): Once per day, the mercenary can make two attacks as a standard action.
(Champion feat): Once per day for an entire battle, the mercenary can daze enemies he hits with a natural 16+.

Use the following formula for determining the mercenary's stats. Just remember that it's always one level lower than you.
Attack: 4 + Level vs. AC
Damage: 1d8 per level (1d6 at level 0)
AC: 12 + level
PD (or MD): 12 + level
MD (or PD): 10 + level
HP: 13 + 7 per level

Note: these are the stats for a warrior mercenary (GMs, it's up to you if you want to make him more complicated, perhaps one maneuver or talent would be good to add, but there should be seriously good reasons for the mercenary to have them). A caster mercenary is possible to acquire, but only upon GM discretion (and likely at level 7 or higher). GMs, if the mercenary is a caster, please lower the damage by one damage die, switch the MD and PD as appropriate, grant the caster at most one at-will and one encounter power whose level is appropriate for the mercenary in question, and lower the HP to 10 + 6 per level.

Diplomatic Aid

You gain +3 to the "Diplomat" background (or any equivalent background of your choice).  Once per day, you can attempt to explain to your GM how and why a particular Icon would help influence a given scenario.  If he agrees, roll a normal save.  If you succeed you gain a +2 Positive relationship with that Icon for the rest of the day.  Failure means you still get aid, but not necessarily from the said Icon, and not necessarily in the way you'd like it; the GM rolls a d12, with each number corresponding to a different icon (except the Prince of Shadows).  You gain a +1 Conflicted [or Negative, depending on how you and your GM work things out] relationship with the resulting icon for the rest of the day.  If the result of the d12 is the same Icon you invoked, the Prince of Shadows interferes, which means you gain a +1 Conflicted relationship with him for the rest of the day.

Sunday, October 14, 2012

Bladesinger


The Queen's Wood is claimed to be the birthplace of the first bladesingers -- warriors who mix elven grace and fey magic into a deadly dance of grace and flourish.  Also known as swordmages, these secretive masters of arcane swordplay have jealously guarded their secrets for ages, to little avail: Arcane students who dabble in martial skill and warriors who wish to have an edge over their more mundane enemies eventually learn those secrets, one way or another...

Play style: A Bladesinger is a very complex class by default.  If you want to play it simple, try getting only one type of spell -- preferably Evocations -- but even then you might find it a little more complicated than Fighters or Avengers.

Backgrounds: Bladesingers come from various walks of life, but most can be found in the Queen's Wood as well as Horizon, and any place where magic is bountiful and martial trainers are never in short supply.  Favoring mobility and magic over heavy armor, these warriors tend to have skills that allow them to be somewhat well-rounded in both arts, although most prefer a more martial bent to their training.

Armor and Gear: Bladesingers tend to constantly protect themselves with a bit of magic, to a point where even when they're unconscious they're protected by it.  As a result, it's pretty easy for anyone who can detect magic to point out a Bladesinger in the middle of a crowd unless the Bladesinger willingly suppresses the magic as a free action (-1 to AC until magical protection re-enabled).  The table below shows the base AC of the Bladesinger while this magical protection is in effect:
Bladesinger Armor and AC
Type / Base AC
None / 11
Light / 13
Heavy / 12
Shield / +1

Bladesingers start with equipment appropriate to their background -- perhaps their longsword is of elven make and is both sleek and able to reflect light in an unusual manner, or their dagger is a ritual dagger taken from the corpse of a demon that was summoned by a group of occultists, or their greatsword was carved from the core of an oak tree and imbued with a ritual spell that made it as good as any steel blade.  Nothing really spectacular aside from their weapon.

Bladesinger Weapon Proficiencies
1d4
: Daggers, knives, batons
Useful for rituals, gutting food, or slitting sleeping necks open.
1d6: Clubs, handaxes, maces, short swords, big knives, short spears
Allows for easy handling and decent damage.
1d8: Axes, hammers, longswords, scimitars, longspears
Typical for bladesingers of all sorts, since it allows them for the best amount of damage while keeping their hand free for their spells (especially their wards).
1d10: Bastard Swords, Battleaxes, Halberds (2H), other polearms (2H), flails, morningstars
Most 1d10 weapons require two hands to use properly. Starting at 2nd level, you can take the 1-Hander feat and learn to use a particular 1d10 weapon one-handed (except for those marked 2H). If you use a 2H weapon one-handed you take a -4 attack penalty.

