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OOC Entomophobia (13th Age)


Hail Tzeentch!
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For rolls and everything else associated with this game. While it's not necessary, I recommend using Orokos for making rolls; goodness knows that's what I do.

So we start out with combat! Any questions?


Flying high
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Spoiler: Show
Calpurnia Pinderschloss
Rogue 1

Str 12. 4
Dex*18. 10
Con*14. 4
Int 10. 2
Wis 10. 2
Cha 14. 6/28

HP: 24 / 24
Initiative: 10+4+1+1=16
AC: 13+2=15
PD: 13+2=15
MD: 11+0=11
Recoveries: 8
Recovery Dice: 1d8+2

Backgrounds: 8 (max 5)
Traveling Acrobat 4
Street Busker 2
Costumer 2

Icon Relationships: 3
Lich King ~1 (her lineage carries a touch of the macabre, but she’s not beholden to him)
Prince of Shadows +2 (she loves the night life, she loves to boogie!)

One Unique Thing: I regularly talk to my grandmother’s ghost

+2 *Con/Cha
Surprising (Racial Power): Once per battle, subtract one from the natural result of one of your own d20 rolls.

Many of the rogue’s powers function only when the rogue has momentum.
You gain momentum by hitting an enemy with an attack.
You lose momentum when you are hit by an attack.
The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don’t have to use attacks that require momentum against the foe you hit to gain that momentum.
Momentum powers that do not require you to spend your momentum are generally classified as interrupt actions. You can only use one interrupt action a round, which keeps your momentum powers from dominating the battle.

Sneak Attack
Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal +1d4 damage if your attack hits.

Trap Sense
Even rogues whose backgrounds don’t have anything to do with noticing, avoiding, or disarming traps have a unique knack for dealing with traps.
If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.

Rogue Talents

Shadow Walk
You gain the shadow walk at-will power:
As a move action before you have used your standard action this turn, if you are not engaged, you can make the following “attack” against all nearby enemies, targeting the enemy among
them with the highest Mental Defense.
Attack: Charisma + Level vs. MD
Hit: Remove yourself from play. At the start
of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage with your first rogue attack that turn. (No monkeying around with delaying and such here: return on your initiative and take your turn.)
Miss: No effect. You can’t attempt to shadow walk again until your next turn, but you still have your standard action this turn.

Once per battle as a quick action, you can spend your momentum to pull off a daring stunt the likes of which others could scarcely conceive. Yes, it’s improv night at the rogue show, and you’re the star baby, the star. You’ll probably want to make an attack as part of the stunt, and that’s alright, but you’ll need to roll normally for the attack. The fun is doing something outrageous like dodging between the legs of giants, vaulting on a 12-foot pole over the heads of onrushing orcs, or cutting open bags of flour just in time to make them go poof and daze several foes for a round.
Of course, 13th Age is a game where everyone might attempt stunts like this at some point. But you’re the swashbuckler who is prone to automatically succeeding, often, instead of needing a difficult skill check to pull the stunt off.

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 roll per intercepting enemy as a free action, but you must stop the first time you fail any of those disengage checks.

Rogue Powers

Evasive Strike
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and you can pop free from the target.
Miss: Damage equal to your level.

Roll With It
Momentum power
Interrupt action; requires momentum
Trigger: A melee attack that targets AC hits you.
Effect: You take half damage from that attack.
Adventurer Feat: The power also triggers on an attack against PD.

Tumbling Strike
Melee attack
Always: You gain a +5 bonus to all disengage
checks you make this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level.

Flying Blade
Ranged attack
Special: You must use a small bladed weapon
with this attack.
Target: One nearby creature
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and if your natural attack roll is even and one of your allies is engaged with the target, you can use your Sneak Attack damage for the round.
Miss: Damage equal to your level.

At-will melee attack
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to class level

At-will ranged attack
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to class level

Equipment: 25
Dagger (4): 4
Sling: 0.2
Leather armor: 10
Good clothing: 1
Rain cloak: 0.3
Rope, 50’, good: 0.6
Grappling hook: 1
Mirror, small: 2
Money pouch (3): 0.3/20
5 gp

Calpurnia's family has been variously described as creepy, kooky, mysterious and spooky. She has an insatiable curiosity about the world, especially the less savory aspects of it. Her art is her passion, for which she makes her own outfits.

A pale half-elf, just coming out of her teens. Her inky black hair is in a ponytail. She wears a domino mask that resembles a spider's face, with paste gems for the eyes, and "fangs" that drop down from the sides.


Will GM for Beer
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Fletcher Ben, Gnome Ranger

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One Unique Thing - The Diabolist permanently changed my form to that of a [gnome sized] Tiefling in mockery of my devotion to the High Druid. I believe she vastly underestimated the uses a clever gnome might find for a tail.

