13th Age Characters.   Posted by Grimmshade.Group: 0
 GM, 100 posts
 The People's DM
Sun 14 Jul 2013
at 12:53
13th Age Characters
Here are posted the conversions to 13th Age!
Aymery Guironne
 player, 28 posts
Sun 14 Jul 2013
at 12:55
Re: 13th Age Characters
Aymery Guironne
Human Fighter

Str: 17    (+3)
Dex: 14  (+2)
Con: 16  (+3)
Int: 10     (+0)
Wis: 12  (+1)
Cha: 10  (+0)

One Unique Thing: (any imaginable unique thing about your character that has no mechanical effect)
Icon Relationships:
The Emperor, 1 negative (I fought in the Emperor's army, once, but we parted ways...)
The Archmage, 1 conflicted (The Archmage works for the betterment of the Empire, or at least he thinks he does...)
The Lich King, 1 negative (Dead is dead, and should dead remain!)
Backgrounds: Army Deserter 5, Former Gutter-Rat 3

HP: 33
Recoveries: 9
Recovery Dice: (1d10 x Level) + Con mod

AC: 18
Physical Defense: 14
Mental Defense: 11

Initiative: +3

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

Class Features:

Extra Tough - You start with nine recoveries instead of the usual eight.

Threatening -  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.

Melee Attack (Bastard Sword)
Attack: Str + Level vs AC
Hit: 1d10 + Str
Miss: Damage equal to level

Range Attack (Bow)
Attack: Dex + Level vs AC
Hit: 1d8 + Dex
Miss: -

Class Talents:

Heavy Warrior - Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead.

Tough as Iron - Once per battle, you can rally using a quick action instead of a standard action.

Power Attack - Once per battle before you roll an attack, you can declare you’re using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage:
Deal 1d4 additional damage per level if you are using a onehanded
Deal 1d6 additional damage per level if you are using a twohanded
Adventurer Feat: You deal the additional Power Attack damage even if the attack misses.


Deadly Assault - Flexible melee or ranged attack
Triggering Roll: Any natural even hit
Effect: Reroll any 1s from your damage roll. You’re stuck with the rerolls.
Adventurer Feat: Now you can reroll both 1s and 2s with deadly assault.

Grim Intent - Flexible melee attack
Triggering Roll: Any natural even miss
Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage.
At 5th level, instead add 2 total WEAPON dice
at 8th level, instead add 3 total WEAPON dice.

Carve an Opening - Flexible melee attack
Triggering Roll: Any natural odd roll
Effect: Your crit range with melee attacks expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal.

Gold: 25

Bastard Sword 1d10 2-handed 1d8 1-handed
Dagger (x2) 1d4 (throwable)
Bow 1d6 S, M 2lb 30gp
20 arrows
Scale mail
Adventurer's Gear - A “kit” containing backpack, flint & tinder, 5 torches, and a waterskin.
Backpack - Holds 3 cubic feet of gear.
Ostentatious Clothes +2 Resist intimidation by guards and servitors.
Hard boots - Gives a +2 bonus to resist caltrops, hot coals, etc.
Rope, 50’ +2 Climb, etc.
Trail rations (10 use) 1lb 5sp Enough for a single day, comprising pemmican, jerky, cheese, and tack.

This message was last edited by the GM at 23:03, Thu 18 July 2013.

Quoril Silversgleaming
 player, 32 posts
 HP:04/04 MP:10/11 HP:01
Mon 15 Jul 2013
at 02:34
Re: 13th Age Characters
In reply to Grimmshade (msg # 1):

Quoril Silversgleaming
High Elf Wizard

Str: 10  (+0)
Dex: 14  (+2)
Con: 10  (+0)
Int: 18  (+4).    +2 from wizard class
Wis: 12  (+1)
Cha: 14  (+2). +2 from high elf.

One Unique Thing: Estranged scion of the house of the Elf Queen.

Icon Relationships:
      Archmage. 01. (Positive)
     Elf Queen.   01. (Conflicted)
     Lich King.    01. (Opposed)

Magical Progeny   04
Wanderer. 02
Child of Nobility 02

HP: 30
Recoveries: 8
Recovery Dice: 3d6

AC: 17
Physical Defense: 13
Mental Defense: 17

Initiative: +11

Racial Power: Highblood Teleport (Racial Power) Once per battle as a move action, place yourself in a nearby location you can see.

