Pirate Rob's 13th Star (Inactive)

Game Master Pirate Rob



Q-14 | Iron Battle

Greetings, and welcome to my 13th Age/Shattered Star Game.

This game will be firmly set in Golarion, but use the 13th Age rules set.

The 13th Age SRD has all the 13th Age rules, but lacks a lot of the cool sidebars present in the actual book. 13th age is a d20 system, I'm quite fond of it. It's got smooth combat like 4e but lots of freefom and mechanics that integrate with and encourage roleplaying.

Character Creation Rules Here.

Notes/Choices/Modifications below.

Ability Scores:

We'll be using the 28 point buy this time around. Please note that it works differently than Pathfinder's Point Buy.

Classes:

From the simplest character class to the most complex, the
classes go like so:
• The barbarian is designed for the player who wants to roll
dice and slay without worrying too much about the rules.
• Like the barbarian, the ranger relies on base attacks
augmented by class talents instead of a power list.
• The paladin also relies on a short list of class talents instead
of powers. Like the ranger, it can be slightly more complex if
you choose its more involved talents.
• The fighter is simple to play but asks you to make interesting
choices between flexible attacks before and during combat.
• The cleric is probably the easiest of the spellcasters. It
requires a touch of patience.
• The sorcerer is probably more complex than the cleric
because of variant spells and the option to cast spells for
double the effect in two rounds. Not a decision that new
players may feel comfortable with.
• The rogue can be more complex than other classes because
you are tracking whether or not you have momentum,
constantly disengaging, and trying to use your Sneak Attack
damage effectively.
• The bard has a variety of options that include battle cries,
spells, and songs. Figuring out how to use these options in
combat and during roleplaying is probably best for a confident
player.
• The wizard is the most complex class if you choose all the
options that allow improvisation and ad-libbing; without
those free-form talents, it’s no more difficult than the sorcerer

Icons:
This time we'll be using Shattered Star Icons, in addition they are grouped into Heroic, Ambiguous, and Villainous. They are distributed as they are to help point the story in the right direction, but ultimately where we go is up to you.

Heroic Icons (Positive/Conflicted Max 3, Negative Max 1)
Pathfinder Society
Magnimar Alabaster Council
Dusk Wardens

Ambigous Icons (Positive/Conflicted Max 3, Negative Max 1)
Shoanti Tribes
Sczarni
Temple of Pharasma

Villainous Icons (Positive Max 1, Conflicted/Negative Max 2)
Cult of Groetus
The Gray Maidens
Cult of Lissala

One Unique Thing Examples:

•“I am a deathless pirate whose soul is trapped in a
gem controlled by the Blue dragon.”
• “I am one of a couple dozen surviving members of
the Order of the Koru, a group of rangers who move
through the Empire on or beside the Koru behemoths.”
• “I am the bastard son of the Emperor.”
• “I am the oldest elf in the world.”
• “I cut off my own arm to show how tough I am.”
• “I hear pain as music. Sweet, sweet music.”
• “A paladin of the Crusader cut off my arm where I
was holding a demon-bow . . . and in doing so, cut all
the evil out of me, so that I am now a paragon of the
path of the Great Gold Wyrm.”
• “I am a dwarf who was born covered in scales from
the egg of a dragon.”
• “I am a former cultist.”
• “I am the reincarnation of an ancient icon. I don’t
know which one yet.”
• “I am the three-time winner of the dwarven drinking
championships.”
• “I was the rudest lady-in-waiting of the Imperial Court.”

Campaign Level-Up Variant: the 10 6-session Campaign:
In this quick campaign, the players start at 1st level and gain one level each session. Each session will represent 1 book of the AP.

Each session includes two battles. These are double-strength battles because there are only two of them. A session will also include a small number of other features: encounters with NPCs, places to explore, traps, hazards, challenges, etc.

Reduce the PCs’ recoveries to three per session.

The characters get a level’s worth of treasure spread out among one session’s encounters. They get a full heal-up and a level-up at the end of each session.

We will be Fast forwarding through the administrative stuff, like travel, and race to the action—important NPCs, exotic places to explore, and high-powered battles.

As always, if you have any questions, comments or concerns feel free to ask.


Q-14 | Iron Battle

Especially those of you who played last time feel free to share your experience regarding the class you played as well as sharing your One Unique Thing and favorite background, so we have a few more examples.


*mumblegrumble*

Fine, fine, I'm here... haven't thought much about character or class yet.


I think I'm going to play a half-orc bard...


Q-14 | Iron Battle

Sweet. I think Tuesday I'll go through making a sample character to help demonstrate the awesomeness.


If you'd like, I can do that since I'm actually making a character.


Q-14 | Iron Battle

Go for it, I like making 13th age characters so I'm still going to make my Paladin of Asmodeous though :)


F Half-orc Bard 8 [ HP 73/128 | AC 25 PD 21 MD 23 | Recoveries 0/4 | Init +11 | Effects: none ]

Alias all set up so I can dot gameplay. Might still change avatar.


Q-14 | Iron Battle

Added a gameplay thread.

Character Creation Sample:

Step0 - Concept: I'm going to make a badass black leather wearing paladin of Asmodeous.

Step1 - Race: Going with Human, seems appropriate for the character

It means I'll get +2 to any stat of my choice, an extra starting feat and the human racial power:

Quick to Fight (Racial Power)

At the start of each battle, roll initiative twice and choose the result you want.

Step 2 - Class: Paladin! (Note no alignment in this system)

We'll do the combat stats a little later on, but Paladin does give me:

Smite Evil

You can use this talent once per battle, plus an additional number of times per day equal to your Charisma modifier.

As a free action before you make a paladin melee attack roll, you can declare that you're using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses.

and 3 more talents of my choice.

First I'll take:

Fearless

You are immune to fear abilities and to any non-damage effects of attacks named or described as fear attacks.

In addition, you gain a +1 melee attack bonus against enemies that are not engaged by any of your allies. The bonus increases to +2 against enemies with fear abilities.

Then

Lay on Hands

Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. You spend the recovery while the recipient heals as if they had spent the recovery.

and finally:

Way of Evil Bastards

When one of your Smite Evil attacks drops a non-mook enemy to 0 hp, that use of Smite Evil is not expended.

Step 3 - Ability Scores:

# Stat Cost
16 Str 10
10 Dex 2
14 Con 6
12 Int 4
8 Wis 0
14 Cha 6

I'll put my human bonus to strength and my paladin bonus to cha leaving me at
18 str
10 dex
14 con
12 int
8 wis
16 cha

Step 4 - Combat Stats:

Paladin HP is (8 + CON mod) x 3 = 30
Initiative is LEVEL + Dex = +1
AC is 16+middle mod of Con/Dex/Wis + Level = 17
Physical Defense 10 + middle mod of Str/Con/Dex + Level = 13
Mental Defense 12 + middle mod of Int/Wis/Cha + Level = 14
Recoveries 8 => 3 (Due to campaign variant)

At Will Melee
+5 vs AC
1d20+4 Damage (Big ole' 2handed war mace)
Miss: 1 Damage

Step 5 - Choose one Unique Thing

Youngest Hellknight Commander.

Step 6 - Background

I get 8 background points, no more than 5 in any given background.

4 - Hellknight Commander
4 - Contract Lawyer

I've got some flavor details to fill in, but between my concept, backgrounds and One Unique Thing I'm in a good spot for bringing the character to life.

Community / Forums / Online Campaigns / Play-by-Post Discussion / Pirate Rob's 13th Star All Messageboards

Want to post a reply? Sign in.