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Post by Neo on Jun 7, 2016 19:21:39 GMT -6
Party Loot List (remind Crow to update regularly)Soul ColorsFirst, I just want to say that the only reason this topic is going up now, and not, say, like two months from now, is because Birdy is awesome. sites.google.com/site/13thagesrd/character-rulesThat site has everything you need to know to get started on your characters, learn about how 13th Age works, and what you can expect from the campaign. And whatever isn't on there, I will supply myself, using my handy GM book. I will also still be posting the "core principles" in this topic for easy access; basic combat rules, class feats, a brief overview of each Icon, etc. I will also gladly do a Character Creation Guide, and create a Character Sheet template on Google Docs, if you guys are a bit overwhelmed and want me to. And obviously, I will answer any questions here.
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Post by Neo on Jun 7, 2016 19:41:52 GMT -6
Also, some important things to note:
Don't take everything at face value and assume I'll be using the exact same things word for word in my campaign. That would be boring. All of the Icons will have my personal spin, my own little touch to make them different. Some world building will be different. I may change the names or locations of some areas, or even create completely new ones. I am going to change some things about dragons, and the lore behind them, and I am going to change some things about humans and the other races too, particularly Half-Elves. I am even going to change the relationships between some Icons.
The Gods in this world are an abstract, distant concept to everyone except the Priestess, and the most devout of Clerics. This is true for most of the world's races, though there are some exceptions. Some Icons are worshipped as minor deities, and the Great Gold Wyrm is often considered a god. I will be handling the Dwarves in a similar fashion to TES, in that they worship their own unique gods in their own unique ways, but still prioritize "Reason and Logic".
For character creation, we aren't going to use the "Roll System". We're using the "Point System".
I think that's it for now.
Edit: Oh right. My point about the whole religion thing. If you want to play a Cleric with a Domain, or a Paladin with a Domain, you need to PM me.
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Post by Neo on Jun 7, 2016 19:48:22 GMT -6
Oh yeah. Also working on some special lore for Holy Ones, so if that's a Race you want, PM me. General rule of thumb, if you want your character to be one of the "unique races", PM me.
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Post by Neo on Jun 7, 2016 22:39:09 GMT -6
In case it helps anyone, there are three "worlds" in 13th Age. There's the Middle Lands, also known as the Flatlands, or simply "The Land". The Land is a big, flat disk shaped continent surrounded on all sides by the ocean. This is where most races live, where all the Icons live, and where most of the campaign will take place. The most important and civilized area of the land is located near the eastern edge, bordering the Iron Sea, where all the major nations and cities are. To the far west are mountains that touch the sky and the Rigid Wastes beyond them, and to the far south are endless swamps and marshes. To the far north is entirely uncharted territory. The Frost Mountains and Northern Badlands eventually bleed into an unknown, inhospitable tundra from which no one has ever returned.
The Overworld. Also known as the Land in the Sky, or the Floating Islands, the Overworld is made up of clouds so dense you can walk on them, and giant swaths of land that seem to float as if by their own will. This mysterious, mythical land is home to the legendary Storm Giants, who some refer to as "the Old Gods". Dragons also make their home in the Overworld, though in recent years, as the Three grew more and more bold and powerful, more and more dragons started to descend on the world below.
The Underworld and the Abyss. The Underworld, more commonly referred to as "the Under", is the gigantic network of caverns and tunnels that stretch for countless miles below the Land. No one knows just how far the Under goes, but some believe it eventually leads straight into the Abyss. Gnomes and Dark Elves, or Drow, call the Under their home, and the Dwarves still stake their claim over all the Under, despite having been driven from their ancestral homeland by the Drow centuries ago. The Abyss is the land of demons and fire. It is a world even the most righteous Paladin fears- and with good reason. Before the First Age, the first Diabolist tore open a giant chasm in the land, connecting the world of man to the Abyss. The Great Gold Wyrm sacrificed His physical form in order to seal the breach and prevent the Abyss from erupting into the world. The hordes of demons still batter the Wyrm relentlessly, to this very day, and should the Wyrm ever finally fall, the hordes of demons will pour into the world above and bring about the end of all the worlds.