Bladesinger Ranged Weapon Proficiencies
1d4
: Thrown daggers, knives, clubs, throwing stars
1d6: Thrown javelins, spears; shortbow, light crossbow
1d8: Longbow, heavy crossbow

Bladesinger Starting Stats
Base AC
: 13
Base PD: 10
Base MD: 12
Backgrounds: 8 Points

Ability Scores
You can add +2 to your Intelligence or your Dexterity, so long as you have not added to that score with your racial bonus.

HP: 3 x (7+Con)
Recovery Dice: 1d8 per level + Con mod

Bladesinger Melee Attack
At-Will
Attack
: Intelligence + Level Modifier vs. AC
Hit: WEAPON + Strength damage (1 melee weapon die per level)
Miss: damage equal to your level

Bladesinger Ranged Attack
At-Will
Attack
: Intelligence + Level Modifier vs. AC
Hit: WEAPON + Dexterity damage (1 melee weapon die per level)
Miss: --

Bladesinger Talents

Single class Bladesinger: Choose 3 of the following Bladesinger talents.

Bonded Weapon
You can spend one hour meditating on your weapon of choice, bonding with it and imbuing it with magic.  As a standard action you can call it to your hand even if it is far away, and it will try its best to fly or teleport back to your hand in the quickest way possible.  You cannot bond with more than one weapon (successfully bonding with a new weapon immediately discards the previous binding).
In the event that the weapon is broken, as long as you have one piece of the weapon, you can call back all of its other fragments and re-forge the weapon after one hour of meditation (if there are fragments that are completely destroyed, the weapon will grow them back).
(Adventurer feat): Calling the weapon to your hand takes a quick action instead of a standard action.
(Champion feat): Attempts to disarm or destroy the weapon gain a +2 on the DC.
(Epic feat): You are so intimately bonded to your weapon that a bit of your soul is permanently embedded in it.  For purposes of resurrection the blade is considered a legitimate substitute for your body.  Additional benefits may depend on a variety of factors.

Aegis
You gain the ability to impede a nearby enemy with an aegis -- an enemy-specific ward spell -- as a quick action.  The aegis lasts until you are knocked unconscious, you cast the ward on a different opponent, or the end of a battle.
Choose one of the following types of aegis:
Aegis of Assault: You can teleport to engage the enemy with your aegis as a move action, so long as he is in the battlefield (even if you can't see him, although if there isn't a space next to him where you can squeeze into, you are teleported to as close a spot to him as possible; just don't expect that the destination would be a safe place to be).
(Adventurer feat):  You add your Strength modifier to the miss damage of your melee attacks against the enemy with your aegis.
(Champion feat): Once per battle you can inflict 10 ongoing damage to the enemy with your aegis.  In addition, you can spend a recovery point to make the save hard (16+) instead of normal (11+).
Aegis of Ensnarement: At the end of each of your turns, you can spend a quick action to teleport that enemy next to you (forcing him to engage you), so long as he is nearby.
(Adventurer feat): Each time you activate the aegis, the enemy becomes constrained until the end of its next turn.
(Champion feat): Once per battle, when you activate the aegis, make an Dexterity check against the enemy's MD.  On a success, he is stunned (save ends).
Aegis of Shielding: When you choose to protect an ally with your Warding spell and the enemy making the attack is under your aegis, you can reduce the damage inflicted by the enemy by a number of points equal to your Constitution modifier + the current Escalation die.  At level 4, double the reduction granted by your Constitution modifier, and at level 7, triple the damage reduction granted by your Constitution modifier.
(Adventurer feat): Once per battle, reduce the damage further by an amount equal to your level.
(Champion feat): Once per battle, in addition to reducing the enemy's damage, you can choose to gain a number of temporary hit points equal to the amount of damage you subtracted from the attack.

Ghost Blade
Once per day, you can choose to gain Displacement for the next attack against you before the end of battle as a quick action.
After the battle roll a d20. 16+ you can use this ability again later in the day.
(Champion Feat): You can ignore creatures protected by the Displacement ability while you benefit from this talent.

Eldritch Speed
Once per battle at the start of each fight, you can take a move action before anyone's turn starts.
(Epic feat): Once per day, you can take a standard action as a quick action.

