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13th Age pros and cons?
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<blockquote data-quote="Gorgon Zee" data-source="post: 6256668" data-attributes="member: 75787"><p><strong>Rolling your own enemies in 13th Age</strong></p><p></p><p>As part of the 1e -> 13th age conversion, I had to make up stats for a spell caster and for an aboleth, based on their original descriptions in "Dwellers of the Forbidden City". Here's my takes and an idea of what monsters look like -- a bit more brutal than standard 13th age (the aboleth was very nasty)</p><p></p><p><span style="color: #200E63"><span style="font-family: 'Arial Black'"><span style="font-size: 15px"></span></span></span></p><p><span style="color: #200E63"><span style="font-family: 'Arial Black'"><span style="font-size: 15px">Aboleth</span></span></span></p><p><span style="font-family: 'Georgia'"><u><em>Large</em></u><em> 4th level monster [aberrant]</em></span></p><p><span style="font-family: 'Georgia'"><em></em></span><span style="font-family: 'Georgia'"><strong>Initiative: +9 Fear Threshold 18</strong></span></p><p><span style="font-family: 'Georgia'"><strong></strong></span><span style="font-family: 'Georgia'">Mucus in the water; Engaged enemies take a +4 vs PD when they become engaged or when they start their turn. Mucus lodges in your throat and makes you able to breath water but NOT air for d3 hours.</span></p><p><span style="font-family: 'Georgia'">4x Tentacles +9 vs PD; 4 damage, DC 10 CON or flesh-to-slime. DC 10 CHA/WIS or confused (save ends)</span></p><p><span style="font-family: 'Georgia'"><strong>Confuse:</strong> (3x daily, ranged, nearby) +9 vs MD. Target is confused [natural 16+] target is enslaved</span></p><p><span style="font-family: 'Georgia'"><strong>Flesh-to-slime</strong>: skin turns to a mucous membrane and must be continuously kept wet or take 4 damage every ten minutes as it dries out. Normal save every full heal-up to throw off the effects. A Hard INT check to heal by another will make this a normal check.</span></p><p><span style="font-family: 'Georgia'"><strong>Enslaved</strong>: Consumed by a desire to serve the aboleth. It will not fight for it, but will follow other orders. It is a quick CHA check for an ally to trigger a normal save. If that check succeeds they become confused. If they fail to save against the confusion, they become enslaved again. A natural 20 on any save renders that character immune to enslavement by this aboleth.</span></p><p><span style="font-family: 'Georgia'">AC 20 PD 18 MD 14 HP 108</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"></span><span style="color: #291582"><span style="font-family: 'Arial Black'"><span style="font-size: 15px">Horan</span></span></span></p><p><span style="font-family: 'Georgia'"><em>Lightning missile</em> +9 vs. AC—10 damage. Natural even hit dazed, save ends.</span></p><p><span style="font-family: 'Georgia'"><em>Guards and Wards</em>: fog corridors, all doors arcane locked and hidden behind illusory blank walls, webs everywhere. Web requires DC15 strength to push through. Daily spell</span></p><p><span style="font-family: 'Georgia'"><em>Haste / Slow</em>: +8 vs MD. Miss every second turn, save ends. Or get an extra non-magic attack each round with haste. Easy save or it goes away. Recharges on even escalation dice</span></p><p><span style="font-family: 'Georgia'"><em>Cone of Electricity: </em>+8 vs MDaffects 2-5 nearby; 20 points damage and dazed, easy save.</span></p><p><span style="font-family: 'Georgia'"><em>Hideaway</em>: +8 vs MD or forget last 5 minutes and he becomes invisible, save or it ends.