Editing Order of Aecus 13th Age/Duncaho

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[[http://wiki.rpg.net/index.php/Order_of_Aecus_13th_Age Back]]
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[b]Class: [/b]Paladin
 
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[b]Race: [/b] Human
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[b]Level: [/b] 1
 
 
'''Class: '''Paladin
 
 
 
'''Race: ''' Human
 
 
 
'''Level: ''' 1
 
 
 
 
   
 
   
'''STR: ''' 16 +3 (14+2) [6]
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[b]STR: [/b] 16 +3 (14+2) [6]
 
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[b]CON: [/b]14 +2 [6]
'''CON: '''14 +2 [6]
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[b]DEX: [/b] 14 +2 [6]
 
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[b]INT: [/b]10 +0 [2]
'''DEX: ''' 14 +2 [6]
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[b]WIS: [/b]10 +0 [2]
 
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[b]CHA: [/b] 16 +3 (14+2) [6]
'''INT: '''10 +0 [2]
 
 
 
'''WIS: '''10 +0 [2]
 
 
 
'''CHA: ''' 16 +3 (14+2) [6]
 
 
 
 
 
'''AC: ''' 20 (17 + Level + middle mod of Con/Dex/Wis)
 
 
 
'''Physical Defense: ''' 14 (10+ Level + middle mod of Str/Dex/Con)
 
 
 
'''Mental Defense: ''' 16 (12+ Level + middle mod of Int/Wis/Cha)
 
 
 
'''HP: ''' 30 (3 x [8+Con])
 
  
'''Feats'''
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[b]AC: [/b] 20 (17 + Level + middle mod of Con/Dex/Wis)
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[b]Physical Defense: [/b] 14 (10+ Level + middle mod of Str/Dex/Con)
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[b]Mental Defense: [/b] 16 (12+ Level + middle mod of Int/Wis/Cha)
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[b]HP: [/b] 30 (3 x [8+Con])
  
*Quick to fight: roll initiative twice (free)
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[b]Feats[/b]
*1-Hander: bastard sword
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Quick to fight: roll initiative twice (free)
*Further backgrounding: +3 to backgrounds
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1-Hander: bastard sword
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Further backgrounding: +3 to backgrounds
  
'''Recovery Dice: '''1d10/level +2
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[b]Recovery Dice: [/b]1d10/level +2
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[b]Recoveries: [/b] 9 (+1 from Bastion)
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[b]Initiative: [/b] +3 (Dex + Level)
  
'''Recoveries: ''' 9 (+1 from Bastion)
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[b]One Unique Thing: [/b]Son of Connorwyn The Dark, Crusader's greatest Anti-Paladin, who later reformed
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[b]Icon Relationships: [/b] Crusader (negative, weak) [1], Diabolist (positive, weak) [1], Great Gold Wyrm (conflicted, weak) [1] (3 points)
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[b]Backgrounds (6 points): [/b] Three tours with a Mercant Ship 2, Lieutenant in a Mercenary Company 3, Hedge Knight 4
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[b]Long Term Motive: [/b] To undo all the evil caused by his father
  
'''Initiative: ''' +3 (Dex + Level)
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[b]Gear: [/b] breastplate, chainmail, bastard sword, shield, longbow, warhorse
  
'''One Unique Thing: '''Son of Connorwyn The Dark, Crusader's greatest Anti-Paladin, who later reformed
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[b]Paladin Melee Attack[/b]
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At-will
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Attack: +4 (+4 smite evil)
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Hit: D10+3 (+d12 smite evil)
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Miss: damage equal to your level (half damage when smiting evil)
  
'''Icon Relationships: ''' Crusader (negative, weak) [1], Diabolist (positive, weak) [1], Great Gold Wyrm (conflicted, weak) [1] (3 points)
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[b]Paladin Ranged Attack[/b]
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At-will
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Attack: 3 vs. AC
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Hit: D8+2
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Miss: --
  
'''Backgrounds (6 points): ''' Three tours with a Mercant Ship 2, Lieutenant in a Mercenary Company 3, Hedge Knight 4
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[b]Features[/b]
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[i]Smite Evil[/i] (free)
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You can use this ability a number of times per day equal to your Charisma modifier (for example, Charisma of 16 or 17 = 3 uses). As a free action before you make a melee attack roll, say that the attack smites evil. Add +1d12 damage to the attack AND deal half damage if the attack misses.
  
'''Long Term Motive: ''' To undo all the evil caused by his father
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[i]Bastion[/i]
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First, you gain one recovery per tier: +1 at 1st level, another at 4th level, a third at 7th level. Second, once per battle when a nearby ally is hit by an attack, you can choose to suffer half of that damage instead of your ally. You don’t get any damage resistance or temporary hit points or other tricks: you literally suffer half the damage your ally would have suffered.
  
