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13thage MakeYourOwnLuck Pre Gen

1) This document provides character details for three level 2 characters: a human paladin named Name, a half-elf bard, and an elf wizard. 2) It lists their abilities, powers, spells, equipment, feats, and other features including their class, race, ability scores, hit points, and defenses. 3) The paladin has abilities like Smite Evil and Lay on Hands to heal, the bard can use battle cries and songs to empower allies, and the wizard knows spells like Acid Arrow.

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0% found this document useful (0 votes)
44 views6 pages

13thage MakeYourOwnLuck Pre Gen

1) This document provides character details for three level 2 characters: a human paladin named Name, a half-elf bard, and an elf wizard. 2) It lists their abilities, powers, spells, equipment, feats, and other features including their class, race, ability scores, hit points, and defenses. 3) The paladin has abilities like Smite Evil and Lay on Hands to heal, the bard can use battle cries and songs to empower allies, and the wizard knows spells like Acid Arrow.

Uploaded by

Darkenergy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Name Race Paladin

Class Human Level 2

STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
20 14 15
19 14 12 10 13 17

Hit Points Recoveries Recovery Roll


+4 +2 +1 +0 +1 +3
47 8 2d10+2
+6 +4 +3 +2 +3 +5
Initiative

ONE UNIQUE THING RACIAL POWER Basic Melee Attack


Quick To Fight: Roll initiative twice, Attack Hit Miss
choose the result you want.
+6 vs AC 2d8+4 2
POWERS & SPELLS
Basic Ranged Attack
ICON RELATIONSHIPS Attack Hit Miss
+3 vs AC 2d8+1 —

EQUIPMENT
Heavy Armor
BACKGROUNDS Longsword
Shield
Longbow

CLASS FEATURES
Smite Evil: Once per battle, plus an
additional 3 times per day, you may MAGIC ITEMS
declare you’re Smiting Evil. Add +4 to hit
and +1d12 to the damage roll and deal half
FEATS
damage with the attack even if it misses. Smite Evil
Lay on Hands
TALENTS Toughness

Lay on Hands: Twice per day as a quick


action, heal yourself or an ally by
touching them and spending a recovery.
Add +6 hit points to the amount healed
by the recovery.
Bastion: +1 AC, and one per battle, you
can take half the damage onto yourself
when an ally is hit by an attack.
Divine Domain of Leadership: Once per
turn when you make a melee attack on
an enemy, your allies gain a +1 attack
bonus against that enemy until the start
of your next turn. Also, once per day, you
make invoke this domain to increase the
escalation die by 1.
Name Race Bard

Class Half-Elf Level 2

STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
14 12 15
12 13 17 14 10 19

Hit Points Recoveries Recovery Roll


+1 +1 +3 +2 +0 +4
28 8 2d8+1
+2 +2 +5 +4 +2 +6
Initiative

ONE UNIQUE THING RACIAL POWER Basic Melee Attack


Surprising: once per battle, subtract one Attack Hit Miss
from the natural result of one of your
+5 vs. AC 2d8+3 2
own d20 rolls

POWERS & SPELLS Basic Ranged Attack


ICON RELATIONSHIPS (You have the chance to trigger one Battle Attack Hit Miss
Cry with each of your melee attacks or
+5 vs. AC 2d6+3 —
battle chants.)
Battle Cry – Move It! When you roll a
natural even roll on a melee attack or EQUIPMENT
battle chant, one of your allies can move
Scimitar
or disengage as a free action.
BACKGROUNDS Battle Cry – We Need You! When you roll a
Leather Armor
Short Bow
natural even roll on a melee attack or battle
Instrument
chant, one of your allies may roll a save
with a +1 bonus against a save ends effect.
Spell: Battle Chant – At Will, targets one nearby
enemy, +6 vs. MD, 1d6+4 thunder damage.
Spell: Soundburst – Daily, targets 1d4
nearby enemies, +6 vs. PD, on a hit
MAGIC ITEMS
5d6+4 thunder damage and enemies are
CLASS FEATURES dazed until the end of your turn; on a
miss half damage, and any allies engaged
Bardic Songs
with the targets take 2 thunder damage
Battle Cries
Song: Song of Heroes – Quick action
Spell
11+ to sustain each turn; you and your
TALENTS nearby allies gain a +1 attack bonus.
Spellsinger – Bonus Spell (Soundburst) When the song ends, one ally gets a +2
Jack of Spells – Bonus Spell (Scorching attack bonus to their next attack roll. You
Ray) may sing and cast spells at the same time.
Loremaster – take two additional points of Recharge 11+ after battle.
backgrounds; you can use these additional Jacked Spell: Scorching Ray – At Will,
points to raise a background that has Targets one nearby enemy, +6 vs. PD,
something to do with history, bardic lore, 1d6+4 fire damage; on a natural even hit,
or magical knowledge up to the usually the target takes 1d8 ongoing fire damage.
impossible rating of +6. On a miss, 2 fire damage.
Take a single point of relationship with the FEATS
Archmage OR the Lich King. Add the
point to a relationship you already have up Battle Chant
to your normal maximum, or start a new We Need You
one—positive, conflicted, or negative.
Name Race Wizard

