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13th Age simplified

Character creation
-

Humans only
o Quick to Fight: At the start of each battle, roll initiative twice and choose
the result you want.
o +2 to any ability score
Stat array: 15, 15, 14, 12, 10, 8
No feats
One background only at +5

Classes
Cleric
- Ability score: +2 Wisdom
- At 1st level, a cleric starts with a melee weapon, decent armor, a holy symbol, and
other minor possessions suggested by their backgrounds. They might even have a
crossbow.
- Backgrounds: healer, archivist, military chaplain, temple guard, initiate, and
bishop.
- Ritual Magic
- Spells: Bless, Cure Wounds, Shield of Faith, Hammer of Faith or Turn Undead
Armor Class (shield and heavy
armor)

15 + middle mod of Con/Dex/Wis + Level

Physical Defense

11 + middle mod of Str/Con/Dex + Level

Mental Defense

11 + middle mod of Int/Wis/Cha + Level

Hit Points

(7 + Con mod) x Level modifier (see level


progression chart)

Fighter
- Ability score: +2 Strength
- At 1st level, a fighter starts with a melee weapon or two, a ranged weapon if they
want it, armor, and standard non-magical gear that is suggested by the
character's backgrounds.
- Backgrounds: swordmaster, mercenary captain, sea raider, shieldwall spearman,
explorer, thug, city guardsman, former gladiator, duelist, and goblin-hunter.
- Threatening
o Whenever an enemy attempts to disengage from you, it takes a penalty to
its check equal to your Dexterity or Constitution modifier, whichever is
higher. The penalty doesn't apply if you are stunned, grabbed, or otherwise
incapable of making an opportunity attack.
- Comeback Strike
o Once per battle as a free action, make another attack with a 2 penalty
after your first fighter attack during your turn misses.
Armor Class (shield and
heavy armor)

16 + middle mod of Con/Dex/Wis + Level

Physical Defense

10 + middle mod of Str/Con/Dex + Level

Mental Defense

10 + middle mod of Int/Wis/Cha + Level

Hit Points

(8 + Con mod) x Level modifier (see level


progression chart)

Recoveries

Rogue
- Ability score: +2 Dexterity
- At 1st level, rogues start with the clothes on their back and the dice in their
pockets. They also start with various bladed weapons and some armor. Plus
various oddments suggested by their backgrounds.
- Backgrounds: street thug, cat burglar, diplomat, professional gambler, courtier,
jewel thief, acrobat, con artist, spy master, pirate, dandy, rat catcher.
- Trap Sense
o If a rogue's skill check involving a trap is a natural even failure, the rogue
can reroll the skill check once. If a trap's attack roll against a rogue is a
natural odd roll, the rogue can force the trap to reroll the attack once.
- Improved Sneak Attack
o Once per round when you make a rogue melee weapon attack against an
enemy engaged with one or more of your allies, you can deal 1d6 extra
damage if your attack hits.
- Tumble
o You gain a +5 bonus to disengage checks. In addition, while you are
moving, if an enemy moves to intercept you, you can make one disengage
roll per intercepting enemy as a free action to avoid that enemy, but you
must stop the first time you fail any of those disengage checks.
Armor Class (light
armor)

12 + middle mod of Con/Dex/Wis + Level

Physical Defense

12 + middle mod of Str/Con/Dex + Level

Mental Defense

10 + middle mod of Int/Wis/Cha + Level

Hit Points

(6 + Con mod) x Level modifier (see level


progression chart)

Wizard
- Ability score: +2 Intelligence
- At 1st level, a wizard usually has a dagger, a robe or two, a wand, ritual
components in pouches, and other minor accouterments suggested by their
backgrounds.
- Backgrounds: magical prodigy, spell thief, hedge wizard, transformed familiar,
ship's wizard.
- Ritual Magic
- Spells: Acid Arrow, Blur, Color Spray, Shield, Shocking Grasp
Armor Class (light armor)

10 + middle mod of Con/Dex/Wis + Level

Physical Defense

10 + middle mod of Str/Con/Dex + Level

Mental Defense

12 + middle mod of Int/Wis/Cha + Level

Hit Points

(6 + Con mod) x Level modifier (see level progression


chart)

Cleric spells
Bless
Ranged spell; Daily
Quick action to cast
Effect: You can cast this spell with either
of two effects:
- One nearby ally gains a +2 attack
bonus until the end of the battle.
- Choose up to three nearby
creatures (including you); each
target gains a +1 attack bonus
until the end of the battle.
Cure Wounds
Ranged spell; Daily
Quick action to cast
Effect: You or a nearby ally can heal
using a free recovery.
Hammer of Faith
Close-quarters spell; Daily
Effect: Until the end of the battle, your
basic melee attacks use d12s as their
base weapon damage dice.
Shield of Faith
Ranged spell; Daily
Quick action to cast
Effect: You can cast this spell with either
of two effects:
- One nearby ally gains a +2 bonus
to AC this battle.
- Choose up to three nearby
creatures (including you); each
target gains a +1 bonus to AC
this battle.
Turn Undead
Close-quarters spell; Daily

Target: 1d4 nearby undead creatures,


each with 55 hp or fewer.
Attack: Wisdom + Charisma + Level vs.
MD
Hit: The target is dazed until end of your
next turn.
Hit by 4+: 1d10 x your level holy
damage, and the target is dazed until
end of your next turn.
Hit by 8+: Against non-mooks, holy
damage equal to half the target's
maximum hit points, and the target is
dazed (save ends). Against mooks, the
+8 result now deals 4d10 x your level
holy damage.
Hit by 12+ or Natural 20: Against nonmooks, the target is destroyed. Against
mooks, the +12 result now deals 4d20 x
your level holy damage.

Wizard spells
Acid Arrow
Ranged spell; Daily
Target: One nearby or far away creature
Attack: Intelligence + Level vs. PD
Hit: 4d10 acid damage, and 5 ongoing
acid damage.
Miss: 5 ongoing acid damage, and you
regain the spell during your next quick
rest.
Blur
Ranged spell; Daily
Target: You or one nearby ally
Effect: For the rest of the battle (or for
five minutes), attacks against the target
miss 20% of the time.

Color Spray
Close-quarters spell
Cyclic (cast once per battle OR at-will
when the escalation die is even)
Target: 1d4 nearby enemies in a group
Attack: Intelligence + Level vs. MD
Hit: 2d8 psychic damage, and if the
target has 10 hp or fewer after the
damage, it is weakened until the end of
your next turn.
Shield
Close-quarters spell
Recharge 11+ after battle

Free action to cast, when an attack hits


your AC.
Effect: The attacker must reroll the
attack. You must accept the new result.
Shocking Grasp
Close-quarters spell
At-Will
Target: One creature engaged with you
Attack: Intelligence + Level vs. PD
Hit: 1d4 lightning damage, and the
target pops free from you.
Miss: You take damage equal to the
target's level from botched feedback.

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