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#13325488 Jun 29, 2017 at 06:17 PM · Edited 7 hours ago
Oathsworn
4 Posts
COMMANDER MODE
HP | Damage Roll(s)
Health: 105
Damage: 1d35+15
Subunit:
Sunspear Battalion
Rank: Emberward
Troop Choice:
Oathsworn Swordsmen
Troop Abilities:
Seasoned Battlemaster- 1 CP| +5 max and mod damage. The Seasoned Battlemaster makes the player, and those adjacent to them, immune to fear/routing whenever they have an allied unit on their right and left flank (within 5ft).
Defensive Stance- 1 CP| The swordsmen may enter into a protective stance giving them a 50hp shield for a single turn.


Movement and Range:
March: 40ft
Forced March: 60ft
Range: Melee
Commander Points: 2

HERO MODE

HP | Damage Roll(s)
HP: 70 (50+20)
Damage Roll(s): 1d10: crit on 7-10+2

Diplomatic Roll: N/A
Character Stats:
Guardian: 4 points spent, +5 HP (20)
Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted. Range: 10ft
Resolute [Passive]: You may attempt to reroll any failed rolls that may impair your character from action
Shield Bash (warrior ability from Virtues trait)- (2 Turns/Event)The warrior strikes an enemy target hard with their shield. They deal 2d10+10 damage to an enemy target.
Range: Melee
Commander: 1 point spent, +5 Troops

Equipment:
PRIMARY: [Unnamed Spear of the Crusader] (polearm) 1d24+3: crit on 16-24 +3
Starkvenom Potion: 1d24+7 Crit 16-24 +3
Oil Of the Demonic Slayer: 1d26+3: crit on 16-26+3
Weapon Bonus: Leg Sweep[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20<12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.
SECONDARY: Shield
Guardian [1 Turn/Event]: Target player takes half damage until their next turn. May be cast on self.
Healing Spell: 1d20+2: crit on 15-20 +5
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Class: Paladin

Movement and Range:
⦁ 30 Ft Walk/50ft Sprint/15ft Aura/15ft Magical Attack
Class Abilities:
Aura of Protection[1 Turn/Event]: 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. Range: 15ft
Divine Retribution[2 Turns/Event]: The paladin calls upon holy magic to lash out at an enemy target. This skill can be used at a range. Deals 3d10+5 damage. If the total damage dealt exceeds 25, heal yourself for 10 HP.
Range: 35ft
Dawning Glory[2 Turns/Event]: Charging up holy magic, the paladin showers all of those before them with a magical blast. The paladin heals all allied units or damages enemy units within a cone for 3d12+7 healing/damage.
Range: Cone


Virtues and Vices
Virtues
Racial:
Arcanic Affinity- You have a +4 to Arcane based challenge checks.
Beautiful- Increases your character’s charm rolls by +2.

Background:
Soldier: You chose a selfless life of service to your people. Your hardened career has made you more resilient in times of war, and as such are able to handle the challenges of battle.
Endurance- Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Stalwart- Whenever your character successfully passes a challenge check, gain 1d15+5 HP.
Light Kissed- Your character have a +4 to light based challenge checks
Brave- Decreases the required threshold to pass a fear CC check by -2.
Versatile- Your character may choose one ability from another base class.
(See- Warrior Ability- Shield Bash)

Vices
Claustrophobic I- Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.
Shy I-Your character's social challenge rolls have a +2 threshold.
Stubborn II- At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
Implacable II- At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must choose another target to defeat.
Honorable- Your character must choose the honorable option when the party is given a dilemma.

Prestige Class: N/A

Items: N/A

Alchemist Bag and Soldier Pack:
Alchemist Belt:
Potion of Invulnerability- gifted by Tyleril, 12/7/2017 used on self
Bought 12/18/2017 250g used on self
Starkvenom Poison- (+4 max damage) Bought, 12/7/2017, 250g, used
Bought 12/18/2017 250g
Oil of The Demonic Slayer: (+2 mod damage) Bought 12/18/2017 250g

Soldier Pack:
Sunweavers Splint- Bought 12/7/2017, 500g Used on Esheyn
Bought 12/18/2017 500g


Veteran Traits: N/A

CURRENCY

Essences:
2x Fortified Essence ~ Turn 1 Event ~ Legionfall: Siege of Tyr’s hand (Saki Arny 08/14)
4x Fortified Essence ~ Turn 2 Event ~Legionfall: Battle of Bilgewater (Saki Army 10/26)
4x Fortified d Essence ~Turn 3 Event ~ Legionfall: Battle of The Evergrove (Saki Army 12/7/17)
1x Heroic Essence ~ Legionfall Finale Part 1 (12/18/17)
Spent: 3 Fortified Essences crafting [Unnamed Spear of the Crusader]
Total Remaining: 3 fortified

Renown:

2 (Legion Campaign, Turn 1)
2 (Oath/Emberward)
2 (Legion Campaign, Turn 2)
2 (Legion Campaign Finale Part 1)



Spent:
+0
#13575666 Dec 19, 2017 at 09:20 PM
Oathsworn
4 Posts
bump
+0
#13892962 Nov 04, 2018 at 02:21 PM
Oathsworn
4 Posts
Updated 11/4/2018: Changed 2 class abilities
+0
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