Note: For Health Points, Magic Points, and starting cash, I've assumed average results for all die rolls (3.5, rounded up to 4 for 1d6, rounded down to 10 for 3d6).
1 Accuracy
0 Communication
3 Constitution
1 Dexterity
2 Fighting
2 Intelligence (Evaluation, Religious Lore)
1 Perception
2 Strength
2 Willpower
Speed 9
Health 27
Defense 11 (12 with shield)
Armor Rating 3
Weapon / Attack Roll / Damage
Battle-axe / +2 / 2D6+2
THORGRIM
Thorgrim was the most challenging of the four party members to convert to Fantasy AGE, because d20 clerics can cast spells in armor without penalty, but AGE mages cannot. Here, I've compromised by giving him the lightest possible armor (which will cost him 1 strain on any spell he casts, but not impose any other penalties) plus a light shield (which gives the maximum +1 bonus allowed without Weapon and Shield Style). His magic focuses on bolstering and healing his allies, and his Chirurgeon talent lets him remain a useful healer even when low on Magic Points. As a dwarven war-priest, he has the Initiate background (Middle Class), and he chooses his stunts carefully to give his side a tactical advantage.THORGRIM (1st-level Dwarf Mage)
Abilities (Focuses)1 Accuracy
0 Communication
3 Constitution
1 Dexterity
2 Fighting
2 Intelligence (Evaluation, Religious Lore)
1 Perception
2 Strength
2 Willpower
Speed 9
Health 27
Defense 11 (12 with shield)
Armor Rating 3
Weapon / Attack Roll / Damage
Battle-axe / +2 / 2D6+2
Arcana Blast / +1 / 1D6+2
Special Qualities
Favored Stunts: Skirmish, Defensive Stance, Skillful Casting
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Chirurgeon (Novice), Healing Arcana (Novice), Heroic Arcana (Novice)
Weapon Groups: Axes, Brawling, Staves
Magic Points: 16
Special Qualities
Favored Stunts: Skirmish, Defensive Stance, Skillful Casting
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Chirurgeon (Novice), Healing Arcana (Novice), Heroic Arcana (Novice)
Weapon Groups: Axes, Brawling, Staves
Magic Points: 16
Spells: healing touch, hero's inspiration, hero's might, revival
Equipment: Light Leather, Light Shield, Battle-Axe, Arcane Device (holy symbol), backpack, bedroll, belt pouch, 3 torches, traveler's garb, waterkin, whetstone, 15 sp
1 Accuracy (Brawling)
0 Communication
2 Constitution
2 Dexterity (Legerdemain)
3 Fighting
1 Intelligence
1 Perception (Hearing)
3 Strength
1 Willpower
Speed 9
Health 36
Defense 12
Armor Rating 4
Weapon / Attack Roll / Damage
Two-Handed Maul / +3 / 2D6+6
Equipment: Light Leather, Light Shield, Battle-Axe, Arcane Device (holy symbol), backpack, bedroll, belt pouch, 3 torches, traveler's garb, waterkin, whetstone, 15 sp
ROLLO
Rollo is a small warrior who packs a surprisingly hard punch. Note that in the rules as written, small races such as gnomes and halflings have no size-based limitations on equipment use, so I chose to give him a two-handed maul as his signature weapon. This replaces the exotic gnomish hooked hammer he wielded in d20. The Soldier background (Lower Class) was the most obvious choice.ROLLO (1st-level Gnome Warrior)
Abilities (Focuses)1 Accuracy (Brawling)
0 Communication
2 Constitution
2 Dexterity (Legerdemain)
3 Fighting
1 Intelligence
1 Perception (Hearing)
3 Strength
1 Willpower
Speed 9
Health 36
Defense 12
Armor Rating 4
Weapon / Attack Roll / Damage
Two-Handed Maul / +3 / 2D6+6
Short Bow / +1 / 1D6+2
Gauntlet / +1 / 1D3+4
Throwing Axe / +3 / 1D6+5
Special Qualities
Favored Stunts: Knock Prone, Mighty Blow, Threaten
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Archery Style (Novice), Armor Training (Novice), Two-Hander Style (Novice)
Weapon Groups: Axes, Bludgeons, Bows, Brawling
Equipment: Heavy Leather, Two-Handed Maul, Short Bow, quiver and 20 arrows, Throwing Axe, backpack, bedroll, belt pouch, crowbar, flint and steel, 3 torches, traveler's garb, 18 sp
2 Accuracy
2 Communication (Persuasion)
1 Constitution
3 Dexterity
0 Fighting
3 Intelligence (Arcane Lore)
1 Perception (Seeing)
0 Strength
2 Willpower
Speed 15
Health 25
Defense 13
Armor Rating 0 (3 with stone cloak)
Weapon / Attack Roll / Damage
Morningstar / +2 / 1D6+3
Special Qualities
Favored Stunts: Knock Prone, Mighty Blow, Threaten
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Archery Style (Novice), Armor Training (Novice), Two-Hander Style (Novice)
