13A:PC/Annalana: Difference between revisions
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== Annalana Love == | == Annalana Love == | ||
[[File:Annalana.jpg|right|300px]] | |||
Aka, Tabitha (a long time ago); Ma’Li’Ca (her dark elf disguise) | |||
<big>''I am a prolific journaler for each sunrise wipes my memories clean and my notebooks are my memories.''</big> | |||
<!-- | |||
Keep only the icons with which you have a relationship. | |||
+X is conflicted. + is positive. X is negative. | |||
Number is the number of dice. | |||
3 points at 1st. | |||
+1 at 5, 8. | |||
--> | |||
{{13thIcon|Archmage|25}} (Conflicted) | {{13thIcon|DwarfKing|25}}(Positive) | {{13thIcon|ElfQueen|25}}(Negative) | |||
Commander {{#vardefine:level|4}}{{#var:level}}<br> | |||
Human Female<br> | |||
<!-- | |||
Base STR: 14 | |||
Base CON: 12 | |||
Base DEX: 14 | |||
Base INT: 10 | |||
Base WIS: 10 | |||
Base CHA: 15 | |||
Rase: +2 Str | |||
Class: +2 Cha | |||
Level 4: +1 Cha, Dex, Str | |||
Level 7: +1 ???, ???, ??? | |||
Level 10: +1 ???, ???, ??? | |||
CALCULATIONS | |||
Init: dex + lvl | |||
HP: (7 + CON mod) x 6 | |||
Staggered: 1/2 max HP | |||
* | AC: 12 + (mid of con, dex, wis)+ level + "ac modifier to your base ac" + 1 for magic armor | ||
PD: 10 + (mid of str, con, dex)+ level + "pd modifier to your base pd" | |||
MD: 12 + (mid of int, wis, cha)+ level + "md modifier to your base md" | |||
Recoveries: 8 | |||
Roll: lvl d8 + (con mod*tier) | |||
Average: calculate | |||
--> | |||
'''Abilities''' Str 17 {{#vardefine:str|3}}{{#var:str}} | Dex 15 {{#vardefine:dex|2}}{{#var:dex}} | Con 12 {{#vardefine:con|1}}{{#var:con}} | Int 10 {{#vardefine:int|0}}{{#var:int}} | Wis 10 {{#vardefine:wis|0}}{{#var:wis}} | Cha 18 {{#vardefine:cha|4}}{{#var:cha}}<br> | |||
'''Init:''' {{#expr:{{#var:dex}}+{{#var:level}}}} ''(Dex + Level)'' | |||
;Quick to Fight (Racial Power) | |||
: At the start of each battle, roll initiative twice and choose the result you want. | |||
=== | == Defense == | ||
'''HP:''' {{#expr:(7+{{#var:con}})*6 }} ''([7+Con]*6)''<br> | |||
'''Recoveries:''' 8 (4d8[18]+Con[1]), 19 average | |||
'''AC:''' {{#expr:(12 + {{#var:dex}} +{{#var:level}})}} ({{#expr:(12 + {{#var:dex}} +{{#var:level}} + 2)}} full HP) ''(12 + middle mod of Con/Dex/Wis [1/2/0] + Level + 2 magic at full HP)''<br> | |||
'''Physical Defense:''' {{#expr:(10 + {{#var:dex}} +{{#var:level}} + 1)}} ''(10 + middle mod of Str/Con/Dex [3/1/2] + Level + 1 Cloak)''<br> | |||
'''Mental Defense:''' {{#expr:(12 + {{#var:wis}} +{{#var:level}})}} ''(12 + middle mod of Int/Wis/Cha [0/0/4] + Level)'' | |||
== Basic Attacks == | |||
'''Melee attack (At-Will)'''<br> | |||
'''Target:''' One enemy<br> | |||
'''Attack:''' +{{#expr:{{#var:str}}+{{#var:level}}}} (Strength + Level) vs. AC <br> | |||
'''Hit:''' WEAPON (Shortsword {{#var:level}}d6 or Spear {{#var:level}}d8) + {{#var:str}} Strength damage<br> | |||
'''Miss:''' {{#var:level}} dmg (Damage equal to your level) | |||
'''Ranged attack (At-Will)'''<br> | |||
'''Target:''' One enemy<br> | |||
'''Attack:''' {{#expr:{{#var:dex}}+{{#var:level}}}} (Dexterity + Level) vs. AC <br> | |||
'''Hit:''' WEAPON (Shortbow, {{#var:level}}d6) + {{#var:dex}} Dexterity damage <br> | |||
'''Miss:''' — | |||
== Class Features == | |||
'''Command points:''' 1 point at the start of each battle.<br> | |||