Class Features:

Wizards have four class features: Cantrips, Cyclic Spells, Overworld Advantage, and Ritual Magic.

Melee Attack (Longsword)
Attack: Str + Level vs AC +3
Hit: 3d8 + Str
Miss: Nothing

Class Talents:

Cantrip Mastery Cantrips are at-will spells for you. Unlike normal wizards, who use a standard action to cast a cantrip, you can cast a cantrip as a quick action. If you or your GM create new cantrips, you can probably learn them along with the standard cantrips mentioned above, assuming you can track down someone to teach them to you or you find a written version of the spell. If you want to do something particularly cunning or surprising with one of your cantrips and the GM isn't sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it. Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell slot you have given up and create a once-per-day related effect with it that is much greater, if you and your GM can agree on a cool effect that suits the cantrip.

High Arcana Your study of the highest orders of magic gives you options that lesser wizards cannot match. Memorization: Unlike other spellcasters, who can only choose a specific spell once, when you pick your spells, you can choose any daily wizard spell twice. (Note that this doesn't apply to the very few wizard spells that start as recharge spells.) For example, at 7th level when you have five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level spell, or once as a 7th level spell and once as a 5th level spell; your 3rd

level spell slot can't be used for fireball because fireball starts as a 5th level spell. Counter-magic: As a wizard with the High Arcana talent, you gain a bonus spell, counter-magic.

Counter-magic Close-quarters spell Once per battle Free action to cast Trigger: A nearby creature you can see casts a spell. Target: The nearby creature casting a spell. Attack: Intelligence + Level vs. MD Hit: The target's spell is canceled, and the caster loses the action they were using for the spell. If the spell had a limited use, that use is expended if your natural attack roll is even. Champion Feat: You can now cast counter-magic twice per battle. Epic Feat: You can now cast counter-magic in reaction to a creature using any magical ability, not just casting a spell.

Abjuration Whenever you cast a daily wizard spell, you gain a +4 AC bonus until the end of your next turn. You can phrase the magical effect causing the protection as you like. Many abjurers create shimmering shields of magical force; others have swarming magical servitors blocking attacks.

Spells Memorized: :

Improved Initiative x2

Gold: 3. (25 to start)

Clothing, rain cloak (elven) 5 gp
Spellbook (adventurer) 10 gp
Longsword 7 gp

This message was last edited by the player at 00:07, Tue 22 July 2014.

Laas Yah-Nir
 player, 32 posts
Mon 15 Jul 2013
at 20:51
Re: 13th Age Characters
Laas Yah-Nir
Half-Elf Druid
Level 3

Str: 10    (+0)
Dex: 17   (+3)
Con: 17  (+3)
Int: 8     (-1)
Wis: 18  (+4)
Cha: 10  (+0)

One Unique Thing: The High Druid is nothing but a figurehead. It's time for the old to pass and the new to flourish, namely me.
Icon Relationships: High Druid 1 (conflicted)
                           Arch Mage 1 (opposed)
                           Lich King 1 (opposed)
Backgrounds:    Herbalist 3
                       Sentinel of the Forest 3
                       Hand of Nature 2

HP: 45
Recoveries: 8
Recovery Dice: (1d6 x Level) + Con mod

AC: 16
Physical Defense: 17
Mental Defense: 14

Initiative: +10

Racial Power: Surprising
once per battle, -1 from Natural result on own d20

Class Features:

Immunity to environmental exposure.
Can go without food and water longer than most.
Can talk with non-hostile plants or animals twice per day. Hard DC for animals and REALLY hard DC for plants, because plants.

Melee Attack (Staff of Wild Abandon)
At-Will  +1 hit & damage
Attack: DEX + Level vs AC
Hit: 3d8 + DEX
Miss: Damage equal to level

Range Attack (Javelin)
Attack: Dex + Level vs AC
Hit: 3d6 + Dex
Miss: -

Class Talents:

Wild Healer
Shifter Adept


Regeneration (1 per battle + 1 per day)
Wild Heal (1 per day)
Scout Form (1 per day)
Beast Form (At-will)


A-Wild Heal
A-Owlbear Aspect
A-Improved Initiative

Gold: 25

Staff of Wild Abandon - +1 Hit & Damage
 (melee weapon): You deal +2d6 damage with your first attack each battle using this weapon (champion: +4d6; epic: +4d12).
 Quirk: Doesn't like being backed into a corner.

