Custom Pre-Generated Character Sheets 5.0

Ding!  We leveled up!  We have a brand new 4th level pre-generated character sheet set for you just in time for Wrath of the Orc Lord, the first second tier adventure that starts the Orc War Trilogy.

AdventureTiers

Image credit to Pelgrane Press.
Edited to include 4th level tier Icon pictures.

For Wrath of the Orc Lord we decided to level up the 2nd level characters sheets that we offered for Quest in the Cathedral.  Quest in the Cathedral ends with the Oracle being kidnapped by orcs so these character have a pretty big compelling reason to pick a fight with some orcs.

These pre-generated characters are as follows: Wood Elf Barbarian, Half Elf Bard, Holy One Cleric, Draconic Fighter, Forgeborn Paladin, Human Ranger, Gnome Rogue, Demontouched Sorcerer and Dark Elf Wizard.  Keep in mind that this set includes optional races in 13th Age  so make sure to check with your GM to make sure that race fits in the GM’s vision of the world.  These characters are a mixed bag of damage output,   durability, bonuses to skill checks, or abilities that draw from one class to the next.

These character sheets are designed with two options: with a blank background or with character art set at 30% opacity.  Please note that the character artwork is not ours.  Click the links to view all the character sheets.  Examples of the character sheets with background art can be seen below (click to zoom in).  Enjoy!

Wood Elf Barbarian

Wood Elf Barbarian

Holy One Cleric

Aasimar Cleric

Demontouched Sorcerer

Demontouched Sorcerer

Dark Elf Wizard

Dark Elf Wizard

Gnome Rogue

Gnome Rogue

Again, the images shown are just a few samples.  Click the links above to retrieve the .pdfs for all the class options.

(Sarah)    (Ben)

Custom Pre-Generated Character Sheets 4.0

New adventure = new batch of pre-generated character sheets!

The first custom pre-generated character sheets that we released for Crown of the Lich King worked well for everyone, but some of them were designed to be best utilized by ‘light’ sided characters.  The second batch of pre-generated character sheets that we release for Wyrd of the Wild Wood fit well for players that wanted to chose a darker path such as a prisoner escaping Darkskye.  The third batch of pre-generated character sheets for Quest in the Cathedral introduced some of the optional races in 13th Age and toyed with some unusual class / race combinations.  This set is largely trying out combinations we haven’t used before.  There’s only so many ways you can re-roll a level 2 paladin. 😉

These pre-generated characters are as follows:  Forgeborn Barbarian, Holy One Paladin, High Elf Ranger, Half-Orc Fighter, Draconic Rogue, Demontouched Bard, Dwarf Cleric, Wood Elf Sorcer and Halfling Wizard.

Once again the optional races in 13th Age are used:  Holy One, Demontouched, Forgeborn and Draconic. These four races aren’t necessarily part of the world, but you never know what type of scum is lurking around the corner in Shadow Port.  Even the graceful and noblest of races can fall deep in the red.  Just check with your GM to make sure that an optional race fits in the GM’s vision of the world.

These character sheets are designed with two options: with a blank background or with character art background set at 30% opacity.  Please note that the character artwork is not ours.  Click the links to view all the character sheets.  Examples of the character sheets with background art can be seen below (click to zoom in).  Enjoy!

Halfling Wizard

Halfling Wizard

Demontouched Bard

Demontouched Bard

Half-Orc Fighter

Half-Orc Fighter

High Elf Ranger

High Elf Ranger

Again, the images shown are just a few samples.  Click the links above to retrieve the .pdfs for all the class options.

(Sarah)    (Ben)

Custom Pre-Generated Character Sheets 3.0

Quest in the Cathedral starts this week with all new level two characters.  That means we have a new batch of custom pre-generated character sheets lined up for you!

The first custom pre-generated character sheets that we released for Crown of the Lich King worked well for everyone, but some of them were designed to be best utilized by ‘light’ sided characters.  The second batch of pre-generated character sheets that we release for Wyrd of the Wild Wood fit well for players that wanted to chose a darker path such as a prisoner escaping Darkskye. Ultimately it is up to the player to determine  their character is by developing backgrounds, Icon relationships and their one unique things.  This time around we’ve created a mixed bag.

These pre-generated characters are as follows: Wood Elf Barbarian, Half Elf Bard, Holy One Cleric, Draconic Fighter, Forgeborn Paladin, Human Ranger, Gnome Rogue, Demontouched Sorcerer and Dark Elf Wizard.