Learned Magic
Choose one of the Icons.  You can gain a +1 to your Relationship Die with them unless you already have a +3 to your relationship, and you can choose one spell from a class associated with them instead of a spell available to your class (see below).  At higher levels, you can choose to replace the spell you learned with a new spell but, that spell must be two levels lower than your current level.
Archmage: Wizard
Diabolist: Occultist
Elf Queen: Chaos Shaman
High Druid: Druid
Lich King: Necromancer
Priestess: Cleric
The Three: Sorcerer

Cantrips
You can cast the same cantrips as a Wizard, with the same limitation of three cantrips per day, but unlike the Wizard, your cantrips last half as long (5-30 minutes at adventurer tier, 30-180 minutes at champion tier, and 1-6 hours at epic tier).
(Champion feat): You gain one additional use of a cantrip.
(Epic feat): You can extend the cantrip for one more hour than normal, but only on a successful Intelligence check.


Living Blade
Once per day, you can spend standard action to allow your weapon to move on its own for the remainder of battle, but only while you are nearby and -- if your weapon is a true magic item -- if the magic item agrees to be wielded in such a manner.  If you are too far away, it drops on the floor. You can make an attack through it as a standard action.
 (GM Note: while I'm sure most weapons would love to have free reign on relentless carnage, if you think that this doesn't apply to the weapon, feel free to require an Intelligence check before this spell can be activated, with failure allowing the spell to work as written, but with penalties to attack [or even requiring a roll to keep the sword from attacking his allies!] as appropriate)
(Adventurer feat): You can activate this as a quick action instead of a standard action.
(Champion feat): Once per round you can mentally order the weapon to attack as a quick action.
(Epic feat): For the duration of the battle it gains complete sentience, able to take actions independent from you regardless of range (GMs, I suggest you treat the sword as a standard creature of the same level as the PC).  Mundane weapons can only understand simple orders, but at least they stick to them on a literal basis without question.  Magical weapons can understand complex orders, but well... let's just say that they might have their own agendas.

Spells

Bladesingers use three types of spells: Evocations, incantations, and power words.  Evocations are spells that are easily performed (take only a quick action) and often enhance either the warrior, or the weapon's attacks.  Incantations are spells that require extensive maneuvers and verbal chanting to perform (take a standard action), and allow the bladesinger to fully delve into magic almost as proficiently as any other caster.  Power words are special in that they need to be prepared ahead of time by inscribing or imbuing the spells' powers into the weapon -- or if he really wants to risk it, into his armor or body -- and then saying the single word that activates the spell he wishes to call forth.

Power words in particular are the hardest to take full advantage of, because there are a number of things going on with this type of spell.  First off, they are all daily spells (no exception).  If there are more power words in a single object than your character level, the object gains a tiny bit of sentience (personality is based on the power words currently in the object, GMs feel free to be creative on this).  If there are more power words in a single object than twice your character level OR if the object is a true magic item and you have more power words in it than your character level, you are considered over-attuned regardless of the number of magic items you currently have (due to the battle of wills between the caster, the spells, and the sentient item).

Level 1 Evocations
All Bladesingers have the Warding evocation:

Warding
At-Will
Requirement: One hand must be free
Effect: You gain a +2 to AC while you fulfill the requirement for this evocation.  When a nearby enemy attacks a nearby ally, you can choose to transfer this AC bonus to the ally as an interrupt, but only if the ally did not Challenge the attacking enemy (see: Paladin talent).
(Champion feat): A number of times per day equal to your Constitution modifier, you can choose to gain resistance to one of the following damage types whenever you cast your Warding spell: fire, cold, lightning, thunder.  The value of this resistance equals your Constitution modifier + the current Escalation die, and can be transferred along with the AC bonus when interrupting an attack.
Author's Note: The resistance lasts only as long as the ward is active.  The moment you transfer the ward to an ally, after the attack you interrupted is resolved, you'll need to activate your ward again to be able to regain the resistance.
(Epic feat): The Warding spell grants a +3 to AC instead of +2

Heart of the Blade
Once per battle
Requirement: One hand must be free
Effect: Your attacks deal extra damage equal to your level + the current Escalation Die until the end of your next turn.  The benefit also ends if you stop fulfilling the requirements of this spell
(Adventurer feat): You can spend a quick action to add 1d4 per level to the damage of your next attack before the spell ends, but only if it hits.  If you are using a two-handed weapon, add 1d6 per level instead.
(Champion feat): Enemies you hit with melee attacks while this spell is in effect are dazed for their next attack.
(Epic feat): When this spell is about to end, roll a d20.  On a 11+ you can use this spell again later in the battle.