Class Elf Level 2

sTR COn DeX inT wis CHA Armor Class Physical Defense Mental Defense
14 13 16
10 15 13 19 14 14

Hit Points Recoveries Recovery Roll


+0 +2 +1 +4 +2 +2
32 8 2d6+2
+2 +4 +3 +6 +4 +3
Initiative

One Unique Thing Racial Power Basic Melee Attack


Once per battle as a move action, place Attack Hit Miss
yourself in a nearby location you can see.
+2 vs. AC 2d6 —
Powers & Spells
Acid Arrow x2 – Daily, targets one nearby
Basic Ranged Attack
Icon Relationships or far away enemy, +6 vs. PD, 4d10 acid Attack Hit Miss
damage and 5 ongoing acid damage on a
+3 vs. AC 2d4+1 —
hit. On a miss, 5 ongoing acid damage,
and you regain the spell when you take
a quick rest. Equipment
Blur – Daily, targets you or a nearby ally,
Staff
gives a 20% miss chance for the rest of
Backgrounds the battle.
Hand Crossbow

Magic Missile – At will, targets one nearby or


far away enemy, auto hit, 2d4 force damage
Ray of Frost – At will, targets one nearby
enemy, +6 vs. PD, 3d6 cold damage on a
hit, 2 damage on a miss

Magic Items
Feats
Class Features Ritual Magic: Complete a ritual in 1d3+1
Ritual Magic – make up a ritual effect rounds instead of several minutes
and expend one of your spells to fuel it Magic Missile: You may choose two
Cantrips targets for the spell and split damage dice
between them.
Talents
Abjuration – +4 AC bonus until the end of
your next turn after casting a daily spell
Evocation – Once per battle, when casting
a spell that targets Physical Defense, max
out the spell’s damage dice.
High Arcana – memorize a daily spell twice
Name Race Barbarian

Class Dwarf Level 2

STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
16 17 14
19 17 14 10 13 12

Hit Points Recoveries Recovery Roll


+4 +3 +2 +0 +1 +1
40 8 2d10+3
+6 +5 +4 +2 +3 +3
Initiative

ONE UNIQUE THING RACIAL POWER Basic Melee Attack


That Your Best Shot? Once per battle, use Attack Hit Miss
a recovery after you’ve been hit by an
+6 vs. AC 2d10+4 2
enemy attack. If the escalation die is less
than 2, you only get half the usual healing.
Basic Ranged Attack
POWERS & SPELLS
ICON RELATIONSHIPS Attack Hit Miss
+4 vs. AC 2d8+2 —

EQUIPMENT
Chainmail
BACKGROUNDS Great axe
Longbow

CLASS FEATURES
Rage! Once per day, you can rage. While
MAGIC ITEMS
raging, roll 2d20 for your attacks and FEATS
take the best one; if both roll 11+ and
Rage
the higher is a hit, it becomes a critical
Building Frenzy
hit. After a battle, roll 1d20+4; on a
16+, you can rage again that day.
If the escalation die is 4+, you
can start raging no matter what.