;Fight from the Front (+1d4 cmdr points on a melee hit) | |||
: When you hit with a commander melee attack during your turn, gain 1d3 command points. | |||
: [Feat] You now gain 1d4 command points when you hit with a melee attack during your turn instead of 1d3. | |||
;Weigh the Odds (Standard action) | |||
: Gain 1d4 command points. | |||
: [Feat] Once per day, add your Charisma modifier ({{#var:cha}}) to the number of command points you gain when you use this action. | |||
== Class Talents == | |||
;Battle Captain | |||
: Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn. | |||
;Destined to Lead | |||
: When you roll a 5 or 6 on an icon relationship die, you gain 2 bonus command points that last until the end of the current game session, no matter what events occur due to the advantage gained with that icon. | |||
: [Feat] You now gain the 2 bonus command points when you roll a 4 with an icon relationship die as well. | |||
;Into the Fray | |||
: At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative that battle; OR a +2 bonus to AC until the end of the first round. | |||
== Commands and Tactics == | |||
=== Interrupts (Commander points)=== | |||
;Save Now! (Interrupt action, 1 command point) | |||
: Target—One nearby ally (on the ally’s turn) | |||
: Effect—The target can roll a save against a save ends effect. | |||
;Try Again (Interrupt action, 2 command points) | |||
: Target—One nearby ally that made an attack roll (on that ally’s turn) | |||
: Effect—The target can reroll the attack but must use the new result. | |||
;Get Out of There! (Interrupt action, 1 command point) | |||
: Target—One nearby ally (on the ally's turn) | |||
: Effect—The target can use a quick action this turn to pop free from one enemy. | |||
=== Quick Actions === | |||
;Basic Tactical Strike (Quick action, Recharge 11+ after battle) | |||
: Target—One nearby ally | |||
: Effect—The target can make a basic attack as a free action. | |||
;Just Stay Calm (Quick action, when the escalation die is 2+, Recharge 16+ after battle) | |||
: Effect—Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a recovery. | |||
;Scramble (Quick action; Recharge 16+ after battle) | |||
: Effect—You and 1d3 nearby allies each can take a move action as a free action, starting with you and proceeding in the order of your choice. | |||
: Adventurer Feat—Disengage checks made using this free action gain a +5 bonus. | |||
;Swordwork (Free action when the escalation die is 3+, Recharge 16+, ) | |||
: You can make a basic melee attack as a quick action once each turn until the end of the battle. You can’t gain command points from your Fight from the Front class feature using swordwork attacks. | |||
: [Feat] You can now use this tactic when the escalation die is 3+. | |||
== Backgrounds == | |||
<!-- | |||
8 points at first, up to 5 in a single one | |||
--> | |||
;Thief +2 | |||
: Was a member of the Salvation, a youth gang, after she ran away from home at age 12. | |||
;Academically Trained Soldier +2 | |||
: Formally trained in Forge to be a soldier and strategist. | |||
;Battlefield Captain +1 | |||
: Field promoted to Captain during the year-long Siege of the Deep, an attempt to gain ground from the Dark Elves. | |||
;Interrogator +1 | |||
: Broke the spirits and bodies of tight-lipped dark elf captives for information. | |||