Level 1 Power Words

Spark
Melee Flexible Attack
Triggering Roll: Any even miss
At-Will
Effect: One nearby enemy takes lightning damage equal to your Intelligence modifier + level.
(Adventurer Feat): If the enemy damaged by this power word takes a move action before the start of your next turn, it takes damage equal to your Intelligence modifier + level.

Chill
Melee Flexible Attack
Triggering Roll: Any even hit
At-Will
Effect
: One nearby creature of your choosing loses its next move action.

Burn
Melee Flexible Attack
Triggering Roll: Any odd hit.
Once per battle
Effect: Make an Intelligence attack vs. PD against 1d3 nearby enemies.  They take 1d8 per level fire damage.

Glitter
Melee Flexible Attack
Triggering Roll: 16+
At-Will
Effect:  One nearby creature of your choosing takes a -2 penalty to hit until the end of its turn, which does not stack with daze.

Level 1 Incantations
Sword Burst
Melee Spell; At-Will
Targets
: Each engaged enemy
Attack: Intelligence + Spell level vs. PD
Hit: 1d6 force damage.
Level 3: 3d6 force damage.
Level 5: 5d8 force damage.
Level 7: 7d8 force damage.
Level 9: 9d10 force damage.
(Champion feat): Once per battle, after using this spell you can make an Intelligence check vs. PD against each engaged enemy as a quick action.  On a hit, they become constrained until the end of their next turn, but if they got hit by this spell, they also take ongoing 10 damage.

Level 3 Power Words

Shine
Melee Flexible Attack
Triggering Roll: 16+
Once per Battle
Effect: The target is dazed until the end of its next turn. Make an Intelligence attack against each nearby creature's PD.  Each creature hit is also dazed until the end of its next turn.

Friday, October 5, 2012

Avenger

Within the shadows of Santa Cora lurks a dark secret: a cult of loyal fanatics who are inspired by faith and blessed by the gods of light to carry out duties of a less-than-holy nature. They seek out and stamp out evil in the name of righteousness, but who else can truly say what is righteous when conversion can be found at the tip of a blade?

Play style: An Avenger is a straightforward damage-inflicting character, and is a little more complex than the Fighter due to the fact that it uses different types of prayers.  However, it's easy to stick to weapon-enhancing prayers and stick to simple, or to go for spells and be like a secondary caster if you wish.

Backgrounds: Avengers are often of monastic origin, although unlike monks they are trained as paladins in weaponry, and shun armor because it is their belief that armor is for those lacking in faith. Other skills usually involve the hunting of their prey, much like assassins but with a divine bent to them, which makes them all the more dangerous.

Armor and Gear: As mentioned earlier, Avengers shun all forms of armor, save for regular robes for decency's sake, as they rely on "a higher power" for protection. When forced to wear armor, drop their AC as follows:
Avenger Armor and AC
Type / Base AC / Attack Penalty
None / 13 / -
Light / 10 / -1
Heavy / 8 / -4
Shield / -1 / -2

Avengers start with a couple of weapons - usually the bigger, the better, although having a concealable or ranged weapon doesn't hurt - and standard nonmagical gear suggested by the character's specific background.

Avenger Weapon Proficiencies
One Handed / Two-Handed

Small: 1d4 / 1d6
Simple or Light: 1d6 / 1d8
Heavy or Martial: 1d8 / 1d10

Avenger Ranged Weapon Proficiencies
Size: Thrown / Crossbow / Bow

Small: 1d4 / - / -
Simple or Light: 1d6 / 1d6 / 1d6
Heavy or Martial: - / 1d8 / 1d8

Avenger Starting Stats
Base AC
: 13
Base PD: 11
Base MD: 11
Backgrounds: 6 Points

Ability Scores
You can add +2 to your Wisdom or your Dexterity, so long as you have not added to that score with your racial bonus.

