HP | Damage Roll(s):
175 (+25 from 5 points in Command) | 4d15+10.
Subunit:
Suncaster
Rank:
Emberward
Troop Choice:
Arcane Constructs
Troop Abilities:
Sentinel’s Vigil[1]:
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:
40ft/60ft
Commander Points:
3
HERO MODE:
HP | Damage Roll(s)
55 (+5 from Veteran of Legionfall) | 1d25+2: crit on 18-25 +5 , 1d22+3: crit on 16-22+3
Diplomatic Roll:
Must only use one type of social roll per event.
Party suffers -4 to Charm and Seduction rolls.
Etiquette rolls have +4.
Rolls versus Sin'dorei and Commoners have -3 threshold.
Enemy seduction rolls have -4.
Character Stats:
Commander +5
Race:
Sin'Dorei
Background:
Scholar
Virtues:
Baseline:
Arcanic Affinity (Racial): You have a +4 to Arcane based challenge checks.
Learned (Background): Allows your character to reroll any failed knowledge challenge checks. (Only one success per event)
Mystical (Background): Your character has a +4 to all knowledge challenge checks.
Versatile (Free - Stealth): Your character may choose one ability from another base class, replacing one of your normal class abilities.
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.
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)
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.
Thrifty: Whenever purchasing an item during an event, your character may purchase it for 1 less essence of its value.
Aristocrat: Your character has a +4 to etiquette challenge checks.
Noblesse Oblige: Whenever your character attempts a social roll against another, they gain a -3 threshold to the success of that roll if they are a commoner.
Envoy (Sin'dorei): Your character’s social challenge checks regarding [Sin'dorei] have a -3 threshold to pass the challenge.
Reserved: Seduction attempts against your character have a -4 modifier.
Survivor: The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
Inventive: Decreases the threshold of all challenge checks by -2.
Beautiful (Racial - Negated by Hideous)
Vices:
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.
Mean II: Your character can no longer plead or persuade other characters.
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.
Weakness to Decay II: Your character cannot pass decay magic challenge checks.
Weakness to Fel II: Your character cannot pass fel based challenge checks.
Weakness to Shadow II: Your character cannot pass shadow based challenge checks.
Achilles' Heel II: Your character has a -2 to their dueling defense dice.
Overconfident II: Your character has a -1 to their dueling attack rolls and if they lose a duel they will gain a -5 modifier to their next wound roll that cannot be negated under any circumstance
Hideous I (Negates Beautiful): your character's party has a +4 threshold to charm social challenge checks.
Stinky I: All characters in your party suffer a -4 to Seduction challenge checks.
Greedy I: Your character has a +15 to their loot rolls, but if they do not win, you will take "Heavy Wounds" as they are stricken with envy. Does not stack with regular wounds. The heavy wounds are not actual wounds but your character will gain the mechanical debuff -1 week. They cannot give loot earned in events to other players.
Equipment:
Primary:
Offensive Spells: 1d25+2: crit on 18-25 +5
Spell-Shield: Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant
Secondary:
Two-Handed Staff: 1d22+3: crit on 16-22+3
Class:
Mage
Movement and Range:
30/50 - 35
Class Abilities:
Ice Block[1]: The mage encases themselves within a powerful shield of ice giving them a 30hp shield. May be used as an instant.
Range: Self
Frost Nova[2]: 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.
Range: 10ft
(Versatility) Stealth [Passive]: Allroguesold mages start stealthed at the beginning of a battle. They deal an additional +5 mod on attacks against a target when coming out of stealth. They may attempt to restealth at the end of their turn by rolling 1d3. A roll of 1 is considered successful.
Range: Self
Prestige Class:
None
Items:
None
Alchemist Bag and Soldier Pack:
Alchemist Bag: Health Potion, Health Potion
Soldier Pack: Flashing Star, Flashing Star
Veteran Traits:
Veteran of Legionfall:+5 HP in Hero Mode
Essences
+1 Heroic Essence
+2 Mythic Essence
Renown
7