Paladin / Necromancer
Level One

Str Dex Con Int Wis Cha
18 10 8 18 10 12
+4 +0 -1 +4 +0 +1

Initiative: +1 (0+1)
HP: 21
Recoveries: 8 (1D8-1)

AC: 16 (-2 to Spells)
PD: 11
MD: 14
Spell Slots: 3x 1st Level

OUT: My life essence was stolen from me by the Elven Necromancers, but the gods brought me back to wreak vengeance on all their kind.

Icon Relationships:
Conflicted Relationship (God King) - 1
I was a Paladin of the God King, will he accept my service in my current form?
Negative Relationship (Elf Queen) - 1
My hatred for the Elf Queen burns like a newly forged star
Conflicted Relationship (Lich King) - 1
Am I a potential ally, to be used as a pawn in the games of the Icons? Or am I a thief of his unholy power?

Legatus Legionis of the IXth Legion (4)
Leader of the IXth Legion whom disappeared in entirety whilst raiding the Elven Woodrealm.
Prisoner of the Elves (2)
I was held as a prisoner and plaything of the elves for many years before they took my soul.
Resurrected (2)
The grave is only silent to those not listening.

Racial Power: At the start of each battle, roll initiative twice and choose the result you want.

Class Features:
Smite Evil: You can use this talent once per battle, plus an additional number of times per day equal to your Charisma modifier. As a free action before you make a paladin melee attack roll, you can declare that you’re using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses.
Arcane Implements: As a character casting arcane magic, your best options for improving your spellcasting are wands and staffs.
Death’s Master: Necromancers don’t necessarily serve the Lich King, but they know him. All necromancers must spend at least one relationship point with the Lich King. Many player character necromancers have conflicted or negative relationships with the Lich King, often because they’ve stolen part of his power or are allied with other icons who don’t mind turning the Lich King’s secrets against him. If your one unique thing somehow suggests that you might be free of this requirement, make a case to your GM that this is a way in which you are unique.
Ritual Magic: Necromancers can cast their spells as rituals (13th Age core rulebook, page 192).
Spell Choices: Like the standard spellcasters in the 13th Age core rulebook, you choose the spells you will be able to cast after each full heal-up.
Summoning: Your summoning spells use the standard summoning rules from page 11.
Wasting Away: Necromancers are frail, gaunt, parched, skinny, sickly, wasted, cadaverous, dependent on unearthly substances, or partially dead. If none of those conditions appear to describe your necromancer, just what terrible secrets are you trying to hide, eh? This isn’t just an aesthetic note—it’s fallout from this class feature: as a necromancer, you must subtract your Constitution modifier from all your necromancer spell attacks if your modifier is positive (how can you know death if you’re not wasting away yourself ). In addition, since you know death so well, you don’t die until you fail five death saves. Similarly, you don’t succumb to last gasp save effects until you fail the fifth save.
Adventurer Feat: If your Constitution modifier is negative, add +1 to your necromancer spell attacks.

Divine Domain: Choose one of the domains listed in the cleric’s class talent list. You gain all the domain’s advantages, including the ability to use the domain’s invocation once per day.

  • Vengeance: Once per turn when an enemy scores a critical hit against you or one of your nearby allies or drops you or one of your nearby allies to 0 hp or below, you gain an attack-reroll blessing. Immediately choose a nearby ally and give them the blessing as a free action; you can’t hold on to it. An ally with this blessing can use it to reroll an attack as a free action this battle. An ally can only have one such blessing on them at a time.
  • Invocation of Justice/Vengeance: This battle, add double your level to the miss damage of your attacks and the attacks of your nearby allies.

Skeletal Minion: You have a skeleton minion the same level as you that acts as a servant, fights alongside you in battle, and is replaced by a new skeletal minion when it inevitably collapses or is destroyed. Technically, the skeletal minion is not a summoned creature, so those rules don’t apply to it. (We say “technically” because if you like the story flavor that you are summoning a skeletal minion, that’s up to you, but the summoning rules don’t apply.)

  • Your skeletal minion fights alongside you, taking a standard action, move action and quick action each turn. Your minion acts on your initiative; you decide whether it takes its turn before or after you.
  • Ordinarily your skeletal minion can’t heal. When it drops to 0 hp, it’s destroyed for that battle. When you take a quick rest, you can create, summon, or dig up a new skeletal minion, or patch the old one back together—the story is up to you.

Sorta Dead: In some ways, you’re dead already. You don’t need to eat or sleep or breathe. You can’t drown in normal water/liquid, though magical gas will probably still affect you.

  • When a spell or effect targets or applies to undead, you can decide whether you want to count as undead for that specific effect. (For example, you could count as undead to take advantage of a target’s vulnerability created by the ripping claws attack of a starving ghoul mook you summoned via summon undead.)
  • The first time you die each level, roll a normal save, adding your Charisma modifier. If you succeed, you heal using a free recovery instead of dying. If you were dying because of last gasp saves, consider yourself saved from the last gasp problem also.

Adventurer Feat: You gain resist poison 16+ and resist negative energy 16+.

Wasting Away, Sorta Dead

Basic Attacks:
Melee attack, At-Will, Target: One enemy, Attack: Strength + Level vs. AC (+5)
Hit: WEAPON + Strength damage (1D8+4)
Miss: Damage equal to your level

Death’s Gauntlet: Ranged spell, At-Will
Target: One nearby creature
Attack: Intelligence + Level vs. PD (+4)
Hit: 1d4 + Intelligence modifier ongoing negative energy damage.
Special: Instead of taking the ongoing damage at the end of its turn, the target can use its standard action to strike out at the skeletal limbs or spectral arms that are flailing at it. When it does, the ongoing damage ends and you can’t use death’s gauntlet again until the end of your next turn.
Miss: Damage equal to your level.

Chant of Endings: Ranged spell, At-Will
Attack Target: he nearby enemy with the fewest hit points
Attack: Intelligence + Level vs. MD (+4)
Hit vs. an enemy: 1d10 + Intelligence negative energy damage.

Summon Undead: Ranged spell, Daily
Effect: You summon a mob of 1d3 + 1 crumbling skeleton mooks, as per the summoning rules on page 11. These skeletons fight for you until the end of the battle or until they drop to 0 hp, whichever comes first.
Crumbling Skeleton
1st level mook [undead], Initiative: +6, Vulnerability: Holy
Sword: +6 vs. AC, 3 damage,
Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
Mook: Kill one crumbling skeleton mook for every 6 damage you deal to the mob.
AC:16, PD: 14, MD:10, HP:6

Greatsword (1D8)
Full plate armour
Porcelain mask
Travelling pack
Soldier's clothes
50ft of Rope
5x Torches

Note with Elven writing on it

55 GP



Level 1 Skeletal Minion
Attack: +6 vs. AC
Damage: 1D6
AC: 17
PD: 15
MD: 11
HP: 14

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License