HP: 3 x (8+Con)
Recovery Dice: 1d10 per level + Con mod

Avenger Melee Attack
At-Will
Attack
: Wisdom + Level Modifier vs. AC
Hit: WEAPON + Wisdom damage (1 melee weapon die per level)
Miss: damage equal to your level

Avenger Ranged Attack
At-Will
Attack
: Dexterity + Level Modifier vs. AC
Hit: WEAPON + Dexterity damage (1 melee weapon die per level)
Miss: --

Avenger Talents

All Avengers have the Oath of Enmity talent

Oath of Enmity
While in battle, you can use a quick action to swear an oath against an enemy you can see. Until either of you are unconscious or dead (or until the battle is over, whichever comes first), you cannot use this talent on any other enemy, and whenever you make a melee attack against your chosen enemy while you're not engaged to anyone else but that enemy, you roll 2d20 and choose which of the two rolls you'll be using for your attack roll.
(Adventurer Feat): Once per battle as an interrupt, you can have an ally benefit from Oath of Enmity for his next attack against your Oath of Enmity.
(Champion Feat): When your Oath of Enmity is reduced to 0HP, you can rally as a free action (or as an interrupt if it was reduced to 0HP outside your turn).

Single class Avenger: Choose 3 of the following Avenger talents.

Abjure Undead
Once per battle, you can make a Wisdom attack against a nearby undead enemy's MD. On a hit, you deal 3d10+Wisdom radiant damage and force the target to engage during its next turn. If the target has already engaged, it cannot disengage until the end of its next turn.
(Adventurer feat): This talent can now affect demons and dragons as well.
(Champion feat): increase the radiant damage to 5d10+Wisdom, and 8d10+Wisdom at level 8.
(Epic feat): once per day you can make the attack against each nearby undead enemy.

Avenger's Censure
Choose one of the following censures:
Censure of Pursuit: Whenever the enemy you've sworn an oath against disengages from you, you gain a bonus to your next damage roll against that enemy equal to your Dexterity modifier.
(Adventurer feat): You can add the current Escalation die to the bonus granted by this censure. Double the Escalation die damage by level 4, and triple the Escalation die damage by level 7.
Censure of Retribution: Whenever an enemy other than the one you've sworn an oath against attacks you, you gain a bonus to your next damage roll against the enemy you've sworn an oath against equal to your Constitution modifier.
(Adventurer feat): For each additional enemy beyond the first that attacks you (other than the enemy that you've sworn an oath against), increase the bonus granted by this censure by your Constitution modifier.
(Champion feat): Once per day, when you attack the enemy you've sworn an oath against, you can spend a recovery as part of the attack, but you do not recover hit points. Instead, roll your recovery dice and deal damage to that enemy equal to the result of your recovery dice roll.
Censure of Unity: You gain a bonus to your damage rolls against the enemy you've sworn an oath against equal to the number of allies that are engaging it.

Bloodthirsty Hammer
Once per day, when you hit with an Avenger attack, you can force the target of the attack to be pushed away, forcing it to disengage (GM Note: you determine what happens when this is used to cause the target to hit an obstacle or another opponent).
After the battle roll a d20. 16+ you can use this ability again later in the day.
(Adventurer Feat): The target is pushed far away instead of nearby.
(Champion Feat): The target is weakened and cannot spend move actions (save ends both).
(Epic Feat): You regain the use of this ability on an 11+ instead of a 16+.

Vow of the Relentless
Once per battle you can gain resistance for a round equal to your level as a quick action.
(Adventurer Feat): Once per day you gain temporary hit points equal to your Constitution modifier after the resistance goes away. The temporary hit points double at level 4, and triple at level 7.
(Champion Feat):Once per day you can make this talent's effect last for an entire battle.
(Epic Feat): Once per day you can sacrifice the use of this ability for the rest of the day to completely negate an attack's effects on you (damage and all). Using this will also remove all resistances and temporary hit points you currently have.

Vow of Eternal Pursuit
A number of times per day equal to your Dexterity modifier, you can spend a quick action to automatically succeed in disengage checks and ignore attempts to intercept until the end of your turn, but you must end that movement closer to your Oath of Enmity, if possible.
(Epic Feat): Whenever you use this talent, you do not have to see the destination of your movement to get there (treat everything between where you are and where you're going as if they're not there). (GM Note: While it's tempting to toy around with the idea of allowing them to get stuck in walls and floors when they use this feat, please be fair and not kill them; a suggestion would be to force them out to the nearest space their bodies can occupy intact, maybe at the cost of a recovery [or if they don't have any recoveries left, just have them roll their recovery die and they can take damage equal to that instead]).