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Post by Neo on Jun 8, 2016 3:57:16 GMT -6
Icons
Most d20 games have powerful NPCs that shape the world behind the scenes. 13th Age brings them forward, making these thirteen powerful NPCs into icons the PCs will either aid or oppose over the course of the campaign.
Paragons of the Empire
The Emperor: The Emperor rules the world's greatest human kingdom, known as the Dragon Emperor for the mounts of its mightiest warriors(Wyverns) and the sacred time old alliance with the Great Gold Wyrm. There has always been a Dragon Emperor, since the Blessed Emperor first smote the Black King and founded the Dragon Empire at the beginning of the First Age. Most Emperors have been male and tend to have unnaturally long lives, and all have kept the warlike traditions and customs of the Empire, but that's largely where the similarities end. There have been many, many Emperors throughout the ages. However, the current Emperor is somewhat of an enigma. Few have ever met the current Emperor in person, and those who have are sworn to secrecy. All the general public knows is that the Emperor is male, and has been ruling for the past seven decades, and that his reign has been an extraordinarily prosperous one- until recent years. For the first time in several ages, the Dragon Empire is fumbling, and the only hints point towards the current drought and the Emperor's inability to change it. All signs suggest the age is turning, but will the Empire finally fall or shift to a new balance of power?
The Archmage: In nearly every Age, there has been an Archmage. For centuries, the Archmage has preserved the Empire, using astonishing magics to control the very weather, ward off hordes of monsters, and create astonishing new lands. He- or she- has also threatened the very fabric of reality with experiments you'd have to be incredibly brilliant or hugely arrogant to attempt. The current Archmage is a young half elven woman named Farron Rineheart, who only recently ascended to the mantle of Archmage, seemingly overnight, after the previous Archmage vanished without a trace. Farron's meteoric, and mysterious rise to power has spread controversy throughout the Empire, but she has done an extraordinary job in maintaining, and even reinforcing the Magic Wards all throughout the Empire.
The Priestess: The Priestess hears all the Gods of Light and is the only one who knows the Gods' true names. She is part oracle, part mystic, and part metaphysical engineer, having created the Cathedral, an ever-expanding temple with entire wings for each faith she favors. She has been known to show great favor to those who please her, even speak to the Gods on their behalf, and loves meeting and talking with Adventurers. Her love of Adventurers is a curious topic among many. She is also widely known to have a strong love for the finer things in life, but most of all, she is known far and wide for her otherworldly, radiant beauty. Most humans who live in the Empire- male and female alike- consider her to be the most beautiful woman in the world- something that irritates the Elf Queen greatly. There has only ever been one Priestess, as she is a new Icon. Miranda Greywater, an orphan raised as a handmaiden in a small church, rose to near sainthood in little over a decade. In fact, some not only consider her a saint and a prophet, but a goddess in her own right.