Leather Armor
Leather Boots
Woolen Cloak
Stone Pestle and Mortar

This message was last edited by the player at 11:17, Mon 08 Sept 2014.

Cunningham Hickoryhock
 player, 47 posts
 P:18/18 M:16/16 Hero:1
Wed 17 Jul 2013
at 03:30
Re: 13th Age Characters
Cunningham Hickoryhock
Gnome Artificer (Sorcerer base + Rogue)

Str: 10    (+0)
Dex: 16  (+3) (Race)
Con: 14  (+2)
Int: 18    (+4) (Class)
Wis: 8     (-1)
Cha: 12  (+1)

One Unique Thing: (any imaginable unique thing about your character that has no mechanical effect)
Icon Relationships:
Archmage 1-Conflicted - I’m handy and genius, if unregulated, capricious, and expelled from the Arcanum on a technicality. Repairing a ward is just as easy as dismantling it for salvage
Dwarf King 1-Conflicted - I deserve as much claim to found treasures as the king, plus I forge far superior goods
High Druid 1-Negative - I’m basically a wild nuisance to and consumer of nature and “balance”; magewrought mechanization and urbanism are much more exciting.
(Prince of Shadows?)

Experimental Arcane Engineer 4
Defrocked Arcanum Professor 2
"Private Reclamation Investigator" 5 (from Thief talent)
Connoisseur of Urban Delights 2

HP: 24
Recoveries: 8
Recovery Dice: [Lvl]d6 + Con mod

AC: 15
PD: 14
MD: 12

Initiative: +4

Racial Powers:
Small: Gnomes have a +2 AC bonus against opportunity attacks.
Confounding: Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Minor Illusions: As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.

Class Features:
Dancing Lights
Most artificers can cast the dancing lights spell as a standard action. Unlike the wizard’s light cantrip, the artificer’s dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the artificer every two to five seconds. The artificer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes.

Gather Power
Once initiative has been rolled and a battle is underway, an artificer can spend a standard action to gather arcane power, preparing themselves for casting a double-strength schemata with their next standard action. Gathering power is loud and flashy, involving crackling lightning, rumbling thunder, and the flicker of magical light. When an artificer gathers power, it does not count as casting a spell, and confers a random benefit (on a d6):
Chaotic Benefit, Adventurer Tier (levels 1–4)
1–2: You gain a +1 bonus to AC until the start of your next turn.
3–4: Deal damage equal to your level to all nearby staggered enemies.
5–6: Deal damage equal to your level to one nearby enemy.

Random Energy Type (d4)
1: Cold
2: Fire
3: Lightning
4: Thunder

Trap Sense
If your skill check involving a trap is a natural even failure, you can reroll the skill check once. If a trap’s attack roll against you is a natural odd roll, you can force the trap to reroll the attack once.
Adventurer Feat: The trap attack reroll can also apply to a nearby ally of the rogue as the rogue shouts a warning or acts to prevent the trap from hitting.

Class Talents:
Mechanized Fist
Your style of artificery emphasizes close-range fighting and runecasting.
You gain a +2 bonus to AC [due to your arcane rig of orbiting tools and force plates]
You can use ranged spells while engaged with enemies without taking opportunity attacks.
You use your Dexterity modifier instead of your Intelligence modifier to determine the damage you add to all your artificer schema.

You have the Thief background (by any name that feels fun, engaging, and correct for your character’s 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 (see page 130) in addition to your normal number of powers.

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 check 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.
Adventurer Feat: You ignore the penalty for disengaging from more than one enemy at a time.

Clockwork Automaton? (instead of Tumble)
1 permanent ability - Agile
2 random abilities per heal-up

Melee attack
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength [Dexterity] damage
Miss: Damage equal to your level

Ranged attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: --

Northern steam? [Breath of the White]

Alchemist’s Fire/Magewright Torch/Pocketful of Flaming Posies
Close-quarters spell
Targets: Up to two nearby enemies in a group
Attack: Intelligence + Level vs. PD
Hit: 1d6 + Intelligence fire damage.

Prototype Bolt
Ranged spell
Special: The first time you use chaos bolt each battle, determine
a random energy type. The spell deals that type of damage
each time you use it that battle.
Target: One nearby enemy OR one far away enemy with a –2 attack penalty
Attack: Intelligence + Level vs. PD
Hit: 1d8 + Intelligence random energy damage, and if the natural attack
roll was even, you gain a chaotic benefit as if you had gathered power.
Miss: Damage equal to your level.

