Female(s) needed 13th Age - The Shadowport Shuffle - The Prince's Angels - Recruiting

Currently reading:
Female(s) needed 13th Age - The Shadowport Shuffle - The Prince's Angels - Recruiting

Oh, I didn't even realize we were starting at level 2, but hourrah for not being the only elven magic user!

EDIT: WE WILL BE A FORCE TO BE RECKONED WITH!


I didn't realize either until Baxter told me.

-laughs- yeah. Occultist is kind of weird because all the spells are interupt spells. You basically spend your main action of your turn focusing, then at anytime certain conditions are met before your next turn for a spell you can cast that spell. Then you expend your focus and have to focus again. Lol

Bonus, most occultist spells are "close quarters" spells, so you can do them without provoking attacks of opportunity!
 
Last edited:
If we can get one more Elven female character, we can have a Charlie's Angel sort of vibe going.
 
@angelicmadrigal If I remember right though, the spells themselves are kinda kewl too, mental effects and madness.

Almost all of them are psychic damage effecfs. One of the talents also does something with psychic damage. Thete is also a nice effect called "retain focus" if you use a spell and roll in its threshold you get to retain focus (I think it is only on a miss though). But if you can do that, your next turn you can karmic rebuke and refocus in the same round.
 
Just the normal starting gold should be fine.
 
My BeautifulStolen Sheet!

NAME : Phaedra Arabani
RACE : Dark Elf
LEVEL : 2
CLASS: Wizard
ARMOUR: None!

ABILITIES
STR 8 (-1) 1
CON 14 (+2) 4
DEX 15 (+2) 4
INT 19 (+4) 6
WIS 12 (+1) 3
CHA 8 (-1) 1

DEFENCES
AC 14
PD 14
MD 15

ATTACKS
Melee Attack ~ (-1+2) Vs AC
Ranged Attack ~ (2+2) Vs AC
Spell Attack ~ (4+2) Vs PD/MD

HEALTH
Max Hit Points: (4*(6+2)) = 32
Recoveries: 8
Recovery: 2d6+2

Racial Power:
Cruel (Dark Elf) - As a free action, once per battle, deal ongoing damage to a target hit with a natural even attack roll. Damage is equal to 5 times character level (10)

ONE UNIQUE THING
What an enchanting ring ~ Phaedra is always wearing a strange ring hewn from some bright green stone. She found it one night after waking from strange dreams, having fallen asleep across a text about astral projection, and the far realms. She rarely takes it off, and it seems to glow whenever she casts a spell, the intensity of the light reflecting how powerful the spell is, though even cantrips will cause a glow, albeit a very dim one. She's not sure what it does, or where it came from, or even who left it in her care, but it's become something of a safety blanket to her.


Icon Relationships
The Prince of Shadows - (1/Conflicted) - While Phaedra has been a pawn of the Prince longer than she knows, she currently does his dirty work in the hope that he will wipe her reputation clean.
The Archmage - (1/Conflicted) - Phaedra has something of an unfortunate reputation among the Imperial Wizards. She doesn't like to talk about why.
The Dwarf King - (1/Negative) - Not that the Dwarf King even knows her name, but she represents a collection of things he has good reason to dislike.

BACKGROUNDS
Bookworm - Int/Wis - Phaedra was an intelligent, awkward youth who, tormented by her peers and siblings for her weakness and nature, spent a lot of her time reading, even before she began her study of magic.
Avid Arcanist - Int/Wis - Phaedra sees magic as her only real power, HER sword or bow or fist. She strives to be a master in its many aspects, and her breadth of magical knowledge is impressive for someone of her experience.
Runt - Dex/Wis - Before she learned to cast her first spells, Phae relied on stealth to keep herself and her possessions safe from her sisters. She still walks softly wherever she goes out of habit.

Class Features
Cantrips
Cyclic Spells
Overworld Advantage
Ritual Magic

Powers & Spells
Wizard Spells
Utility Spells
Cantrips
Counter-spell
Cantrip-like effects

Magic Items
Nuffing

Talents
Abjuration
Cantrip Mastery
High Arcana

Feats
Abjuration (A)
Utility Spells (A)

Equipment
Class Basics - a travelling robe, a dress robe, a mediocre wand, a variety of ritual casting components
Background Items - Avimund's Guide to Wild Flora, a spellbook (Adventurer), a kris dagger, a staff, a spell component pouch belt
Purchased Items - Backpack, sleeping roll, Elven rain cloak, glass flask, 3 candles, 20 uses of pipeweed, a wooden pipe, a large tent, a bottle of poor-quality Elven wine


Funds
Gold- 12, Silver-3, Copper- 2
 
I'm going to look into making a Wood Elf Druid or Ranger type. I'm going to peruse the rules as time permits (from work) and confirm the details a bit later today.
 
