Tavar: Difference between revisions
SageGenesis (talk | contribs) Created page with "Return to the Quest for Glory: Thirteenth Age main page =Tavar= '''Kin:''' Human<br> '''Class and level:''' Ranger 1<br> '''One Unique Thing:''' The only human to win the Court of Stars archery tournament ==Ability Scores== '''STR''' 13 (+1)<br> '''DEX''' 19 (+4)<br> '''CON''' 14 (+2)<br> '''INT''' 10 (+4)<br> '''WIS''' 17 (+3)<br> '''CHA''' 12 (+1)<br> ==Backgrounds== +4 Erstwhile Imperial Archer<br> +4 Woodward in the Elf Queen's..." |
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'''DEX''' 19 (+4)<br> | '''DEX''' 19 (+4)<br> | ||
'''CON''' 14 (+2)<br> | '''CON''' 14 (+2)<br> | ||
'''INT''' 10 (+ | '''INT''' 10 (+0)<br> | ||
'''WIS''' 17 (+3)<br> | '''WIS''' 17 (+3)<br> | ||
'''CHA''' 12 (+1)<br> | '''CHA''' 12 (+1)<br> | ||
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And yes, if you crit with the attack, the damage is doubled like the rest of your damage.<br> | And yes, if you crit with the attack, the damage is doubled like the rest of your damage.<br> | ||
Current level: +9 (2d8) damage<br> | Current level: +9 (2d8) damage<br> | ||
==Spells== | ==Spells== | ||
Latest revision as of 01:02, 8 February 2026
Return to the Quest for Glory: Thirteenth Age main page
Tavar[edit]
Kin: Human
Class and level: Ranger 1
One Unique Thing: The only human to win the Court of Stars archery tournament
Ability Scores[edit]
STR 13 (+1)
DEX 19 (+4)
CON 14 (+2)
INT 10 (+0)
WIS 17 (+3)
CHA 12 (+1)
Backgrounds[edit]
+4 Erstwhile Imperial Archer
+4 Woodward in the Elf Queen's service
Stats[edit]
HP 30
AC 17
PD 14
MD 14
Recovery (8): 1d6+2
Icons[edit]
The Elf Queen (positive) x2
The Emperor (conflicted)
Kin and Class features[edit]
Resourceful (Kin Power): Gain a bonus feat.
Tracker: HH 136 (3/arc)
Ranger Talents[edit]
Elemental Nature (Caster)[edit]
HH 142 (1/arc), +2 to MD
Ranger's Pet (Hunter)[edit]
HH 197, fairy cat: Cinnog
- agile: +2 to DEX checks
- alert: +2 to WIS checks
- scout: Once per arc, your familiar can separate itself from you and make a reconnaissance run of an area or location, and it may even manage that feat unseen (easy skill check for the environment to get your familiar to scout unseen). (
Close your eyes and let your pet tell you what to hit: Once per battle, while dazed, hindered, weakened, or stunned, you can make an attack as if you were not affected by that condition.
Your end is not your end: The first time you drop to 0 hit points in a battle, roll a normal save (11+). If the save succeeds, you don’t take a Skull. In addition, you get a +5 bonus to your first death save each battle as your pet does its best to WAKE YOU UP (by shouting at you).
Twin Arrows (Hunter)[edit]
Same as ranger basic ranged attack, except...
Special: Your weapon damage dice drop one notch, usually from d8s to d6s.
Target: One or two nearby or far-away enemies, depending on the weapon's range
Special: Specify before you roll whether you are choosing a single target for both attack rolls OR choose two targets, one enemy as the target of the high roll and one enemy as the target of the low roll.
Effect: Make two separate attack rolls and a single damage roll. With two targets, the higher d20 roll goes against your first target and the lower d20 roll goes against your second target.
- Natural even hit: Normal damage.
- Natural odd hit: Half damage. (Yes, this includes odd crits, meaning a natural odd crit deals normal damage, not double.)
- Natural even miss: Damage equal to your level.
- Natural odd miss: No damage.
Lethal Hunter (Hunter bonus power)[edit]
1/battle and 1/Arc
Quick action once per turn when the escalation die is 1+
Use before making an attack on your turn, without using double ranged attack or double melee attack. Hit or miss, the attack deals an additional +X damage, as shown below.
This breaks the usual rule that damage bonuses only add to hits and crits, not to misses. The only way lethal hunter won’t deal its damage is if you fumble with a natural 1.
And yes, if you crit with the attack, the damage is doubled like the rest of your damage.
Current level: +9 (2d8) damage
Spells[edit]
Once per arc, you can cast one of the following four spells that take a standard action to cast.
Flame Blossoms (Fire))[edit]
Ranged spell
Targets: 1d3+1 nearby enemies in a group
Attack: +4 vs. PD
Hit: 10 (3d6) fire damage, and 5 ongoing fire damage.
Miss: -
Effect: Starting on your next turn, until the end of the battle, you can use a quick action once per turn to increase the flame blossoms’ ongoing fire damage by 5 against each target that hasn’t saved.
River Teeth (Water)[edit]
Close-quarters spell
Target: You and/or an ally or allies, up to a number of creatures equal to the escalation die.
Effect: Each target can save against a temporary effect it is suffering from. One target that succeeds with a save can use an at-will attack as a free action.
Thunder Strike (Air)[edit]
Ranged spell
Targets: one nearby or far-away enemy
Attack: +4 vs. PD
Hit: 14 (4d6) lightning damage
Miss: -
Effect on your next turn: If you wish, you can use a quick action to cast the spell’s second part, a follow-up attack!
- Target when cast: 1d3 random nearby enemies
- Attack: +4 vs. PD
- Hit: 9 (2d8) thunder damage.
- Miss: —
Wild Heal (Earth)[edit]
Close-quarters spell, Quick action to cast
Targets: You or one nearby ally, and one randomly chosen nearby ally that has taken damage and isn’t already a target of the spell.
Effect: Each target heals using one of its recoveries.
Feats[edit]
Precise Shot: Can't hit allies with ranged or close-quarter attacks
Ranger's Pet: Your Pet gained a third ability
Equipment[edit]
Leather armor
Longsword (1d8 damage), Longbow (1d8 damage)
1 adventure-tier healing potion