65 HP | 1d10+3: crit on 7-10+2 (Sword) | 1d25+5: crit on 18-25 +5 (Spells)
Diplomatic Roll: 1d30>18 (Etiquette: 1d30-4>18)
Combatant (3): +3 mod damage on all attacks and class abilities
Resourceful [Passive]: Grants an additional use to every class ability.
Guardian (2): +10 HP
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
Race: Sin'dorei (Arcanic Affinity, Beautiful )
Background: Soldier (Disciplined, Stalwart)
Arcane Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charm rolls by +2.
Stalwart: Whenever your character successfully passes a challenge check, gain 1d15+5 HP.
Disciplined: Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Armored: Decreases your character’s wound rolls by -2.
Undead: Decreases your character’s wound rolls by -3.
Endurance: Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Lay of the Land: Increases your character’s perception rolls by +10. Allows your character to reroll a perception roll once per event. They will keep the second of the two rolls.
Weakness to Light (2): Your character cannot pass a light based challenge check.
Traumatized (1): Whenever your character is less than 50% HP, they must pass a fear CC check of 1d20>12 to prevent them from being feared for one turn.
Crass (1): Your character have a -4 to etiquette challenge checks.
Unlucky (1): At the start of combat roll 1d2 where a 1 is considered to be successful. If your character rolls a 2 then they have a -30 to their initiative and perception rolls.
Lumbering (1): Your character has a -20 to dueling initiative rolls.
Primary: One Handed Sword
D: 1d10: crit on 7-10+2 | Range: Base Class
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.
Guardian: Target player takes half damage until their next turn. May be used on an allied player within 5ft of your character. May be used as an instant.
Tertiary: Offensive Spells
D: 1d25+2: crit on 18-25 +5 | Range: Base Class | Range: Self
Channeling: A player may choose to channel a turn instead of casting an offensive spell or magical class ability, increasing the number of dice rolled for that ability to increase by +1.
Movement and Range: 30ft (Walk) | 50ft (Sprint) | Melee Range
Bloody Corruption: The death knight marks a target to inflict various plagues. Deal 3d10+13 to the target, For the next two turns, the target will take 1d15+3 damage. On the third turn, the target takes 1d15+8 damage. | Range: 25ft
Runic Onslaught: A heavy swing using the runes inscribed on a death knight’s runic blade. Deals 3d15+13 damage. If the total damage dealt exceeds 25, heal yourself for 10 HP. | Range: Melee
Echo of Frostmourne: The death knight unleashes a frost attack to attack all foes before them granting them a cone template for their attacks and abilities for this turn. This is a minor action. | Range: Cone
Prestige Class: N/A
Alchemist Bag: Health Potion x2
Soldier Pack: Bursting Dragon Grenade
Legionfall - +5hp in Hero Mode
115 HP | Damage - 1d35+20
Troop Choice: Spearmen
Spearwall: Spearmen deal double damage to enemy cavalry. They do not take increased damage Flanking Charges.
Movement and Range: 40 ft March | 60 ft Forced March | Melee
Commander Points: 2
Battle Standard Carrier
Cost: 1 Commander Point
Bonus: Increase max damage by 10.
“Each regimental division carries its own battle standards into war. They are seen as rallying signs of respect and tradition.“
Cost: 1 Commander Point
Bonus: For the next turn your target will take half damage. This may be used as an instant.
“Swordsmen may clamor together after an assault to halve the next damage taken. This sort of teamwork is critical for the regiment’s survival.”
+5 Fortified Essence
+1 Heroic Essence
Veteran Perk - +5hp in Hero Mode