Forces of Nature
The Three: Also known as the three Dragon Kings, the Three are quite possibly the most feared- and sometimes revered- beings in the entire world, and they were among the first dragons to ever walk the world. They are often more commonly referred to simply by their colors; Red, Blue, and Black. These godlike beings are often destructive and considered evil, but their true motives and desires are far more ambiguous and they are often more neutral than outright evil- similar to forces of nature, like hurricanes. The Black is the Queen of thieves, assassins, and sacrificial cults- essentially the draconic version of the Prince of Shadows. The Black flits between marsh hunting grounds in the south and old ruins and monasteries in the northern mountains, but she is said to make her home in the Dragon Wood. The Blue is considered the patron and even mother of Sorcerers, and is even believed to be the first Sorcerer to ever live- the reason why, some believe, that Sorcerers are fond of using Breath spells. The Blue is also unique for another reason: she prefers to remain in her human form and rarely becomes a full dragon. Using guile and cunning, and sweet words and promises of alliances, the Blue wormed her way into the seat of Imperial Governor of the partially ruined city of High Rock, renamed it Drakkenhall and rebuilt the city in her image. The Red is an invincible engine of destruction whose power rivals the Great Gold Wyrm Himself. The Red is wild and ancient, ancient beyond all belief, and huge, gigantic beyond all comprehension. No one has ever seen the Red and survived to tell how exactly large he is, but legends say, that when the Red flies overhead, his wings will block out the sun and day will become night. The only proof that the Red even exists is a 1000 mile long stretch of land known as the Crimson Wastes, located just beyond the sealed Abyss, where the Red obliterated the Great Fiend Gorogan, Lord of the Abyss, who crawled out through the breach before the Great Gold Wyrm could seal it. With a single almighty breath, the Red annihilated the most powerful demon ever recorded and created a permanent scar a 1000 miles long that has lasted for thousands of years. Based on the accounts of scouts and travelers who claim to have seen an unfathomably huge shadow blot out the sky, so huge it could only belong to the Red, the Red is believed to fly along the very edges of the map, never landing. Obviously, no sane adventurers should ever try to search for the Red.
I'm too tired to write anymore tonight. Er, this morning. I'll finish... Tomorrow. Later today. You know what I mean.
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Post by Golurkcanfly on Jun 8, 2016 9:57:26 GMT -6
Can you summarize the differences between the classes? Like, for Sorcerer and Wizard.
And from what I've seen, how come spell levels are only odd numbers?
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Post by Neo on Jun 8, 2016 15:24:06 GMT -6
Can you summarize the differences between the classes? Like, for Sorcerer and Wizard. And from what I've seen, how come spell levels are only odd numbers? Sorcerers are all self-taught to some extent, and they possess an innate talent for magic that is chaotic and impulsive, where Wizardry is carefully trained, studied, and measured. Very few Wizards start out with any raw ability in magic. Most are commoners or Adventurers who are interested in learning more about the Arcane and so they join a School of Magic. Wizards use tomes and spellbooks; Sorcerers do not. Sorcerers derive their power from various Icons of the age; with or without their permission. While Wizards may understand the finer, more refined points of magic, and as a result learn powerful spells that Sorcerers cannot, Sorcerers have the unique ability to almost become their Icons. The more power a Sorcerer draws from a Icon, the more Icon-like powers and spells they can do. In game mechanics, this translates to "Heritage Talents". The Arcane Heritage means you draw power from the Archmage, Fey Heritage from the Elf Queen, Undead Remnant Heritage from the Lich King, etc. A Sorcerer's Heritage grows in power as they level up, and changes at Champion and Epic tier. For example, the most extreme case of this is the Undead Remnant Heritage. At Epic tier, you can decide to have your character cut off their own right hand and cut out one of their own eyes in order to become the Lich King's Avatar. As the Lich King's Avatar, you gain a +3 bonus to all attacks and damage, a +6 bonus against undead, and you have a 18+ resist negative energy power. You also get a glowing ghostly hand and a single glowing red eye. Both Sorcerers and Wizards have familiars, but a Sorcerer's familiar is much more changeable. You pick an animal(Maybe a talking Raven?) and one permanent ability that suits your familiar(Except Tough). Then, each time you get a full heal up, roll a die(1d8 I believe) and randomly decide two other abilities your familiar will have until your next full heal up.
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Post by Golurkcanfly on Jun 8, 2016 15:25:38 GMT -6
So, is a Sorcerer just a second rate Wizard who can smooth talk like in every edition of DnD?
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Post by Neo on Jun 8, 2016 15:57:27 GMT -6
The other classes are much more straightforward(With the exception of the Cleric, which is also a bit different).
The Barbarian is the Berserker. They fly into battle rages that let them do insane damage, crit often, and not notice pain. They have really high offensive stats and HP, but lower defensive stats.
The Fighter is... Well, a Fighter. They have some unique abilities, called "Flexible attacks", but they're still really simple. Good melee stats all around.
