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13th Age PC Mia
13th Age PC Mia
• Race: Human.
• Class: Druid.
• Level: 3
• Age: 21
Attributes
STR: 8 (−1) DEX: 20 (+5) CON: 14 (+2)
INT: 10 (+0) WIS: 14 (+2) CHA: 8 (−1)
AC: 15 HP Max: 40 (20)
PD: 16 HP Current:
MD: 14
Initiative: +8
Recoveries Max: 8
Recovieries Spent: ◯◯◯◯◯◯◯◯
Recovery Dice: 3d6+2
Backgrounds
Scout: +3
Apprentice Healer: +3
Spiritual Guide: +2
1
2
Basic Attacks
• Basic Melee - Ausper Viridia
(+1 Staff)
At-Will
Target: One enemy
Attack: +9 vs AC
Hit: 3d6+6 crushing damage. Add an extra
1d8 damage against enemies who were attacked
by the wielder of Ausper Rubex since your last
turn.
Miss: 3 damage
Class features
Divine Implements
Duids use holy symbols and staffs to improve their
spellcasting abilities.
Talents
Shifter − Adept
You glory in shifting into the forms of animals that
nature blessed with keen eyes, swift wings, and ter-
rible fangs. Sometimes you take the form of swift
scouts, while other times you shift into the form of
great beasts to destroy enemies in combat. At high
levels, you can choose to master lycanthropic forms
that mix the power of the great beasts with the spell-
casting flexibility of your humanoid form. You also
gain a number of aspects that you can assume while
battling in beast form to improve your capabilities.
As a third level adept shifter you can
− Shift into scout form once per day.
− Shift into beast form at will.
− Memorize 3 beast form aspects per day.
ter form into humanoid or beast form is a quick action of 2 aspects in a single battle. A third effect cancels
instead. a previous one.
Gaining temporary background points: When you Beast aspects: While in beast form, you can take
shift to scout form, you gain 1d6+1 points in a back- on aspects of different beasts to help you in battle.
ground that matches the form you have taken. This Basically, your beast form acquires some additional
can help you with skills checks while in this form. trait that belongs to some dangerous predator ani-
Adventurer Feat (1/4): The temporary background mal. Beast aspects are powers you can use while in
points are now 1d6+1 instead of 1d4+1 (already in- beast form to help you in battle. The effects of an
cluded). aspect lasts for the battle, however, it is suspended
while you are in human form, but it resumes if you
Beast form (Shifter) turn back to beast in the same battle.
You can transform into an animal predator to fight Erin chooses and memorizes 3 aspects from the fol-
better. Adept shifters can transform into their beast lowing list at the beginning of each day (that is, after
form At-Will, as a quick action. The choice of what a full heal-up).
type of animal you become is up to you. You don’t al-
ways have to change into the same thing?your choices Memorized Beast Aspects:
can suit the story. Stick to four-legged natural preda- 1) ◯
tors, not creatures with supernatural abilities or the 2) ◯
ability to fly. 3) ◯
Spellcasting: Shifter adepts can speak in growly voi-
ces and cast spells while in beast form.
Magic Items: Your magic items stick with you and • Fury of the Wolverine
you get the benefit of their default bonuses. Yes, this Beast aspect
means the bonuses from your magic axe translate to Recharge: 16+ after battle
your beast form. Shifter adepts can use their magic Quick action
item powers while in beast form. Effect: Until the end of the battle, when your
Transition to humanoid: shifting back to humanoid melee attacks hit an enemy that has more hit
form is also a quick action. points than you, the target takes 1d6 extra da-
Natural attack: While in beast form you attack in mage from the hit. Additionally, you gain a +2
melee using the following attack bonus to all your defenses while staggered.
• Regeneration
Close-quarters spell
Once per battle plus once per day
Interrupt action or quick action.
Target: One nearby ally (with an interrupt ac-
tion), or you (with a quick action)
Trigger (for targeted ally): One of your al-
lies starts its turn.
Effect: The target heals using a recovery, rol-
ling recovery dice as normal, but heals only half
(rounding down) the amount of healing rolled.
Quick action At the start of the target’s next turn, the target
Effect: Until the end of the battle, you gain a heals using a free recovery, but heals only half
+2 bonus to AC and PD. Additionally, the first (rounding down) the amount rolled (the first re-
time you become staggered this battle, you can covery spent continues to fuel the regeneration
heal using a recovery. effect). After the target heals this second time,
it rolls a normal save to see if the regeneration
• Tenacity of the Polar Bear spell will continue. If the save fails, the regene-
Beast aspect ration spell ends. If the save succeeds, the rege-
Recharge: 16+ after battle neration spell continues and the target will heal
Quick action using a free recovery for half hit points again at
Effect: Until the end of the battle, you gain a the start of its next turn, and then roll another
+4 bonus to attacks and damage versus mooks save to see if the regeneration continues, and so
and enemies of level lower than you. Additional- on.
ly, when you assume this aspect, you gain tem- Special: The save to continue the regeneration
6
Magical Gear
• Ausper Viridia [Adventurer]:
Oak staff +1 − Weapon chakra
Small two-handed weapon, staff implement.
+1 bonus to attack rolls and damage rolls when
using this weapon.
Property − on a hit, this weapon deals +1d8 ex-
tra damage against creatures which were attac-
ked by Ausper Rubex since your last turn.
Power − Recharge 16+ ⋄ Quick action: the wiel-
der of Ausper Rubex can make a basic melee at-
tack with it.
−
Quirk − Affectionate towards the wielder of
−
Ausper Rubex.
−
• Jeweled Gloves [Adventurer]: −
Gloves chakra −
Power − Recharge 6+ ⋄ Free action you cast a −
divine spell: One ally can roll a save against a −
save ends effect as a free action. −
Quirk − Always feels at the center of attention. −
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Equipment
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