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13th Age PC Starchild
13th Age PC Starchild
13th Age PC Starchild
• Level: 3
Attributes
STR: 8 (+2) DEX: 8 (−1) CON: 14 (+2)
INT: 10 (+0) WIS: 18 (+4) CHA: 18 (+4)
AC: 17 HP Max: 42 (21)
PD: 13 HP Current:
MD: 19
Initiative: +2
Recoveries Max: 8
Recovieries Spent: ◯◯◯◯◯◯◯◯
Recovery Dice: 3d8+2
Backgrounds
Sun Temple Oracle: +3
Diplomat: +5
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Class features
Mixed Implements
As a Mystic, Starchild can use any implement (divi-
ne or arcane), to improve her spellcasting. Wands,
rods, scepters, symbols and staves are the bread and
butter.
Ritual magic
You can cast your spells as rituals: Namely, you can
use spells outside combat to obtain variable effects
based on the properties and intent of the spell. The
magnitude of the effect has to be reasonable, and the
connection to the spell should be justifiable. Ritual
casting is a time-consuming process that requires de-
dicated focus, and it can take 1d4 minutes/quarter-
hours/hours. The success of a ritual is typically de-
termined by a skill check, and the daily use of that
spell is spent regardless of the outcome.
• Heal
Close-quarters spell
Twice per battle
Basic Attacks Quick action to cast (max 1/round)
Target: Yourself or one ally you are next to
• Basic Melee - Metal Rod Effect: The target can heal using a recovery.
At-Will
Breath Weapon
Target: One enemy
When you cast a spell with the breath weapon
Attack: +2 vs. AC
keyword, there’s a good chance you’ll be able to
Hit: 3d4-1 crushing damage
re-use it later in the battle. Each breath weapon
Miss: 3 damage
spell lists the chance of re-using it during the same
battle (usually 16+). Make the re-use roll at the
start of each of your turns: success indicates that you
can use that spell again that round as a standard
action, if you wish. You don’t get to stockpile
Racial power uses − whether you use the spell again or not, you
must make the re-use roll during each round of the
Halo (Aasimar) battle. After the battle, the breath weapon power
Once per battle as a free action during your turn, is expended. You don’t get to keep rolling all day.
gain a +2 bonus to all defenses until you are hit by You can have only one breath weapon spell active
an attack (or until the battle ends). at a time. If you cast a different breath weapon
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Chain
When you attack with a chain spell and get a
natural even roll, you can roll another attack against
a different enemy within range. Keep on rolling
attacks as long as you get even rolls and don’t run
out of new targets (each enemy can be targeted only
once).
Dancing Lights
All sorcerers can cast the dancing lights spell as a
standard action. Unlike the wizard’s light cantrip,
the sorcerer’s dancing lights spell produces a number
of varicolored light globes that bloom within 5 to 30
feet of the sorcerer every two to five seconds. The
sorcerer has very little control over the exact location
or illumination provided by the lights, meaning that
they can occasionally be used for dramatic plot
purposes. action to gather power, you generate a small magical
benefit. Like many of your powers, this benefit is
Gathering Power chaotic rather than perfectly reliable, so you must
Once initiative has been rolled and a battle is make a random check to see what benefit you get.
underway, a sorcerer can spend a standard action Roll a d6 and consult this table:
1−2: You gain a +1 bonus to AC until the
to gather magical power, preparing themselves
start of your next turn.
for casting a double-strength spell with their next
3−4: Deal damage equal to your level to all
standard action. Gathering power is loud and flashy,
nearby staggered enemies.
involving crackling lightning, rumbling thunder, and
5−6: Deal damage equal to your level to one
the flicker of magical light. Sorcerers who want to
nearby enemy.
gather power before initiative has been rolled can
If you get a benefit that deals damage to enemies,
go through the motions but won’t get any benefit
that damage is of random energy type (see below).
for the act; you can fool yourself but you can’t fool
Spending Power on Empowered Spellcasting: After
magic.
you have gathered power, you can use your next
Gather Power: When a sorcerer gathers power, it
standard action to cast an empowered sorcerer spell.
does not count as casting a spell; you can gather
Empowered sorcerer spells deal double the damage
power without taking opportunity attacks, for exam-
of a normal sorcerer spell. Normally this means
ple. In addition, because you spend your standard
that you simply double the damage the spell deals
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Mysticism
You can empower cleric spells as well as sorcerer
spells. After you have gathered power, you can
decide to empower a cleric spell instead of a sor-
cerer spell. If it is a damaging (attack) spell, the
empowering works as normal. Additionally, you can
empower healing spells (Heal and Cure Wounds): If
you do, the target can spend an additional recovery
than normal, and heals additional hp for the extra
recovery spent.
Adventurer Feat (2/3): You can also use the Spell
Frenzy benefit on cleric attack spells.
Spells
You can choose and memorize spells from the appro-
priate lists at the beginning of each day (that is, af-
ter each full heal-up). You memorize 5 sorcerer spells
and 5 cleric spells; keep the two lists separated.
• Chaos Bolt
Ranged spell
At-Will
Special The first time you use Chaos Bolt in a
battle, determine a random energy type. Chaos
Bolt deals damage of that energy type for the
rest of the battle.
Target: One nearby or far away enemy.
Attack: +7 vs PD against nearby enemies, +5
vs PD against far away enemies.
Natural Odd Hit: 1d8+4 random energy da-
mage.
Natural Even Hit: 1d8+4 random energy da-
mage, and you gain a chaotic benefit as if you
had gathered power.
Miss: 3 random energy damage.
• Lightning Fork
Ranged spell
Recharge 16+ after battle
Target: One nearby enemy; chain spell
Attack: +5 vs PD Magical Gear
Hit: 3d6+4 lightning damage. • Hat of Loyalty [Adventurer]:
Miss: half damage. Hat +1 − Helmet chakra
Chain spell: Each time you make a natural +1 bonus to MD (already included).
even attack roll, you can additionally attack a Property − This hat always returns to you. No
different target with the spell. matter the circumstances, it always finds its way
back. You may keep up to three small items in
• Resist the Elements the brim of the hat (scrolls, potions, gemstones,
Ranged spell snacks), and they’ll be with the hat when it co-
Recharge 16+ after battle mes back to you.
Target: You or one nearby ally Quirk − Treats the hat as a pet.
Effect: Until the end of the battle, the target
gains resist damage 12+ to the following energy • Ring of defense bending [Adventurer]:
type of your choice: cold, fire, lightning, thunder. Ring chakra
Power − Recharge 16+ ⋄ Quick action: Until
the end of your next turn, swap your PD and
• Scorching Ray MD defense values.
Ranged spell Quirk − Drastic mood swings.
At-Will
Target: One nearby enemy
Equipment
Attack: +7 vs PD
Natural Odd Hit: 1d6+4 fire damage. −
Natural Even Hit: 1d6+4 fire damage and 1d8 −
ongoing fire damage. −
Miss: 3 fire damage. −
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