The first thing that is notable in this list is the introduction of the optional races found in 13th Age: Holy One, Demontouched, Forgeborn and Draconic. These four races aren’t necessarily part of the world so make sure to check with your GM to make sure that race fits in the GM’s vision of the world.  The third organized play adventure focuses on the Cathedral which houses all gods of light and their avatars, so we thought it would be a good opportunity to welcome all races to the table as all that seek the light are welcome in the Priestess’s eyes.  See page 71 of the 13th Age book for more detail on these races.  To make this a little more playful we have given the Sorcerer a familiar with the permanent ability Mimic which allows you to gain the racial power (without feats) of one nearby ally.

We also consider this a mixed bag because some of these characters take a step back from heavy damage output in order to highlight other class features.  They instead focus on a good mix of durability, bonuses to skill checks, or abilities that draw from one class to the next.  For example, since the first part of Quest in the Cathedral is titled Ranger Ex Cathedral it was only fitting to make a ranger with that ability.  If heavy damage is your thing then don’t worry – we still have you covered!  The wood elf barbarian with barbarian rage and elven grace can make for a nasty combo.  The fighter’s power attack and racial breath weapon can add an additional boost of damage to an attack.  As always the rogue, sorcerer and wizard pack a punch.

These character sheets are designed with two options: with a blank background or with character art background set at 30% opacity.  Please note that the character artwork is not ours.  Click the links to view all the character sheets.  Examples of the character sheets with background art can be seen below (click to zoom in).  Enjoy!

Wood Elf Barbarian

Wood Elf Barbarian

Draconic Fighter

Dragonborn Fighter

Forgeborn Paladin

Forgeborn Paladin

Holy One Cleric

Aasimar Cleric

Demontouched Sorcerer

Demontouched Sorcerer

Again, the images shown are just a few samples.  Click the links for blank background or with character art background to retrieve the .pdfs for all the class options.

(Sarah)    (Ben)

Custom Pre-Generated Character Sheets 2.0

Crown of the Lich King is over and a new adventure starts this weekend with all new level two characters.  That means we have a new batch of custom pre-generated character sheets lined up for you!

The next six week Tales of 13th Age adventure is called Wyrd of the Wild Wood.  Your characters start on Darkskye, a flying island prison camp.  The most dangerous prisoners in the Dragon Empire are kept there, mining the magical crystals that form the heart of the island.  It will be up to you during character generation to decide whether your character was a guard, a prisoner, or on the flying island for another purpose.  For reasons unknown, something goes astray and the flying island crashes out of the sky into the Wild Wood, a forest touched by the forces of the High Druid.  You must make it out of the Wild Wood to safety while the magical energies of the crystals from the flying island warp and unleash the ancient energies of the Wild Wood.  It looks to be a fantastic Adventurers vs. Wild story from the creative 13th Age team and we can’t wait to get started.

The first custom pre-generated character sheets that we released for Crown of the Lich King worked well for everyone, but some of them were designed to be best utilized by ‘light’ sided characters.  The good guys.  These are not those characters.  These character sheets fit well if a player wants to chose a… darker path.   These are for the prisoners.  The bounty hunters.  The corrupt jailers.  If you have a ruthless character in mind these character sheets will likely work well for you.

You won’t find this cleric singing hymns in the Cathedral.   This is a wrathful dark elf cleric with Domains in Vengeance, Strength and Trickery.  You won’t find a holy stalwart protector paladin with Lay on Hands and Bastion here.  Instead we have a retribution paladin with talents in Way of Evil Bastards, Implacable and Divine Domain: War.  With Shadow Walk and Improved Sneak Attack, the rogue would fit well as an assassin with murderous intent.  The infernal magics that power the Diabolist also bring power to this sorcerer.  Don’t let the fighter’s small size as a halfling fool you.  With grim intent he holds no reservations about striking his enemies down.  Even more viscous and small in stature is our gnome barbarian.   You won’t like him when he’s angry.

Another highlight of these character sheets is that we deliberately picked unusual class and race combinations to showcase how they can still work.  Halflings are skilled at being evasive which makes a deadly combination with a fighter’s Counter-Attack talent.  The dwarf racial power “That’s Your Best Shot?” gives a melee hunter front line durability.  The paladin does not have many encounter powers, so the Wood Elf racial power Elven Grace can grant additional attacks per turn to make the paladin more engaging.   The half elf sorcerer can use the racial power Surprising to increase the effects of Lightning Fork and Scorching Ray.  These combinations work both in the racial powers they grant as well as the added stat bonuses they provide.  The race / class combinations are Gnome Barbarian, High Elf Bard, Dark Elf Cleric, Halfling Fighter, Dwarf Hunter, Wood Elf Paladin, Half-Orc Rogue, Half Elf Sorcerer and Human Wizard.

