50 HP | 2d10 (7-10 = +2)
Politician: +5 to all Diplomatic rolls, +5 DP.
Calm : Diplomat characters may attempt to reroll a failed social attempt that might have enraged or dissuaded its intended target. Cannot be used to re-roll other players’ failed attempts.
Raconteur: You are a gifted orator.
Increases your character’s persuasion rolls by +2.
Beautiful: You are easy on the eyes.
Increases your character’s charm rolls by +2.
Charming: You are known by your peers to be down to earth and easily relatable.
Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
Lucky: Something out there is looking after you.
Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
Manipulator: You are able to pit others against each other.
Replaces plead with 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.
Night Vision (NTOS Perk Claimed): You have adapted to the darkness.
Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception.
Scryer (HTOS Perk Claimed): Your senses are keen and focused.
Allows a character to reroll any failed perception check. (Only one success per event)
Cunning: You are quick and clever.
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.
Heraldry: You naturally know the politics of the land.
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).
Inventive:You know that success requires trial and error.
Decreases the threshold of all challenge checks by -2.
Gifted: You are naturally talented at everything you try.
Your character has a +1 to all challenge checks.
Swift:You are light on your feet.
Increases your character’s walk and sprint by +5ft.
Weakness to Arcane (Negates Arcane Affinity): Your body cannot handle arcane magics.
Your character suffers a -8 to arcane challenge checks.
Weakness to Decay (Tier II): Your body cannot handle decay magics.
(Negates Speaker of the Dead) Your character cannot pass decay based challenge checks.
Unproven (Tier II): You haven't had much training in battle.
(Negates Fencer) Your character has a -2 dueling attack die.
Frail (Tier II): Your body isn't the most resilient.
Your character has a +6 to wounds and suffers a +2 to wound duration.
Pushover (Tier II): It's easy for others to get you to do what they want.
You cannot intimidate and have a -8 threshold for intimidate attempts against your character.
Inexperienced (Tier I):You are new to battle and the carnage that ensues.
Your character has a -30 to initiative rolls.
Honorable (Tier I): You find yourself compelled to act justly.
(Negates Dishonorable) Your character must always take the honorable action when given the chance.
Pistol: 1d10 crit on 7-10+2
Explosive Shot: Minor Action(can also be used with other minor actions on a given turn). When used, the player will fire an exploding shot onto their target with their normal basic attack and then roll 1d2 to see if the shot explodes dealing half the damage dealt to an adjacent target within 5ft. 1= Success, 2=fail.
Sword: 1d10: crit on 7-10+2
Blade Dance: Minor Action(can also be used with other minor actions on a given turn). When used, the player may deal half the damage dealt by their basic attack to an adjacent target within 5ft.
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.
Movement and Range:
40ft Walk/60ft Sprint/40ft Range/
Smoke Screen: The rogue throws blasting power to obscure a location using a small explosion template. They cannot be targeted by enemy ranged attacks while within the smoke and if there are not enemy units within the smoke they may re-enter stealth without a roll check. May be used as an instant. Moving out of the smoke screen cancels its effect.
Subdue: The rogue attempts to overpower a non-boss enemy target and knock them temporarily unconscious. The rogue will roll 1d20<12 to stun the enemy target. If stealthed, the rogue will always successfully stun the target.
Stealth[Passive]: All rogues start stealthed at the beginning of a battle. They deal an additional +5 modifier 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.
[Filched Magistrix's Ring (MYTHIC)]
- [+2 to Persuasion]
- [+2 to Charm]
- [+1 to All Social Options]
x1 Invuln. Potion
x1 Windfury Potion
Alchemist Bag and Soldier Pack:
Intimidate: Cannot Intimidate (PUSHOVER)
- Gain a -2 threshold if they are not a noble.
- Enemies have -8 to threshold via Intimidate
- Reroll any social-roll that enrages/dissuades target
- Reroll any critical failure
75 HP | 1d40+15 (3d40+15 if Rotating Fire)
Damage: Adds two additional die to their next basic attack. Requires the fusiliers to reload on the following turn. This is considered to be a Minor Action.
Fusiliers must fire straight upon an enemy target and cannot fire over an allied unit or fire over an enemy unit to strike something beyond them.
Movement and Range:
40ft March/60ft Forced March/30ft Ranged
Reaper Cost: 2 Commander Points
Bonus: For one turn deal 2x damage, but you will receive 2x damage. Can be used in conjunction of an attack.
“Some pathfinders find that a little bit of blood raises the animal spirit from within.”