Tuesday, January 29, 2013

Rogue Options: Assassin (4E, 3.5E)


Before I continue I'd like to thank +Casey Peavler and +Ryven Cedrylle for their contributions to this blog post.  While I might not be able to put in everything they wrote word-for-word, their input has been a great help nevertheless.

Some of the rarer cutthroats of Shadow Port practice a very unusual form of assassination, a form of magic that some say was stolen from the Underworld by the Prince of Shadows himself.  It's rumored that the highest forms of this shadow magic are what the Prince of Shadows himself uses to perform his most brutal of murders.

What's to say is true?  No creature, living or undying, has apparently come back to tell the tale.

Re-Flavoring Suggestions

Inescapable Blade could very well be Flying Blade.
Leaping Shade mechanically doesn't fit anywhere, but since the fluff involves shrouds digging into your target's flesh, this could easily be Sneak Attack refluffed; same with Shadow Storm.
Shade Form is easily Shadow Walk, same with Assassin's Shroud and 3.5E Death Attack.
Black Lotus Strike could easily be a way of acquiring Momentum, then Momentum + Swashbuckler could easily be reflavored into any of the Critical Attacks (better work with the GM on this one).
Overall the theme in reflavoring would involve adding shadow manipulation and corruption magic to a lot of the stuff you do as an assassin-type Rogue.

New Talents

Shadow Weaver

As a quick action you can cause the shadows surrounding you to solidify in your hand into an object whose size is that of a Small one-handed weapon or smaller. The normal benefit is that you can quickly create a Small throwing dagger in situations where you find yourself weaponless, but other benefits may include creating shadow-made keys and the like.
Adventurer Feat: You gain +2 to a stealth-related background, preferably involving shadow magic. You can raise this background's bonus to +6 if you want.
Adventurer Feat: You can manipulate the shadows surrounding a Small nearby object as a quick action, whose effects last until the end of your next turn.  Possible uses include dousing lantern-sized sources of light, although other effects may be possible, just remember to run it with your GM first if possible.
Champion Feat: Once per battle the shadows you can manipulate with the above feat can be of your size.  Possible uses involve giving you bonuses to Stealth-related checks, or rendering at least one nearby enemy blind for a round. This turns the talent into a spell-like ability, which allows you to use Shadow Weaver as a ritual.
Epic Feat: Once per day for an entire battle, you can teleport to any nearby enemy, instead of moving normally.

Soul Thief

Whenever you gain Momentum after reducing an enemy to 0 hit points, you can choose to steal a soul and contain it in a soul shard, instead of gaining Momentum.  You can only hold on to one soul shard at a time, and the soul shard dissipates at the end of a heal-up.
Expending a soul shard is a free action during your turn, and it could
  • grant you Momentum if you don't have it already
  • be used to activate certain powers
Adventurer Feat: Once per battle, when you hit an enemy with a Rogue attack, you can expend a soul shard to inflict ongoing damage equal to your level + Charisma modifier.
Champion Feat: Once per day, you can expend a soul shard as a quick action to double your damage.

New Powers
Inescapable Blade
[Level 1 At-Will Soul Shard Power]
Melee Attack; Requires Soul Shard
Target: One nearby foe
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: --

Author's Note: Because this is a melee attack, this will still benefit from Sneak Attack if the requirements are met, even though it's done against a non-engaged enemy.

Shadow Storm
[Level 1 At-Will Shadow Weaver Power]
Melee Attack; Requires Shadow Weaver Talent
Target: One engaged foe
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage. The target takes additional damage equal to the number of creatures engaged with it, twice if the natural attack roll was even.
Miss: Damage equal to your level + the number of creatures engaged with it.

Shade Form
[Level 3 At-Will Soul Shard Power]
Quick Action; Requires Soul Shard
You gain resistance 12+ for the next attack against you before the end of your next turn.

Author's Note: This does stack with Roll With It.

Well of Shadows
[Level 3 Encounter Shadow Weaver Power]
Close Attack; Requires Shadow Weaver Talent
Target: 1d3 nearby enemies
Attack: Dexterity + Level vs. PD
Hit: 1d6 per level + Dexterity damage, and the target is pulled towards you and is forced to engage with you.
Miss: Damage equal to your level.

Black Spider Strike
[Level 5 Momentum Power]
Melee Attack; Requires Momentum
Target: One engaged foe
Attack: Dexterity + Level vs. PD
Hit: WEAPON + Dexterity damage, and if the natural attack roll was even, the target takes ongoing damage equal to 1d4 times your level.
Miss: Ongoing damage equal to 1d4 times your level.

Temple Strike
[Level 5 At-Will Power]
Melee Attack
Target: One engaged enemy
Hit: Half of WEAPON + Dexterity damage, and the target is Weakened and Hampered until the end of its next turn.

Claim the Dead
[Level 7 At-Will Soul Shard Power]
Free Action; Requires Soul Shard
Expend a Soul Shard to spend a free recovery.

Assassin's Scalpel
[Level 7 Daily Momentum Power]
Quick Action, Requires Momentum
Target: One engaged enemy
The target is vulnerable to your attacks until you land a crit.

Note: Vulnerable in v.6 is "gains crit range 2+, usually to 18+"

Shadow Puppet
[Level 9 Daily Shadow Weaver Power]
Melee Attack, Requires Shadow Weaver Talent
Target: One engaged enemy
Attack: Dexterity + Level vs. MD
Hit: WEAPON + Dexterity damage, and the target is confused (save ends).  Until it saves from this effect, you can order the target around a bit, like have the target intercept enemies in your stead -- popping free from you if it must do so to fulfill your order -- and attack itself if it has no allies it can attack. Other hilarities, like making the target dance crazily, may be possible, although stuff like making the enemy walk towards a cliff and jump may grant the target free saves before that happens, as the GM may rule.
Miss: Half damage, and the target is dazed (save ends).