Ultimately it is up to the player to determine who their character is by developing backgrounds, Icon relationships and their one unique things.  With the right story these pre-generated character sheets could be used for any background you can imagine – good, bad, and all that remains in between.  One of the strengths of 13th Age is flexibility in character generation.   These character sheets are designed with two options: with a blank background or with character art backgrounds set at 30% opacity.  Please note that the character artwork is not ours.  Click the links to view all the character sheets.  Examples of the character sheets with background art can be seen below (click to zoom in).

We hope you enjoy our little wicked spin for these custom character sheets!

Wood Elf Paladin

Wood Elf Paladin (1)

Dark Elf Cleric

Dark Elf Cleric (1)

Halfling Fighter

Haflling Fighter

Half Elf Sorcerer

Half-Elf Sorcerer

Human Wizard     (Could we fit any more text on this page?!? I don’t think so!)

Human Wizard

 

Again, the images shown are just a few samples.  Click the links for  blank background or with character art backgrounds to retrieve the .pdfs for all the class options.

 
(Sarah)    (Ben)

Custom Pre-Generated Character Sheets

Tonight we have a little treat lined up for you…. pre-generated character sheets!  These crisp professional character sheets are designs by Ben in Omnigraffle to fit all necessary information on one page.   No more shuffling paper in the middle of combat to find a spell or talent!  All the number crunching bits such as damage and attack bonuses have been calculated in.  This allows players to focus on who their character is by jumping right into backgrounds, icon relationships and one unique thing.  Since 13th Age is dubbed “a love letter to D&D” these sheets feature a similar block power system seen in 4th edition character sheets.  These character sheets are designed with two options: with a blank background or with character art backgrounds set at 30% opacity.  Examples of the character sheets with background art can be seen blow (click image to zoom in).  As general rules we like having a lot of diversity in character races to showcase a variety of racial abilities and the gender of the chosen character artwork is split 50 / 50 to encourage more female participants in our games.  Our pre-generated characters include a Half-Orc Barbarian, Gnome Bard, Elf Cleric, Dwarf Fighter, Human Paladin, Half-Elf Ranger, Halfing Rogue, Dark Elf Sorcerer.  The link will be updated next week to also include a High-Elf Wizard.   If you are interested in building your character from bottom up we have also included a blank template for your use.  Enjoy!

Half-Orc Barbarian

PregenBarbarian

Dark Elf Sorcerer

PregenSorcerer

Gnome Bard

PregenBard

Half-Elf Ranger

PregenRanger

 
(Sarah)    (Ben)

Pirate Pre-gen Character on the Horizon! Arrr!

The next Tales of 13th Age adventure in part features adventures on the high seas so it got us thinking about creating a playable pirate character.  We created this character at level 2 so that anyone participating in 13th Age organized play could pick him up – a pre-gen character of comical sorts. Whether any new players joining our adventures in upcoming weeks will pick him is yet to be seen, but we had a lot of fun creating him regardless!

Update – To clarify: All of the pre-gen characters we hand our to players have the name, background, icon relationships, one unique thing, and so forth left blank so players can make a character uniquely their own.  Because we had so much fun with this character concept we decided to share him here as a whole.  If you stripped away his backgrounds and everything to be a true pre-gen rogue he wouldn’t be much of a pirate and we wished to show how a pirate could be constructed using character mechanics.  Think of this more like a sample character.  Customize and change things as you wish! 

Without further delay, may we present… Captain Danziker, The Disgraceful Knave.

Pirate

Captain Danziker, The Disgraceful Knave

Human Rogue 2

Appearance
Will someone please give this man a bath?! Disheveled, stubby faced, reeks of rum even when he’s not loaded to the gunwales.

Gear
Light leathers, old faded pirate clothing and a Captains’ hat. The only thing of value is a sharp cutlass and flask of grog.

Backgrounds
+5 Swindler. Quick on his feet and a damn good cutpurse. Knows the best places to get some coin, if you don’t need to be honest about it. He’s a man made for the likes of Shadow Port. (See talent: Thievery)

+4 Captain! If one can still call themselves a Captain still after the Emperor “stole” his ship and locked up his crew. He reckons he can be fixing that little situation smartly, if he can just get some more gold.

+2 Escape artist. Knows the ropes… literally. The best there is at getting out of a tight situation. Escaped capital punishment in Axis when the rest of his crew was taken into custody.

+2 Keen eyesight. Any proper pirate believes that piercing their ears with precious metals improves their eyesight. Captain Danziker has spent years indulging in the practice. His ears are littered with silver and gold. This is similar to a background in tracking, but he does not always know what he is looking for… probably has something to do with the ale.

One Unique Thing
Carries around a treasure map that he claims leads to the treasure of Captain Blackwreath, a pirate of legend who once braved the Iron Seas.

Icon Relationships
The Prince of Shadows 1 (positive)
Captain Danziker is well known as a disgraceful knave for a reason. Boasts he even sold his plunder to the Prince himself. That is, until he lost his ship…

Lich King 1 (complicated)
Made a bargain with the Lich King for safe harbor and passage around Necropolis. Has yet to pay his debt.

