13thage MakeYourOwnLuck Pre Gen
13thage MakeYourOwnLuck Pre Gen
STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
20 14 15
19 14 12 10 13 17
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
STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
14 12 15
12 13 17 14 10 19
sTR COn DeX inT wis CHA Armor Class Physical Defense Mental Defense
14 13 16
10 15 13 19 14 14
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
STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
16 17 14
19 17 14 10 13 12
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
sTR COn DeX inT wis CHA Armor Class Physical Defense Mental Defense
15 14 14
12 15 19 15 10 14
STR CON DEX INT WIS CHA Armor Class Physical Defense Mental Defense
18 15 14
17 14 12 10 19 13