The Paladin is the Tank. They have the highest AC and HP out of any class(Seriously, the Paladin's AC is freaking ridiculous) and they can take hits for party members, splitting the damage in half, which can be a real lifesaver. Give a Paladin a good Magic Weapon, and well... They can also do some crazy high damage. A Paladin typically wears heavy armor, and uses morningstars and maces, or swords, and shields.
The Rogue is the typical thief/backstabber type. In battle, they often wield daggers. They do require some careful positioning in battle, as you want to make use of their Sneak Attack bonuses as much as you can. They have really high Dex.
The Ranger is your nail em' from afar character. They primarily use bows and daggers, and have a lot of abilities that make them crit easier- and do more damage when they crit, up to triple or even quadruple damage. Out of all the classes, Rangers are potentially the best damage dealers. They also can have an animal companion, like a Tiger or a Lion.
The Bard is your party buffer. They sing hymns and battle cries that can grant your party bonuses to Attack and Damage, heal you, make an attack miss, or even outright save you from death.
The Cleric is your healer... With a few twists. Clerics generally wear heavy armor and use weapons like maces, they can choose which Domains to serve as Class Talents, and can choose to cast their spells as rituals instead.
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Post by Neo on Jun 8, 2016 16:02:38 GMT -6
So, is a Sorcerer just a second rate Wizard who can smooth talk like in every edition of DnD? Not at all. If anything, they're the opposite. Sorcerers are generally considered to be self-taught geniuses who are usually a little... Touched in the head. Most common folk are outright scared of Sorcerers. While Sorcerers can access some Wizard spells, and vice versa, Sorcerers can do things no one else, or very few, can. Sorcerers are the only class(Besides dragons obviously) that can use Breath Spells for example.
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Post by Golurkcanfly on Jun 8, 2016 16:14:17 GMT -6
Are there subclasses?
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Post by Neo on Jun 8, 2016 16:28:36 GMT -6
No. While "Multiclassing" is possible in 13th Age, the authors thought it would be too convoluted and as such didn't include it in the base system. So that means I would either have to search for something online, or create it myself, and I really, really don't want to do that. So I'm not going to.
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Post by Neo on Jun 8, 2016 18:57:36 GMT -6
Hmm. There are other classes too, from the expansion, but I don't have those in my book.
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Post by Neo on Jun 8, 2016 19:07:54 GMT -6
Here's a semiautomatic character sheet generator for anyone who wants to use it: afqa123.com/app/13thage/chargen.htmlIf you want to be one of the expansion classes, like Chaos Mage or Necromancer, PM me and we'll work something out. But you'll have to do research on the extra classes on your own.
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Post by Neo on Jun 8, 2016 19:26:47 GMT -6
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Post by Golurkcanfly on Jun 8, 2016 20:15:31 GMT -6
What are the expansion classes?
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Post by Neo on Jun 8, 2016 20:23:46 GMT -6
What are the expansion classes? Chaos Mage, Necromancer, Commander, and a couple others that I don't know the names of off the top of my head. Just to be clear, I know absolutely nothing about these classes.
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Post by Neo on Jun 8, 2016 22:28:54 GMT -6
Can't believe I forgot to do this before. Here's the map of the civilized lands.
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Post by Neo on Jun 8, 2016 22:36:29 GMT -6
I still need to finish posting the info on the rest of the Icons, and I need to post the info on the Koru Behemoths- that's kinda important.
Also, along with the backgrounds listed in the link Crow provided, here are some other good ones you might want to think about: Imperial Archaeologist, Treasure Hunter, Cartographer, Koru Behemoth Native, Tribal Chieftain, Born on the Streets, Sailor, Ship Captain, Daredevil, etc. Just naming a few that popped into my head. You can always PM me about a custom background too.
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Post by SpringForest on Jun 9, 2016 10:25:13 GMT -6
How useful is Charisma outside of battle? I was thinking bard is a cool class since it could use Charisma for its songs and use charisma when trying to speak with NPCs. But is Charisma actually going to be used a lot in things like NPC persuasion? Is it specific to the type of conversation?
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