Base Stats - Racial Bonus = Dex, Class Bonus = Wis
Str 14 [+2]
Dex 18 [+4]
Con 12 [+1]
Int 10 [+0]
Wis 14 [+2]
Cha 10 [+0]

Derived Stats -
HP 24
AC 17
PD 16
MD 11
Init 15
Rec 1d8 + 1 [8]

Talents -
- Fey Queen's Enchantments
- - Curse of Frost (Breath of the White) 3d6+4
- Ranger Ex Cathedra
- - Gutter's Blade (Hammer of Faith) 1d12 dmg melee
- Ranger's Pet (animated wooden spider)"Fiddle"
- - Climb (as Flight, but like for walls and ceilings and stuff)
- - Scout

Feats -
- Fey Queen's Enchantments (Cast using Dex)

Icon Relationships -
- Positive Relationship with the High Druid [1]
- Conflicted Relationship with the Diabolist [2]

Backgrounds -
- Thief Catcher [5]
- Wilderness Guide [3]

Gear -
- Leather Armor (Light)
- Short Bow; Quiver of 20 arrows
- Heavy Hunting Knife (Dagger)

Wealth -
25 GP

Civil Savage

Proud Lifetime Member
RPGnet Member
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Orilen the Rook, Human Bard

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Str: 10, Dex: 16, Con 14, Int: 10, Wis 14, Cha: 16

Initiative 19
AC 15
PD 13
MD 14
HP 27
Recoveries 8
Recovery Die 1d8+2

Sailor on the Stormrider 2 (sailing skills, sure-footedness, climbing, carousing and gambling for shore leave)
Chief Assistant to the Historian of Magic 2 (which is to ‘historian’ as Indiana Jones is to ‘archaeologist,’ so magical lore plus trap-avoiding, monster ken, running away)
Freelance entertainer in Axis 4 (poems, songs, juggling, Empire politics, making people laugh)

One Unique Thing: Birds talk to me; sometimes they tell me secrets

Icon Relationships
Priestess 2 (positive: I’m a sincere follower of (my understanding of) the message of the Priestess; plus I’m more than a little in love with her, in a ‘chivalrous, from a distance’ way)
Lich King 1 (conflicted: on the one hand, he’s obviously evil and the embodiment of everything the Priestess opposes; on the other hand, what a cool story!)

Racial Move
Quick to Fight (+5 initiative); bonus feat

Balladeer (Imperial Anthem)
Jack of Spells (Wizard) (Adventurer Feat)

Scimitar (d8)
Shortbow (d6)

Battle Cries
Pull It Together! (natural 11+, only 2/battle; nearby ally can heal using recovery)
Stay Strong! (natural 16+; nearby ally +2 to AC until start of my next turn)

Spells / Songs
Battle Chant (Adventurer Feat: d6 damage dice)
Song of Heroes
Cantrips: Alarm, Knock, Prestidigitation
Color Spray (Wizard spell)


The Furthest Away
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Sarathiel, dwarf-forged monk

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One Unique Thing - The only dwarf-forged with a soul from the overworld.
Sarathiel was an automaton charged with defending a dwarven temple, when something fell from the overworld and into them. They woke up, and have since wandered the Empire, trying to understand what it means to be alive, and if there's a reason for their new existance.

Base Stats - Racial Bonus = Str, Class Bonus = Dex & Wis (monks get 2 of Str, Dex or Wis)
Str 16 [+3]
Dex 16 [+3]
Con 14 [+2]
Int 12 [+1]
Wis 16 [+3]
Cha 8 [-1]

Derived Stats -
HP 27
AC 15
PD 15
MD 13
Init score 14
Rec 1d8 + 2 [8]

Jab, Punch, Kick
Ki (4 per day)
Two-weapon fighting
Bracers as magic weapons

Temple Weapon Master (style weapons are hammers or unarmed)
Leaf on the Wind
Overworld Lineage, aka Phoenix-Touched (where the idea for the OUT comes from! I'm not using the 'use Cha for Wis' bit)

Dutiful Guardian
Way of the Metallic Dragon

Never Say Die (racial)

Leaf on the Wind

Icon Relationships
Conflicted: Dwarf King
Positive: Priestess
Positive: Archmage

+4 Former temple guardian (covers athletics-type things, knowing about guards and temples etc)
+4 Soul from the overworld (this would cover knowing stuff about the overworld, weird arcane/wizard magic and similar)

Small ceremonial hammers (style weapons, so they do jab/punch/kick damage)

25 GP

Shadow Hexagram

Drama frog
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Saevan, half-orc fighter

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One Unique Thing - Is anonymously known in every court of the Dragon Empire as Aepik for his philosophical tales on ethics and war.

Base Stats - Racial Bonus = Str, Class Bonus = Con
Str 16 [+3]
Dex 12 [+1]
Con 18 [+4]
Int 12 [+1]
Wis 14 [+2]
Cha 8 [-1]

Derived Stats -
HP 36
AC 19
PD 14
MD 12
Init 12
Rec 1d10 + 4 [9]

- Lethal (Racial Power)

Class features
- Extra Tough
- Threatening

- Heavy Warrior
- Skilled Intercept
- Power attack

- Defensive fighting
- Carve an opening
- Heavy blows

- Power Attack

Icon Relationships
- Positive Relationship with the Emperor [2]
- Conflicted Relationship with the Three [1]

- Apprentice blacksmith [2]
- Law student [2]
- Royal bodyguard [4]

- Warhammer (1d8+3)
- Shield
- Heavy armor

25 GP
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