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Races
Races (13th Age SRD) Authors: Aethera
Last edited by Aethera; Jun 25th, 2015 at 09:10 PM. |
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Humans
Racial Bonus
+2 to any ability score. Bonus Feat At 1st level, human PCs start with two feats instead of one. Racial Power: Quick to Fight At the start of each battle, roll initiative twice and choose the result you want. Champion Feat |
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Dwarves
Racial Bonus
+2 Con or +2 Wis Racial Power: That's Your Best Shot? Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one! Note that you can't use this ability if the attack drops you to 0 hp or below. You've got to be on your feet to sneer at their attack and recover. Champion Feat |
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Half-Orc
Racial Bonus
+2 Str or +2 Dex Racial Power: Lethal Once per battle, reroll a melee attack and use the roll you prefer as the result. Champion Feat Last edited by Aethera; Jun 25th, 2015 at 08:45 PM. |
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High Elves
Racial Bonus
+2 Int or +2 Cha Adventurer Feat: Heritage of the Sword If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn't increase miss damage.) Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties. Racial Power: Highblood Teleport Once per battle as a move action, place yourself in a nearby location you can see. Champion Feat Last edited by Aethera; Jun 25th, 2015 at 08:52 PM. |
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Wood Elves
Racial Bonus
+2 Dex or +2 Wis Adventurer Feat: Heritage of the Sword If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn't increase miss damage.) Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties. Racial Power: Elven Grace At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn. At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can't get any more extra actions that battle. Champion Feat Last edited by Aethera; Jun 25th, 2015 at 08:56 PM. |
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Dark Elves
Racial Bonus
+2 Dex or +2 Cha Adventurer Feat: Heritage of the Sword If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn't increase miss damage.) Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties. Racial Power: Cruel Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn't double this ongoing damage. Champion Feat Last edited by Aethera; Jun 25th, 2015 at 08:56 PM. |
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Gnomes
Racial Bonus
+2 Dex or +2 Int Small Gnomes have a +2 AC bonus against opportunity attacks Racial Power: 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. Champion FeatMinor 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. |
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Half-Elves
Racial Bonus
+2 Con or +2 Cha Racial Power: Surprising Once per battle, subtract one from the natural result of one of your own d20 rolls. Champion Feat |
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Halflings
Racial Bonus
+2 Con or +2 Dex Small Halflings have a +2 AC bonus against opportunity attacks Racial Power: Evasive Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty. Champion Feat Last edited by Aethera; Jun 25th, 2015 at 09:00 PM. |
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Dragonic/Dragonspawn
Racial Bonus
+2 Str or +2 Cha Racial Power: Breath Weapon Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy's Physical Defense. On a hit, the attack deals 1d6 damage per your level of an energy type that makes sense for your character. Champion Feat |
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Holy One/Aasimar
Racial Bonus
+2 Wis or +2 Cha Racial Power: Halo Once per battle as a free action during your turn, gain a +2 bonus to all defenses until you are hit by an attack (or until the battle ends). Champion Feat Last edited by Aethera; Jun 25th, 2015 at 09:06 PM. |
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Forgeborn/Dwarf-forged
Racial Bonus
+2 Str or +2 Con Racial Power: Never Say Die Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total. Champion Feat |
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Tiefling/Demon-touched
Racial Bonus
+2 Str or +2 Int Racial Power: Curse of Chaos Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse. Champion Feat |
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