The Emperor 1 (negative)
Pirates are not loved by the Emperor who works to keep the Midland Sea safe, especially ones that plundered the coast all the way from Azure Bay to New Port.

Stats

Str 12 + 1, Dex 18 +4, Con 12 +1, Int 8 -1, Wis 12 +1, Cha 16 +3
Initiative +6, AC 16, PD 15, MD 13, HP 28, Recovery 8 x 2d8 + 1

Basic Attack

Melee Weapon (2d8 shortsword)
Ranged Weapon (2d4 throwing daggers)

At-will melee attack
Attack: d20 roll + 6 (DexMod + Level) vs. AC
Hit: 2d8 + 4
Miss: 2 (Damage equal to class level)

At-will ranged attack
Attack: d20 roll + 6 (DexMod + Level) vs. AC
Hit: 2d4 + 4
Miss: 2 (Damage equal to class level)

Racial Ability – 

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

Rogue Class Features –

Momentum
Certain attacks require momentum to function.
You gain momentum by hitting an enemy with an attack and lose momentum when you are hit by an attack.
The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don’t have to use attacks that require momentum against the foe you hit to gain that momentum.
Momentum powers that do not require you to spend your momentum are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your momentum powers from dominating the battle.

Sneak Attack
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 damage if your attack hits.
Adventurer Feat: Your Sneak Attack talent also works the first round of combat against enemies with a lower initiative than you.

Trap Sense
Even rogues whose backgrounds don’t have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps.
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.

Talents –

Swashbuckle
Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. You’ll probably want to make an attack as part of the stunt, and that’s alright, but you’ll need to roll normally for the attack. The fun is doing something outrageous like dodging between the legs of giants, vaulting on a 12-foot pole over the heads of onrushing orcs, or cutting open bags of flour just in time to make them go poof and daze several foes for a round.

Thievery
You have the Thief background at its full possible bonus of +5, without having to spend your normal background points on it.
Adventurer Feat: Regardless of your level, you gain the bonus power thief’s strike in addition to your normal number of powers.

Smooth Talk
Once per day, convince your GM with an amazing line of patter while you are using social skills to speak or interact with NPCs associated with a particular icon. If the GM is convinced by your patter, roll a normal save (11+). If you succeed, for the rest of the day you can function as if you have a 2-point positive relationship with the icon who seems to be in play. Thanks to your amazing gift of gab, for a short time, it’s more or less true. (Note that these points replace any points you normally have with the icon rather than adding to them.) Failure on the Smooth Talk save generally arouses suspicions.

Rogue Powers –

Evasive Strike
Melee attack
At-Will
Target: One enemy
Attack: d20 roll + 6 (DexMod + Level) vs. AC
Hit: 2d8 + 4, and you can pop free from the target.
Miss: 2 (Damage equal to class level)

Deadly Thrust
Melee attack
At-Will
Target: One staggered enemy
Attack: d20 roll + 7 (DexMod + StrMod + Level) vs. AC
Hit: 2d8 + 4
Miss: 2 (Damage equal to class level)

Roll With It
Momentum power
At-Will
Interrupt action; requires momentum
Trigger: A melee attack that targets AC hits you.
Effect: You take half damage from that attack.
Adventurer Feat: The power also triggers on an attack against PD.

Sure Cut
Melee attack
At-Will
Special: You must have momentum and be able to deal your Sneak Attack damage to the target if you hit.
Target: One enemy
Attack: d20 roll + 6 (DexMod + Level) vs. AC
Hit: 2d8 + 4
Miss: Deal your Sneak Attack damage + 2 (Damage equal to class level).

Tumbling Strike
Melee attack
At-Will
Always: You gain a +5 bonus to all disengage checks you make this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).
Attack: d20 roll + 6 (DexMod + Level) vs. AC
Hit: 2d8 + 4
Miss: 2 (Damage equal to class level)

Thief’s Strike
Note: Power granted from Thievery adventurer feat.
Melee attack
At-Will
Target: One enemy
Attack: d20 roll + 6 (DexMod + Level) vs. PD
Hit: Half of 2d8 + 4, and roll a normal save. If you succeed, you can pickpocket an item from the target that they are not holding. If you succeed by 5 or more, the target doesn’t realize you pickpocketed them.
Miss: No damage / effect.

Note to GMs – Grant small reward if player stays in character and talks like a pirate for the duration of the game.  Arrr!  

We hope you all enjoy this character as much as we enjoyed creating it!  After our session 3 recap next week we’ll share some more pre-gen characters with custom one-page character sheets.   Stay tuned!  🙂

 
(Sarah)    (Ben)