;Social Worker +2 | |||
: Unable to help herself find her memories through dark actions, she is now trying to help the world in the hopes that karma kicks in. | |||
== Gear == | |||
{{GP|405}} | |||
{{:13thAge:TrueItem | |||
|Name=Chainmail Armor | |||
|Chakra=Body | |||
|Quirk=Unknown quirk | |||
|Basic=+2 AC when at full HP | |||
|Power= | |||
|Desc=Elven armor. | |||
}} | |||
{{:13thAge:TrueItem | |||
|Name=Cloak | |||
|Chakra=Body | |||
|Quirk=??? | |||
|Basic=+1 PD | |||
|Power=1/day become an illusionary version of the enemy (Drow) for duration of “a scene of some sort”. | |||
|Desc=Fine looking though plain cloak. Formerly had dwarven runes on it. | |||
}} | |||
{{:13thAge:TrueItem | |||
|Name=Dwarflaw Ring | |||
|Chakra=Ring | |||
|Quirk=Litigious | |||
|Basic=DWARF LAW (Standard action, Recharge 16+) | |||
|Power=For the rest of the battle when you hit a foe, choose one—+2d8 psychic damage, -1 any defense, stones of the mountain reject them (treat as terrain stunt), Alcohol becomes poisonous to them, Curse of Beardlessness | |||
|Desc=Black iron ring | |||
}} | |||
== Description == | |||
* Physical Lean and neat with signs of a soldier's life. Shaved head. | * Physical Lean and neat with signs of a soldier's life. Shaved head. | ||
* Mannerisms Direct and efficient with movements | * Mannerisms Direct and efficient with movements | ||
Line 37: | Line 165: | ||
* Catchphrase/Song/Etc Taps | * Catchphrase/Song/Etc Taps | ||
* Token A helmet forged of steel with the faceguard shaped like a beard. | * Token A helmet forged of steel with the faceguard shaped like a beard. | ||
* Tattoo on her wrist that says "Read Journal First" | |||
__NOTOC__ | |||
[[Category:Wizardoest:Character Build]] | [[Category:Wizardoest:Character Build]] | ||
[[Category:Wizardoest:PC]] | [[Category:Wizardoest:PC]] | ||
{{13A|pc=PC}} | {{13A|pc=PC}} |
Latest revision as of 23:46, 23 May 2018
Annalana Love
Aka, Tabitha (a long time ago); Ma’Li’Ca (her dark elf disguise)
I am a prolific journaler for each sunrise wipes my memories clean and my notebooks are my memories.
File:Icon-Archmage.svg (Conflicted) | File:Icon-DwarfKing.svg(Positive) | File:Icon-ElfQueen.svg(Negative)
Commander 4
Human Female
Abilities Str 17 3 | Dex 15 2 | Con 12 1 | Int 10 0 | Wis 10 0 | Cha 18 4
Init: 6 (Dex + Level)
- Quick to Fight (Racial Power)
- At the start of each battle, roll initiative twice and choose the result you want.
Defense
HP: 48 ([7+Con]*6)
Recoveries: 8 (4d8[18]+Con[1]), 19 average
AC: 18 (20 full HP) (12 + middle mod of Con/Dex/Wis [1/2/0] + Level + 2 magic at full HP)
Physical Defense: 17 (10 + middle mod of Str/Con/Dex [3/1/2] + Level + 1 Cloak)
Mental Defense: 16 (12 + middle mod of Int/Wis/Cha [0/0/4] + Level)
Basic Attacks
Melee attack (At-Will)
Target: One enemy
Attack: +7 (Strength + Level) vs. AC
Hit: WEAPON (Shortsword 4d6 or Spear 4d8) + 3 Strength damage
Miss: 4 dmg (Damage equal to your level)
Ranged attack (At-Will)
Target: One enemy
Attack: 6 (Dexterity + Level) vs. AC
Hit: WEAPON (Shortbow, 4d6) + 2 Dexterity damage
Miss: —
Class Features
Command points: 1 point at the start of each battle.
- Fight from the Front (+1d4 cmdr points on a melee hit)
- When you hit with a commander melee attack during your turn, gain 1d3 command points.