Prayers

Avenger prayers come in two forms: aspirations that take only quick actions and enhance weapon attacks, and chants that take up standard actions. These prayers enhance an Avenger, sometimes to beyond mortal capabilities, in an attempt to fulfill their duties to their faith.

Level 1 Aspirations
Bond of Pursuit
At-Will
Effect
: When you hit with a weapon attack this turn, if the enemy you hit didn't end its turn engaged to you, at the start of your next turn you can engage him as a free action if he's nearby (or get near him if he's far away). You must roll your disengagement checks as normal.
(Adventurer Feat): Once per battle, you can automatically succeed on your disengagement checks. Roll a d20 at the end of your turn; 6+ allows you to benefit from this feat again during the battle.

Bond of Retribution
At-Will
Effect
: When you hit with a weapon attack this turn, if any enemy other than the one you hit would damage you before the start of your next turn, the enemy you hit will automatically take damage equal to your Constitution modifier.

Shielded by Faith
Once per battle; roll an 11+ on the attack roll to retain its use this battle.
Effect
: When you hit with a weapon attack this turn, you gain a bonus to defenses equal to the escalation die (minimum 1) against attacks by any creature other than the target until the start of your next turn.
(Champion Feat): The roll needed to retain the use of this aspiration is lowered by the current escalation die.

Oath of the Final Duel
Once per day
Effect
: No matter where the target of your weapon attack this turn goes, until you or the target are rendered unconscious or dead or the battle ends (whichever comes first), you can spend a quick action to automatically teleport and engage him (although if you disengage from him, this aspiration ends immediately). In addition, all your weapon attacks against the target deal half damage on a miss.

Level 1 Chants
Bond of Censure
Ranged Prayer; At-Will
Targets
: One nearby enemy
Attack: Wisdom + Spell level vs. MD
Special: You can benefit from your Oath of Enmity talent even if this is a ranged spell
Hit: The target MUST engage you at the start of its turn (it is a divine compulsion). At the end of its movement, it takes 1d10 radiant damage.
Level 3: 3d12 radiant damage.
Level 5: 5d12 radiant damage.
Level 7: 2d6 x 7 radiant damage.
Level 9: 2d6 x 9 radiant damage.

Radiant Vengeance
Ranged Prayer; At-Will
Targets
: One nearby enemy
Attack: Wisdom + Spell level vs. PD
Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier.
Level 3: 3d8 + Wisdom modifier radiant damage
Level 5: 5d10 + Wisdom modifier radiant damage, double the temporary hit points gained.
Level 7: 7d10 + Wisdom modifier radiant damage
Level 9: 9d12 + Wisdom modifier radiant damage, triple the temporary hit points gained.

Shared Madness
Ranged Prayer; Once per battle
Targets
: 1d3 nearby enemies
Attack: Wisdom + Spell level vs. MD
Hit: The target is plagued by hallucinations, as they plunge into madness. The effect goes away after a round. (GM Note: if you prefer a more straightforward effect, use the improv table for psychic damage, and base the damage from spell level. More creative effects may be utilized if desired)
Level 3: 2d3 nearby enemies
Level 5: each nearby enemy
Level 7: each nearby enemy, and the attack inflicts 5 ongoing damage (save ends)
Level 9: each enemy in the fight, the attack inflicts 5 ongoing damage (save ends), and the non-damaging effect becomes (save ends)

Renewing Strike
Ranged Prayer; Daily (roll a 16+ at the end of the battle to regain the use of this prayer)
Targets
: One nearby enemy
Attack: Wisdom + Spell level vs. PD
Hit: 1d10 + Wisdom modifier radiant damage
Effect: You can spend a recovery after the attack has resolved.
Level 3: 3d10 + Wisdom modifier radiant damage
Level 5: 5d12 + Wisdom modifier radiant damage
Level 7: 7d12 + Wisdom modifier radiant damage
Level 9: 2d6 x 9 + Wisdom modifier radiant damage