TALENTS
Building Frenzy: One battle per
day, whenever you miss, gain +d6
damage to all your melee attacks, to a
maximum of +4d6.
Unstoppable: Once per battle, heal
using a recovery after you make a
successful melee attack.
Slayer: During your turn, when you
attack a staggered enemy you weren’t
engaged with at the start of your turn,
deal +2d6 damage on a hit.
Name Race Rogue

Class Halfling Level 2

sTR COn DeX inT wis CHA Armor Class Physical Defense Mental Defense
15 14 14
12 15 19 15 10 14

Hit Points Recoveries Recovery Roll


+1 +2 +4 +2 +0 +2
32 8 2d8+2
+3 +4 +6 +4 +2 +4
Initiative

One Unique Thing Racial Power Basic Melee Attack


Small: +2 AC bonus against opportunity Attack Hit Miss
attacks
+6 vs. AC 2d8+4 2
Evasive: Once per battle, force an enemy
that hits you to reroll the attack with a
-2 penalty Basic Ranged Attack
Icon Relationships Powers & Spells Attack Hit Miss
Power: Evasive Strike. If you hit with this +6 vs. AC 2d6+4 2
attack, pop free from your enemy.
Power: Deadly Thrust. If you use this
attack, add your Strength modifier (+1)
Equipment
to your attack roll Leather armor
Backgrounds Power: Sure Cut. If you use this attack Dagger
when sneak attacking, spend momentum Shortbow
to add your Sneak Attack damage if you
miss.
Power: Tumbling Strike. If you use this
Class Features attack, you get a +5 to disengaging and
can move in, attack, and disengage as a
Momentum: When you hit someone, you
gain momentum. When you’re hit, you
quick action. Magic Items
Power: Roll With It. Spend momentum
lose momentum. It’s a binary thing – you
when an enemy hits your AC to take half
have it or you don’t. Some of your powers
damage.
key off momentum.
Sneak attack: +1d8 damage against foes
that are engaged with one of your allies Feats
Trap Sense: Reroll failed even checks to
find traps, or successful odd attack rolls Sneak Attack – Your Sneak Attack feature
by traps on you. also works the first round of combat
Talents against enemies with a lower initiative
than you.
Improved Sneak Attack – increases your Strong Recovery – you may reroll one die
sneak attack damage (already factored in) when rolling for a recovery
Swashbuckle – once per battle, do
something acrobatically or dramatically
awesome. No need to roll.
Thievery – You have the Thief background
at its full possible bonus of +5, without
having to spend your normal background
points on it.
Name Race Cleric

Class Human Level 2

STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
18 15 14
17 14 12 10 19 13

Hit Points Recoveries Recovery Roll


+3 +2 +1 +0 +4 +1
36 8 2d8+2
+5 +4 +3 +2 +6 +3
Initiative

ONE UNIQUE THING POWERS & SPELLS Basic Melee Attack


You can invoke each domain once per day, Attack Hit Miss
and can only use one invocation/invoke
+5 vs. AC 2d6+2 2
effect in a specific battle.
Domain: Healing. When you heal someone,
they get an extra +4 hit points worth of healing. Basic Ranged Attack
Invoke: gain an extra use of the heal spell.
ICON RELATIONSHIPS Attack Hit Miss
Domain: Life. You and your nearby allies get
a +2 bonus to death saves. Invoke: You and +3 vs. AC 2d6+1 —
each of your allies can add the escalation
die to one save each this battle. Also, you
EQUIPMENT
and your allies only die when at a negative
hit point total equal to your full hit points. Heavy Armor
BACKGROUNDS Domain: Illusion. Once per battle when Mace
engaged with an enemy, roll a d20 and note Shortbow
the result. As a free action before the start of
your next turn, use that result for an attack
roll made by an ally or enemy instead of
rolling. Invoke: Enemies who engaged you
during their turn miss on natural odd rolls.
Spell: Heal – usable twice per battle, quick action, a MAGIC ITEMS
nearby ally may heal using a recovery.
Spell: Hammer of Faith – Daily, until the
CLASS FEATURES
end of the battle, roll d12s instead of d6s
Ritual Magic – cast your spells as rituals for melee attack damage
Bonus spell: Heal Spell: Shield of Faith – Daily, Quick Action,
either one nearby ally gains +2 AC for the
rest of the battle, or three nearby allies gain
TALENTS
+1 AC for the rest of the battle.
Spell: Bless – Daily, Quick Action, either one
nearby ally gains +2 to attack for the rest of
RACIAL POWER the battle, or three nearby allies gain +1 to
attack for the rest of the battle.
Quick To Fight: Roll initiative twice,
Spell: Spirits of the Righteous – once per
choose the result you want.
battle, Targets one nearby enemy, +6 vs.
MD, on a hit, 4d6+4 holy damage, and your
FEATS nearby ally with the fewest hit points gains
a +4 bonus to AC until the end of your next
Heal
turn. On a miss, your nearby ally with the
Domain of Life
fewest hit points gets only a +2 bonus.

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