Jumping Jolt/Slight Overload/Experiment in Conductivity
Ranged spell
Recharge 16+ after battle
Target: One nearby enemy; chain spell
Attack: Intelligence + Level vs. PD
Hit: 3d6 + Intelligence lightning damage.
Miss: Half damage.

Energy Ward/Personal Environment Conditioning
Ranged spell
Recharge 16+ after battle
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains resist damage
12+ to the following energy type of your choice: cold, fire,
lightning, thunder.
Adventurer Feat: You can target an additional creature with
the spell.

Gold: 25?

Augmented work knives (1d4)
Souped-up spear/staff (1d8)
Stately rapier (1d6)
Light crossbow (1d6) - 20 customizable bolts
Sling (1d4)
Urban professional clothes with stout leather artificer apron, gloves, and blast-resistant goggles
Adventurer's Gear - A “kit” containing backpack, flint & tinder, 5 torches, and a waterskin.
Backpack - Holds 3 cubic feet of gear.
Tool and reagent bandolier
Rope, 50’
Mallet and spikes
Trail rations (10 use) Enough for a single day, comprising pemmican, jerky, cheese, and tack.
Pipeleaf (10 use)

This message was last edited by the player at 04:25, Wed 17 July 2013.

Solrin Raenafael
 player, 70 posts
 HP: 32/32 Recoveries: 8/8
 AC: 18 PD: 13 MD: 15
Fri 28 Feb 2014
at 14:25
Re: 13th Age Characters
Solrin Raenafael

Level 2 High Elf Commander

OUT: Only surviving member of unit that infiltrated, recon'd, and destroyed one of the Lich King's mobile 'necro towers'

Str 12 (14 +2)
Dex 12 (+1)
Con 12 (+1)
Int 16 (18) (+4)
Wis 10 (+0)
Cha 12 (+1)

AC: 18 (Heavy Armor and Shield)
PD: 13
MD: 15

Attack: +4/ Short Spear 2d6/2d8 (2 handed)
                  +3/ Short Bow 2d6

Hit Points: 32/32
Recoveries: 8/8
Recover Value: 2d8+1

Initiative: +3

Armor Skills
Battle Captain

Commands and Tactics
Rally Now
Basic Tactical Strike
Enforce Clarity
Save Now!
Try Again!

Racial Ability
Highborn Teleport

Battle Captain Adventurer
Rally Now Adventurer

Elven Highguard +4
Veteran Forest Scout of the War with the Lich King's forces +4

The Elven Queen 1 (Positive) (Served the Queen Loyally for many years)
The Archmage 1 (Negative) (The Archmage sent my brother to his death)
The Lich King 1 (Negative) (I served in the Queen's scouts in a war against the undead)

Short Spear
Short Bow
Scale Armor (Heavy)
Ten Foot Pole
2 Torches
25 Gold Coins

Solrin is the brother of Elohir and a veteran of the elves' war against the Lich King's undead where he served as a scout. Distinguishing himself he was promoted to the High Guard, a group of elite soldiers who are trained as officers for the elven armies. When he learned of his brother's end, he asked for leave, and began a search for answers that revealed his brother had been an agent of the human Archmage. Obsessed with vengeance against the wizard, he started looking for a way to bring the Archmage to ruin. As part of his relentless quest, he sought out the brave adventurers that had been by his side at his end...

This message was last edited by the player at 03:22, Fri 14 Mar 2014.

Ivric Twotoes
 player, 2 posts
 Halfing hunter: HP 33/33
 AC/PD/MD:19/14/14 R:8/8
Sun 4 May 2014
at 21:41
Re: 13th Age Characters
Ivric Twotoes
Halfing Ranger
Level 3

Str: 10  (+0)
Con: 12  (+1)
Dex: 18  (+4)
Int: 14  (+2)
Wis: 16  (+3)
Cha:  8  (-1)

One Unique Thing: A halfling so tall he is sometimes mistaken for a short elf
Icon Relationships:
The Priestess, 1 negative (I was a priest of the Sun God, but left the church
embittered after my son, who was following in my footsteps, but was blinded by
the sun in his ordination rites.)
The Prince of Shadows, 2 conflicted (I worked in his service after leaving the
church, but realized I was on the wrong side. I have assassin skills, but now
use them to hunt other assassins)
Backgrounds: Renegade Priest of Sun God 3, Hunter of Humanoids 4,
Wilderness Dweller 3

HP: 40
Recoveries: 8
Recovery Dice: (1d8 x Level) + Con mod 3d8+1

AC: 20
Physical Defense: 16 (cloak)
Mental Defense: 15

Initiative: +7

Racial Power: Evasive - Once per battle, force an enemy that hits you
with an attack to reroll the attack with a –2 penalty.

