HP | Damage Roll(s):
175 (+25 from 5 points in Command) | 4d15+10. Uses cone template on basic attacks.
The construct may activate a powerful magical shield around itself to defend it and near by enemies from powerful ranged blasts. All targets within 20ft take half damage to enemy ranged attacks for a single turn. May be used as an instant.
Reinforced Armor Plating
Bonus: Grants the Fortified trait to the Construct but removes its ability to attack with the cone template.
Iron Fist (Passive): Grants immunity to routing.
Movement and Range:
HP | Damage Roll(s)
50 | 1d25+2: crit on 18-25 +5 , 1d22+3: crit on 16-22+3
(+4 threshold if not a Scholar, +4 etiquette)
Arcanic Affinity: You have a +4 to Arcane based challenge checks
Learned: Allows your character to reroll any failed Knowledge challenge checks. (Only one success per event)
Mystical: Your character has a +4 to all Knowledge challenge checks.
Inventive: Decreases the threshold of all challenge checks by -2.
Versatile: Your character may choose one ability from another base class.
Heraldry: Your character is well learned and know the key political players in any court they are in. Your character may choose to employ this knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC)
Aristocrat: Your character has a +4 to etiquette challenge checks.
Expert: Your character may choose to reroll any ability used in combat. They will keep the second of the two rolls. (Can only be used once per event)
Cunning: Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP from the target. A roll of 1 is considered to be a success.
Old II: Doubles the mechanical debuff of wounds and increases their duration by +2 weeks.
Frail II: Your character has a +6 to wounds and suffers a +2 to wound duration.
Arrogant II: 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. You also take 1DP damage if you fail a social challenge check against that character.
Infirm II: Your character has -20ft to both walking and sprinting.
Plain I: (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
Stubborn I: When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.
Offensive Spells: 1d25+2: crit on 18-25 +5
Spell-Shield: Spell-Barrier: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant
Two-Handed Staff: 1d22+3: crit on 16-22+3
Movement and Range:
10/30 - 35
Arcanic Leap: The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
Frost Nova: The mage sends out a blast of frost magic striking all enemy targets within 10ft. Deal 3d8+8 damage to all enemy units within an aura. The mage may also attempt to freeze all the enemies struck in place on a roll of 1d20>12 making them unable to move for one turn.
(Versatility) Stealth[Passive]: All
Alchemist Bag and Soldier Pack:
+9 Fortified Essence