Woo! Glad to hear it.
 
Here's what the book has to say. There's intentionally a ton of room for players to put their own spin on the setting.

The Three Shards of the Elven People

The Elf Queen wears a crown of three parts: black amethyst and obsidian for the dark elves, green emerald and flowering plants for the wood elves, and diamond and force magic for the high elves. When the elves were truly unified, they referred to themselves as the three branches of the elves, but since the war with the dwarves it became customary to refer to themselves as the three Shards of the Crown.

Even though her crown remains whole, the Queen herself uses the term. At first she used it sardonically, chiding her people for their animosities. But words used sarcastically have a way of sticking if they're true, and the shorthand method of referring to one of the three branches of the elves is to call them shards.

Dark Elves
Within the Queen's Court, the dark elves are referred to by the name they use for themselves, the Silver Folk. Outside the Court, the use of the term Silver Folk is extremely polite, or ironic. Most surface dwellers refer to them as dark elves or drow, interchangeably.

Dark elves are not uniformly evil. Drow society varies from entirely evil to merely cruel. That said, it's almost a point of pride among dark elves that some of the world's greatest villains have come from their race, to the point that even a goodly hearted drow may end up arguing that her race's despotic overlord was far more powerful than another race's former tyrant.

Use the flavor of evil you like best for dark elves and allow your players with drow characters to be part of groups from the fringe or isolated settlements that differ from the norm. Compared to the dark elves of some fantasy worlds, the Silver Folk can be trusted to the extent that they are mostly loyal, in some strange or disgusting way, to their Queen. The Queen's critics point out that it takes a twisted and capricious monarch to engage the affections of the dark elves—you can't win when you are Queen of three feuding races.

High Elves

The high elves are sometimes called light elves. Their term for themselves means both high and light. Humans hearing that description often supply "sky" as a better translation and are told "No, either high or light, not sky," which is apparently reserved for creatures of the overworld. High elves in your game might have markedly different eyes when they've been using magical power, and you can call them by whatever name works best for you.

Wood Elves

The wood elves are known as the gray elves in the oldest texts, but they grew out of the name, which appears to have been an early Elf King's idea of a logical transition between light and dark. Some humans call them the green elves. Wood elves resisted that name until recently, when some wood elves associated with the High Druid began using the term "green elf," or "wild elf," to distinguish themselves from elves who do not follow the High Druid. Green and wild are presently considered impolite terms at the Court of Stars.

Elven Woods

What outsiders think: Elven woods are full of giant trees. Their coloration starts as normal brown on the fringe, but may be white, silver, red, or golden as you go deeper into the forest. Wood elves in the area will usually know if outsiders are present. High elves sometimes live among these woods, near the center of the forest, and dark elves can occasionally be found there as well.

What elves know: The perfect elven wood is a harmonious three-part city in the key of nature. Wood elves live in and among the great trees, in tents pitched around the trunks or in more permanent houses set high in the branches.

The dark elves live in the giant caverns and twisting labyrinths carved out within and below the great trees' roots. The spiral towers of the high elves rear above the green canopy. The lives of the three Shards of the Crown are mostly separate, but together they weave magic that strengthens the wood and increases every elf 's fortune.

That's the dream at least. In practice, the harmony between the three elven shards broke after the war with the dwarves. Elven woods still have all three layers of elves, at least in sections of the woods. But few such woods are populated throughout, and if wood elves and high elves populate the trees and towers, it's unlikely that the dark elves will live beneath them. Conversely, where dark elves are prosperous, high elves may be able to live by keeping their distance in the high towers, but wood elves are likely to be scarce.

Without harmony between the three shards of the elves, their perfect woods are seldom perfectly maintained. High elves may perform astrological observations from their high towers, or, just as likely, gargoyles will be using the ruins of the towers as lookout perches for an evil cult. Wood elves may dwell within the trees' high branches, or the hunters that track their prey among the forest may be bugbears and dragons. Dark elves may cluster with their spiders in temples and arenas below the trees' roots, or the catacombs in those deep places may be populated by owlbears and ghosts.
 
Most, yes. The Queen's Wood is the safest place for Elves in the Dragon Empire.

However, elves can live anywhere, and if you're looking druid or ranger, you might consider the North, like the Dragon Wood. The High Druid has more influence in the North, trying to serve as a buffer between the Orc Lord and the empire.
 
Back
Top Bottom