Melee Attack (Greataxe)
Attack: Dex + Level vs AC +7
Hit: 1d10 + Str 3d10
Miss: Damage equal to level 3

Range Attack (Steady Longbow)
Attack: Dex + Level vs AC +8
Hit: 1d8 + Dex 3d8+5
Miss: Damage equal to level 3

Class Talents:

Archery (Adventurer feat) - Once per battle, reroll one of your missed ranged
attacks at +2 with crit range expanded by 1.

Lethal Hunter (Adventurer feat) - Once per battle as a free action, choose an enemy. The crit
range of your attacks against that enemy expands by 3 for the rest of the
battle. A mob of mooks counts as a single enemy.

Ranger Ex Cathedral - Choose one daily or recharge spell of your level or
lower from the cleric class. You can cast this spell as if you were a cleric.
You can change your chosen spell each time you take a full heal-up.
Divine Endurance


Divine Endurance
Ranged spell
Quick action to cast
Cast for Power: One nearby ally gains 40 thp
Cast for Broad Effect: Choose up to three nearby creatures (including
you). Each target gains 20thp

Archer (Adventurer)
Further Backgrounding (Adventurer)
Lethal Hunter (Adventurer)
Skill Escalation Incremental

Gold: 25

Magic Items:
Elven Cloak
Default bonus: Physical defense: +1 PD
Other Bonus: Add +4 to checks to hide in natural surroundings.
Quirk: Prefers the finest things in life; of course, they are elven.

Steady Longbow
Default bonus: Ranged Attack: +1 Hit and Damage
(recharge 11+): Before rolling a ranged attack with this weapon,
choose 10 as the natural roll for that attack.
Quirk: Talks too much about the weather.


Great Axe
Studded Leather Armor
2 Daggers
40 Arrows
Standard Traveling Gear
50' Elven Rope
5 Torches (1 hr)

This message was last edited by the player at 12:19, Fri 05 Sept 2014.

Baenix of House Xarathos
 player, 187 posts
Tue 20 May 2014
at 20:55
Re: 13th Age Characters

This message was deleted by the player at 00:42, Sun 20 July 2014.

Dwalin Firefoot
 player, 228 posts
 HP: 64/64 Recoveries: 9/9
 AC: 19 PD: 17 MD: 13
Sun 20 Jul 2014
at 21:23
Re: 13th Age Characters
Dwalin Firefoot

Level 3 Fighter

Str 18 (+4)
Dex 10 (+0)
Con 18 (+4)
Int 10 (+0)
Wis 10 (+0)
Cha 10 (+0)

Hit Points: 72/72
Recoveries: 9/9
Recovery Dice: 3d10+4

Armor Class: 19 (Heavy Armor and Shield)
Physical Defense: 17
Mental Defense: 13

Initiative: +3

Melee: Warhammer +7/3d8+4 (3 damage on Miss)
Ranged: Longbow +3/3d8

Racial Power: That's Your Best Shot?

Class Features: Extra Tough, Threatening (-4 to enemies attempt to disengage)


Treasure Seeker +4
Underdark Scout +4

OUT: Discovered the lost, legendary Cask of the Eternal Forge and subsequently turned it over to the Dwarf King


The Dwarf King (Positive)
The Orc Lord (Negative)
The Diabolist (Negative)

Heavy Warrior
Skilled Intercept
Tough As Iron

Defensive Fighting
Carve an Opening
Hack and Slash
Steady Now

Threatening Adventurer (Enemies take Con (4) damage when fail to disengage)
Heavy Warrior Adventurer (May use Heavy Warrior 2 times in a battle once per day)
Tough as Iron Adventurer (Once per day may Rally twice in a battle as a quick action)

Heavy Armor
Shield of Resilience
10 foot pole
Ale Mug
Flint and Steel

This message was last edited by the player at 13:45, Fri 05 Sept 2014.