Weapon Groups: Axes, Bludgeons, Bows, Brawling
Equipment: Heavy Leather, Two-Handed Maul, Short Bow, quiver and 20 arrows, Throwing Axe, backpack, bedroll, belt pouch, crowbar, flint and steel, 3 torches, traveler's garb, 18 sp
MALEVIR
Converting Malevir from a d20 sorcerer to a Fantasy AGE mage required putting his best ability in Intelligence, which leaves him feeling more of a wizard than before. To preserve some of his former charisma, I left him with a good Communication ability and a focus that will insure he'll be the party's "face man." As the one Upper Class party member (he's an Apprentice), he has quite a bit of cash left over to spend as the player desires. (Sharing some of his good fortune with his companions would, of course, be an easy way to cement their loyalty!)MALEVIR (1st-level Half-Elf Mage)
Abilities (Focuses)2 Accuracy
2 Communication (Persuasion)
1 Constitution
3 Dexterity
0 Fighting
3 Intelligence (Arcane Lore)
1 Perception (Seeing)
0 Strength
2 Willpower
Speed 15
Health 25
Defense 13
Armor Rating 0 (3 with stone cloak)
Weapon / Attack Roll / Damage
Morningstar / +2 / 1D6+3
Arcane Blast / +2 / 1D6+2
Special Qualities
Favored Stunts: Skillful Casting, Lasting Spell, Magic Shield
Dark Sight: See up to 20 yards in darkness without a light source.
Special Qualities
Favored Stunts: Skillful Casting, Lasting Spell, Magic Shield
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Earth Arcana (Novice), Lore (Novice), Power Arcana (Novice)
Magic Points: 16
Magic Points: 16
Spells: arcane awareness, rock blast, spell ward, stone cloak
Weapon Groups: Brawling, Staves
Equipment: Morningstar, arcane device (amulet), backpack, bedroll, belt pouch, ink (black, 1 vial), paper (10 pages), quill, sealing ring (custom), sealing wax, traveler's garb, waterskin, 34 sp, 2 cp
3 Accuracy
1 Communication (Deception)
1 Constitution (Swimming)
3 Dexterity (Lock-Picking)
1 Fighting
2 Intelligence
1 Perception
1 Strength
1 Willpower
Speed 13
Health 30
Defense 13
Armor Rating 3
Weapon / Attack Roll / Damage
Short Sword / +3 / 1D6+3
Weapon Groups: Brawling, Staves
Equipment: Morningstar, arcane device (amulet), backpack, bedroll, belt pouch, ink (black, 1 vial), paper (10 pages), quill, sealing ring (custom), sealing wax, traveler's garb, waterskin, 34 sp, 2 cp
ALAINA
As a 1st-level character, Alaina will not be able to use the original character's two-weapon fighting style immediately. (However, Dual Weapon Style would be an excellent choice for her new talent at 3rd level, and she already has the Strength necessary to wield two short swords.) Apart from that, she is the easiest of the four heroes to convert to Fantasy AGE, as she was always built as a stereotypical sneak-thief. Her Criminal background (Outcast) leaves her with very little spare cash at the start of play, giving her all the more motive to seek out more loot!ALAINA (1st-level Human Rogue)
Abilities (Focuses)3 Accuracy
1 Communication (Deception)
1 Constitution (Swimming)
3 Dexterity (Lock-Picking)
1 Fighting
2 Intelligence
1 Perception
1 Strength
1 Willpower
Speed 13
Health 30
Defense 13
Armor Rating 3
Weapon / Attack Roll / Damage
Short Sword / +3 / 1D6+3
Crossbow / +3 / 2D6+2
Special Qualities
Favored Stunts: Rapid Reload, Pierce Armor, Taunt, Lightning Attack
Pinpoint Attack: Once per round, add 1d6 to the damage of a successful hit if your Dexterity is greater than your opponents.
Rogue's Armor: Ignore the Armor Penalty of leather armor.
Talents: Thievery (Novice)
Weapon Groups: Bows, Brawling, Light Blades
Equipment: Light Leather, Short Sword, Crossbow, quiver with 20 bolts, backpack, flint and steel, lockpicks, rope (20 yards), traveler's garb, waterskin, 10 sp
Special Qualities
Favored Stunts: Rapid Reload, Pierce Armor, Taunt, Lightning Attack
Pinpoint Attack: Once per round, add 1d6 to the damage of a successful hit if your Dexterity is greater than your opponents.
Rogue's Armor: Ignore the Armor Penalty of leather armor.
Talents: Thievery (Novice)
Weapon Groups: Bows, Brawling, Light Blades
Equipment: Light Leather, Short Sword, Crossbow, quiver with 20 bolts, backpack, flint and steel, lockpicks, rope (20 yards), traveler's garb, waterskin, 10 sp
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