Wikis » Basic Character Creation

Basic Character Creation

This section will be for describing some aspects of character creation integral to 13th Age & our game of Kingmaker. This section will contain information that may be helpful to look up easily if you do not have access to the 13th Age gamebook. It will not contain detailed information on class or race.

Abilities
13th Age uses the standard 3-18 stats of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. We will be using a 28 point buy. As you can see below, all starts start at a default 8 and cost an increasing number of points to increase.
Ability Cost Modifier
18 16 +4
17 13 +3
16 10 +3
15 8 +2
14 6 +2
13 5 +1
12 4 +1
11 3 0
10 2 0
9 1 –1
8 0 –1


Combat Stats
13th Age takes a 4th edition approach in creating defenses over Pathfinder & 3.5 saving throws. The three defenses are: Armor Class, Physical Defense and Mental Defense . Each of these are calculated using a middle score (see below) rather than one highest score. It is somewhat like 4th in that multiple abilities can affect each defense but not like 4th in that it encourages spreading ability scores around a lot more.

Armor Class
1. Find the base AC value for your class (10 to 16) in the Starting Stats for First Level Characters chart (see pdf).
2. Find the middle value among your Con modifier, Dex modifier, and Wis modifier. That value is your AC modifier.
3. Add the AC modifier to your base AC value.
4. Add +1 at first level.

AC Example
For example, a character with a Con of 10 (modifier +0), Dex of 15 (modifier +2), and Wis 14 (modifier +2) has a middle value modifier of +2 in the three abilities that determine AC. Their AC modifier is +2.

Physical Defense
1. Find the base PD for your class (10 to 12) in the Starting Stats for First Level Characters chart (see pdf).
2. Find the middle value among your Str modifier, Con modifier, and Dex modifier. That value is your PD modifier.
3. Add the PD modifier to your base PD.
4. Add +1 at 1st level.

Mental Defense
1. Find the base MD for your class (10 to 12) in the Starting Stats for First Level Characters chart on page XX.
2. Find the middle value among your Int modifier, Wis modifier, and Cha modifier. That value is your MD modifier.
3. Add the MD modifier to your base MD.
4. Add +1 at 1st level.

Initiative
Your Initiative bonus is a d20 check, not a static value.
1. Start with your Dexterity modifier.
2. Add +1 at 1st level.

Recoveries & Recovery Dice
Most characters start the game with 8 recoveries. (See Chapter 5 for rules on how recoveries work.) Some classes and talent choices may give you more recoveries.

Each class also has a different recovery die, usually a d6, d8, or d10, as specified in the class write-up. When you roll a recovery, you’ll roll a number of recovery dice equal to your level and add your Constitution modifier.

Attacks and Powers
You calculate attack and damage rolls based on the ability scores favored by your class or by the specific powers you choose within your class. Most classes use one specific ability score for most of their attacks. See Chapter 4: Classes for more information.

Updated by :Robert (Jackoftales) on November 13, 2013 22:57