</span></p><p><em>Ring of Counter-spells</em><span style="font-family: 'Georgia'">: When an enemy targets Horan with a spell, he can roll a save; success means the spell has no effect on the dragon. If Horan is staggered, the save target increases by +5. For players, this is recharge 16+; Horan crafted this for himself!</span></p><p><span style="font-family: 'Georgia'"><em>Bracers of armor</em>: +2 armor (champion). Cannot be worn with any other armor.</span></p><p><span style="font-family: 'Georgia'"><strong>Initiative +7 </strong> AC 21 PD 19 MD 19 HP 76</span></p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6256668, member: 75787"] [b]Rolling your own enemies in 13th Age[/b] As part of the 1e -> 13th age conversion, I had to make up stats for a spell caster and for an aboleth, based on their original descriptions in "Dwellers of the Forbidden City". Here's my takes and an idea of what monsters look like -- a bit more brutal than standard 13th age (the aboleth was very nasty) [COLOR=#200E63][FONT=Arial Black][SIZE=4] Aboleth[/SIZE][/FONT][/COLOR] [FONT=Georgia][U][I]Large[/I][/U][I] 4th level monster [aberrant] [/I][/FONT][FONT=Georgia][B]Initiative: +9 Fear Threshold 18 [/B][/FONT][FONT=Georgia]Mucus in the water; Engaged enemies take a +4 vs PD when they become engaged or when they start their turn. Mucus lodges in your throat and makes you able to breath water but NOT air for d3 hours.[/FONT] [FONT=Georgia]4x Tentacles +9 vs PD; 4 damage, DC 10 CON or flesh-to-slime. DC 10 CHA/WIS or confused (save ends)[/FONT] [FONT=Georgia][B]Confuse:[/B] (3x daily, ranged, nearby) +9 vs MD. Target is confused [natural 16+] target is enslaved[/FONT] [FONT=Georgia][B]Flesh-to-slime[/B]: skin turns to a mucous membrane and must be continuously kept wet or take 4 damage every ten minutes as it dries out. Normal save every full heal-up to throw off the effects. A Hard INT check to heal by another will make this a normal check.[/FONT] [FONT=Georgia][B]Enslaved[/B]: Consumed by a desire to serve the aboleth. It will not fight for it, but will follow other orders. It is a quick CHA check for an ally to trigger a normal save. If that check succeeds they become confused. If they fail to save against the confusion, they become enslaved again. A natural 20 on any save renders that character immune to enslavement by this aboleth.[/FONT] [FONT=Georgia]AC 20 PD 18 MD 14 HP 108 [/FONT][COLOR=#291582][FONT=Arial Black][SIZE=4]Horan[/SIZE][/FONT][/COLOR] [FONT=Georgia][I]Lightning missile[/I] +9 vs. AC—10 damage. Natural even hit dazed, save ends.[/FONT] [FONT=Georgia][I]Guards and Wards[/I]: fog corridors, all doors arcane locked and hidden behind illusory blank walls, webs everywhere. Web requires DC15 strength to push through. Daily spell[/FONT] [FONT=Georgia][I]Haste / Slow[/I]: +8 vs MD. Miss every second turn, save ends. Or get an extra non-magic attack each round with haste. Easy save or it goes away. Recharges on even escalation dice[/FONT] [FONT=Georgia][I]Cone of Electricity: [/I]+8 vs MDaffects 2-5 nearby; 20 points damage and dazed, easy save.[/FONT] [FONT=Georgia][I]Hideaway[/I]: +8 vs MD or forget last 5 minutes and he becomes invisible, save or it ends.[/FONT] [I]Ring of Counter-spells[/I][FONT=Georgia]: When an enemy targets Horan with a spell, he can roll a save; success means the spell has no effect on the dragon. If Horan is staggered, the save target increases by +5. For players, this is recharge 16+; Horan crafted this for himself![/FONT] [FONT=Georgia][I]Bracers of armor[/I]: +2 armor (champion). Cannot be worn with any other armor.[/FONT] [FONT=Georgia][B]Initiative +7 [/B] AC 21 PD 19 MD 19 HP 76[/FONT] [/QUOTE]
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