- [Feat] You now gain 1d4 command points when you hit with a melee attack during your turn instead of 1d3.
- Weigh the Odds (Standard action)
- Gain 1d4 command points.
- [Feat] Once per day, add your Charisma modifier (4) to the number of command points you gain when you use this action.
Class Talents
- Battle Captain
- Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn.
- Destined to Lead
- When you roll a 5 or 6 on an icon relationship die, you gain 2 bonus command points that last until the end of the current game session, no matter what events occur due to the advantage gained with that icon.
- [Feat] You now gain the 2 bonus command points when you roll a 4 with an icon relationship die as well.
- Into the Fray
- At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative that battle; OR a +2 bonus to AC until the end of the first round.
Commands and Tactics
Interrupts (Commander points)
- Save Now! (Interrupt action, 1 command point)
- Target—One nearby ally (on the ally’s turn)
- Effect—The target can roll a save against a save ends effect.
- Try Again (Interrupt action, 2 command points)
- Target—One nearby ally that made an attack roll (on that ally’s turn)
- Effect—The target can reroll the attack but must use the new result.
- Get Out of There! (Interrupt action, 1 command point)
- Target—One nearby ally (on the ally's turn)
- Effect—The target can use a quick action this turn to pop free from one enemy.
Quick Actions
- Basic Tactical Strike (Quick action, Recharge 11+ after battle)
- Target—One nearby ally
- Effect—The target can make a basic attack as a free action.
- Just Stay Calm (Quick action, when the escalation die is 2+, Recharge 16+ after battle)
- Effect—Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a recovery.
- Scramble (Quick action; Recharge 16+ after battle)
- Effect—You and 1d3 nearby allies each can take a move action as a free action, starting with you and proceeding in the order of your choice.
- Adventurer Feat—Disengage checks made using this free action gain a +5 bonus.
- Swordwork (Free action when the escalation die is 3+, Recharge 16+, )
- You can make a basic melee attack as a quick action once each turn until the end of the battle. You can’t gain command points from your Fight from the Front class feature using swordwork attacks.
- [Feat] You can now use this tactic when the escalation die is 3+.
Backgrounds
- Thief +2
- Was a member of the Salvation, a youth gang, after she ran away from home at age 12.
- Academically Trained Soldier +2
- Formally trained in Forge to be a soldier and strategist.
- Battlefield Captain +1
- Field promoted to Captain during the year-long Siege of the Deep, an attempt to gain ground from the Dark Elves.
- Interrogator +1
- Broke the spirits and bodies of tight-lipped dark elf captives for information.
- Social Worker +2
- Unable to help herself find her memories through dark actions, she is now trying to help the world in the hopes that karma kicks in.
Gear
405
- Chainmail Armor
- Body. Unknown quirk
- +2 AC when at full HP
- Elven armor.
- Cloak
- Body. ???
- +1 PD
- 1/day become an illusionary version of the enemy (Drow) for duration of “a scene of some sort”.
- Fine looking though plain cloak. Formerly had dwarven runes on it.
- Dwarflaw Ring
- Ring. Litigious
- DWARF LAW (Standard action, Recharge 16+)
- For the rest of the battle when you hit a foe, choose one—+2d8 psychic damage, -1 any defense, stones of the mountain reject them (treat as terrain stunt), Alcohol becomes poisonous to them, Curse of Beardlessness
- Black iron ring
Description
- Physical Lean and neat with signs of a soldier's life. Shaved head.
- Mannerisms Direct and efficient with movements
- Personal Goals To ensure that others do not suffer needlessly.
- Heuristic Think first, then act.
- Religion Openly follows the Dwarven Pantheon while privately dismissing all gods.
- Family/Origin/Etc Raised by dairy farmers who evaded taxes. She sold them out for 30 silver to fund her running away at age 12.
- Catchphrase/Song/Etc Taps
- Token A helmet forged of steel with the faceguard shaped like a beard.
- Tattoo on her wrist that says "Read Journal First"