'''Gear: ''' breastplate, chainmail, bastard sword, shield, longbow, warhorse
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[i]Fearless[/i]
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You are immune to fear and the non-damage effects of attacks that have the fear keyword. Any damage dealt to you by such attacks is halved. You have a +2 attack bonus against any monster that has a fear ability or that is stupid enough to use a fear attack against you or your allies. (GM: If the paladin encounters a creature with a fear effect, tell the player up front.)
  
'''Paladin Melee Attack'''
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[i]Paladin’s Challenge[/i]
*At-will
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Once per battle as you attack an enemy with a melee attack, challenge that enemy. Until the end of your next turn (or until you are unconscious!), both you and the enemy have a -4 attack penalty against all other targets.  
*Attack: +4 (+4 smite evil)
 
*Hit: D10+3 (+d12 smite evil)
 
*Miss: damage equal to your level (half damage when smiting evil)
 
 
 
'''Paladin Ranged Attack'''
 
*At-will
 
*Attack: 3 vs. AC
 
*Hit: D8+2
 
*Miss: --
 
 
 
'''Features'''
 
 
 
''Smite Evil'' (free)
 
*You can use this ability a number of times per day equal to your Charisma modifier (for example, Charisma of 16 or 17 = 3 uses). As a free action before you make a melee attack roll, say that the attack smites evil. Add +1d12 damage to the attack AND deal half damage if the attack misses.
 
 
 
''Bastion''
 
*First, you gain one recovery per tier: +1 at 1st level, another at 4th level, a third at 7th level. Second, once per battle when a nearby ally is hit by an attack, you can choose to suffer half of that damage instead of your ally. You don’t get any damage resistance or temporary hit points or other tricks: you literally suffer half the damage your ally would have suffered.
 
 
 
''Fearless''
 
*You are immune to fear and the non-damage effects of attacks that have the fear keyword. Any damage dealt to you by such attacks is halved. You have a +2 attack bonus against any monster that has a fear ability or that is stupid enough to use a fear attack against you or your allies. (GM: If the paladin encounters a creature with a fear effect, tell the player up front.)
 
 
 
''Paladin’s Challenge''
 
*Once per battle as you attack an enemy with a melee attack, challenge that enemy. Until the end of your next turn (or until you are unconscious!), both you and the enemy have a -4 attack penalty against all other targets.  
 
 
GM Note: If the Paladin runs or teleports away from the enemy after using the ability, feel free to ignore it. The Paladin needs to confront the creature they have challenged.  
 
GM Note: If the Paladin runs or teleports away from the enemy after using the ability, feel free to ignore it. The Paladin needs to confront the creature they have challenged.  
  
'''Background:'''
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[b]Background:[/b] Duncaho was born in a coastal village and was raised by his single mom, Bryvaughn. Whenever he would ask about his father, she would answer that he was dead and say no more. The village folk also refused to talk about Duncaho’s father and eventually the boy stopped asking. When Duncaho was 15, Bryvaughn died. With nothing left for him in the village, the boy found a position in a merchant vessel and embarked on a life of sailing the seas. His only memento of his mother, a shell pendant she wore each and every day since he had known her.
 
 
Duncaho was born in a coastal village and was raised by his single mom, Bryvaughn. Whenever he would ask about his father, she would answer that he was dead and say no more. The village folk also refused to talk about Duncaho’s father and eventually the boy stopped asking. When Duncaho was 15, Bryvaughn died. With nothing left for him in the village, the boy found a position in a merchant vessel and embarked on a life of sailing the seas. His only memento of his mother, a shell pendant she wore each and every day since he had known her.
 
  
 
Six years went by and one day, while offloading some goods in another village, Duncaho witnessed a group of mercenaries harassing the villagers. Without a thought for himself, Duncaho leapt to the defense of the innocent villagers. Duncaho put up a good fight, but he was outnumbered and outskilled. However, before the sellswords could kill him, another group of mercenaries arrived and dispatched them. Impressed with the attitude and raw talent of Duncaho, the leader of the second group of mercenaries, Captain Rognar, a particularly ethical soldier of fortune, offered the young man a place in his company. Duncaho accepted and during the next four years, rose quickly through the ranks, becoming a lieutenant.
 
Six years went by and one day, while offloading some goods in another village, Duncaho witnessed a group of mercenaries harassing the villagers. Without a thought for himself, Duncaho leapt to the defense of the innocent villagers. Duncaho put up a good fight, but he was outnumbered and outskilled. However, before the sellswords could kill him, another group of mercenaries arrived and dispatched them. Impressed with the attitude and raw talent of Duncaho, the leader of the second group of mercenaries, Captain Rognar, a particularly ethical soldier of fortune, offered the young man a place in his company. Duncaho accepted and during the next four years, rose quickly through the ranks, becoming a lieutenant.

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