Reaper in Black
[Level 9 At-Will Soul Shard Power]
Ranged Attack, Requires Soul Shard
Target: One nearby creature
Attack: Dexterity + Level vs. MD
Hit: 9d12 damage, and the target is stuck until the end of your next turn. In addition, the target and each nearby enemy is subject to fear.
Miss: Damage equal to your level.

New Feats
Murderous Talent Adventurer Feat: Any enemy whose HP is reduced to an amount equal to your level is reduced to 0 HP instead.

Tuesday, January 8, 2013

Forestfolk (3.5E, 4E)

The Wild Wood and other forests is home to a variety of unusual creatures.  Some are considered to be related to the Elves -- indeed, a few of these rare folk are also called "Fey" or fairy folk.

Three types of the rare fey will be discussed here: Springlings, Pixies, and Satyrs.

Springlings are a collection of plant-like creatures that each have developed a way to survive in the world.  Some are called "Hamadryads" by other races because of their resemblance to the beautiful dryads of legend, while the more fungi-like are often called "Myconids".  Others even call themselves Wilden because of their pride in being creatures of the wild, but regardless they are all plant-like humanoids each with his or her own way of doing things.

Pixies are a curious lot: they're extremely tiny creatures, smaller than even the gnomes and halflings, and are often helpless when tackling things individually.  However, once in awhile -- and for some odd reason it tends to be the pixie with the worst case of dandruff (you really wouldn't want to imagine the alternatives to explaining how "pixie dust" is made and extracted) -- exceptionally adventurous and capable pixies separate from the swarm and wander off into the world.

Satyrs are a fun-loving group of goat people, who are often seen with an unusual set of windpipes as a musical instrument.  If any satyr comes out of the forest and into the city, luck is sure to follow.

... just don't expect that luck to be the good sort.


Simple Reflavoring

For GMs who want a quick and dirty conversion that doesn't require the features below, feel free to reflavor Dwarves as Springlings, Gnomes as Pixies, and Demonspawns/Tieflings as Satyrs. For those who want more distinct mechanical differences, see below.


Springling

+2 CON or CHA
Biotal Defense: Once per battle as a reaction to a missed melee attack, make a check with your highest attribute against the nearby opponent that has the highest PD.  On a success, you can cause one engaged opponent to be dazed until the end of their next turn.
Author's Note: Please replace the word "biotal" with the type of defense your springling character uses.  For instance, Pheromone defense would likely involve charming enemies with enticing scents, while Thorn defense would likely involve either discouraging or hindering the enemy's attacks with the sudden appearance of thorns.
(Adventurer Feat): You can expend the use of your Biotal Defense to gain a +2 to any Charisma-based check, as long as it is appropriate to the method you normally use as defense.
(Champion Feat): Once per day you can affect each nearby enemy, instead of one engaged opponent.  At the end of a fight, you can either roll a 16+ or spend a recovery to regain the use of this feat.

Pixies

+2 DEX or CHA
Pixie Dust: Once per battle you can cause yourself or a nearby ally to fly to a nearby location as a move action.
(Champion Feat): You can instead expend the use of your Pixie Dust as a standard action to manipulate light immediately around you for a round.  Normally this could either render you completely invisible for a round, or amplify the glitter of your pixie dust to create an astounding burst of light that would have you make a Charisma-based attack versus each engaged enemy and cause them to become dazed, but you'd probably want to discuss the effects and implications with the GM ahead of time as well.
Author's Note: If the GM is cool with it, this feat will allow you to treat Pixie Dust as a spell, allowing you to use this as part of a ritual if you are able to cast rituals (either by taking the wizard or cleric class, or taking the ritual caster feat).
Small: Pixies have a +2 AC bonus against opportunity attacks.

Author's Note: Even though they may appear to be smaller than gnomes or halflings, I personally see no reason why their basic mechanical benefits involving size should go beyond that of other small folk.  In fact, the mechanics that 4E introduce basically make them mechanically small (more or less), even though they were written as Size: Tiny.  I also didn't bother writing down the technicalities involving pixie flight and what not, under the assumption that it's the logical explanation for pixies being able to keep up with the rest of the group in terms of movement (much like how gnomes and halflings in 13th Age aren't actually penalized movement-wise for being small).


Satyr

+2 CON or DEX
Satyr's Charm: Whenever you make a Charisma check involving charming, deceiving or scaring an opponent, roll a die to determine if you can re-roll the result. If your roll is equal to or lower than the escalation die, you can roll that Charisma check a second time and choose whichever result you want.
After making the Charisma check, roll a d6.  Each time you get to re-roll your Charisma check, the die you roll increases by one step in the following progression: d6, d8, d10, d12, d20. If you get to re-roll your Charisma check after the d20, you can no longer re-roll your Charisma check for the remainder of that battle.
(Champion Feat): You can roll two of the dice used for Satyr's Charm (e.g. 2d6 instead of 1d6) and pick either result.
Author's Note: Rather than explicitly give the Satyr a 1/battle dazing ability, I decided that everyone who wanted to bluff or intimidate an enemy into a compromising position should be able to do so, it's just that Satyrs simply do it better using their music and their natural charm.

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.