Damage: Sword – 1d10: crit on 7-10+2
Guardian x5: +25HP
Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.
Resolute: You may attempt to reroll any failed rolls that may impair your character from action.
Arcanic Affinity – You have a +4 to Arcane based challenge checks.
Beautiful - Increases your character’s charm rolls by +2.
Disciplined -Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Brave - Decreases the required threshold to pass a fear CC check by -2.
(Nighthold) Atheletic - Allows your character to reroll a failed sprint check. (Only one success per event)
Manipulator - Adds the social option of Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.
Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event).
Companion - Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map.
- Companion - Iiloridan Sunshard
Arrogant I - Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.
Weakness to Fel II - Your character cannot pass fel based challenge checks
Wanton I - Opponents have a -4 threshold for successful charm and seduction attempts against your character.
Unproven I - Your character has a -1 dueling attack die.
Achilles’ Heel I - Your character has a -1 to their dueling defense dice.
Jealous 1 - Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from going into a fit of jealousy. If you fail that roll then you are stunned for a turn or take a -1DP.
- Jealousy - Kalyanar Brightquill
- Dependant - Iiloridan Sunshard
Diplomatic Roll: 1d30>18: crit on 27-30, fail on 1-3
+2 to charm rolls.
-4 threshold for successful charm and seduction attempts against your character.
+4 threshold against characters of a different social background.
-4 threshold against characters when lying.
Movement and Range: Melee/30ft/50ft
Primary: One-Handed Sword
Pulverize: Minor Action(can also be used with other minor actions on a given turn). When used, the player’s basic attacks can deal full damage to enemy Fortified targets.
Range: Base Class
Secondary: Mythic Crafted Armor - [Grace of the Anori]
• [+5 to HP]
• [+2 to Avoiding CC attempts]
• [Archmage’s Blessing: When taking melee damage, roll 1d5 if you roll a 1, then your character will blink behind the enemy target and dodge the assault]
Guardian: Target player takes half damage until their next turn. May be used as an instant.
Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Class: Protection Paladin
Prestige Class: N/A
Aura of Protection : The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant.
Vigilant Bulwark : The paladin tosses forward their shield charged in holy light. The shield will strike an enemy target and up to two adjacent targets. Dealing 3d5+5 damage each enemy target. The initial target is taunted in the process. Adjacent targets must be within 5ft of the original target.
Aegis of Light: Empowering themselves in holy magic, the paladin protects themselves with a brilliant shield. The paladin adds a 30hp shield to themselves to protect themselves for a single turn. On the start of their next turn the shield explodes damaging enemies up to 5ft away from the paladin for whatever the number of damage dealt to the shield was.
Alchemist Bag and Soldier Pack:
Health Potion 
Sunweaver Splint 
Survived Act IV: The Winter of Woe
+2 Commander Points
Survived the Legionfall Finale
Troop Choice: Blood Knight Lancers
Lancers are able to drive through enemy infantry upon an attack. Their heavy lances and horses can plough through most opposing infantry(save spearmen etc). They are able to then roll a 1d3 where a roll of 1 is considered successful, to attempt to continue their remaining movement through an enemy target.
If attacking an enemy target from the sides or rear then you max damage on that attack is increased by +25 from its original total.
Commander Points: 4
Cost: 1 Commander Points
Bonus: at the end of each turn, blood knight lancers may roll for a self-heal of 1d20
“The blood knights have a long tradition of manipulating the light for their purposes. Even when it comes to healing wounds.”
Cost: 1 Commander Point
Bonus: When using penetrating assault upon a target, add a +10 to your max roll that round.
“The first thing that mounted lancers learn is how to ride together. The wedge formation is a pinnacle of that training.”
Cost: 1 Commander Point
Bonus: Increase max and mod damage by 5.
“Lances are the greatest tool for a powerful charge.”
Cost: 1 Commander Point
Bonus: Increase troop total by +20 and March/Forced March range by +10ft.
“The most heroic lancers require the most heroic mounts.”
Movement and Range: melee/65ft/85ft