Lightward Sanarissa Firewing | Art by Ammatice
Character Stats: Combatant +3, Politician +2
- +3 mod damage to all attacks and class abilities
- Resourceful [Passive]: Grants an additional use to every class ability.
- +2 mod on all diplomatic rolls
Arcanic Affinity: You have a +4 to Arcane based challenge checks.Negated by Weakness to Arcane.
Beautiful: Increases your character’s charms rolls by +2.
Alert: Increases your character’s perception rolls by +15.
Mystical: Your character has a +4 to all Knowledge challenge checks.
Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.
Night Vision: 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.
Swift: Increases your character’s walk and sprint by +5ft.
Companion: (Thinariel Farmight) Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map. (Does not work on pets)
Manipulator: 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.
Raconteur: Increases your character’s persuasion rolls by +2.
Demonic: Your character may negate all campaign wound penalties by rolling 1d3, where a 1 is considered successful.
Fel Tainted: Your character has a +4 to fel based challenge checks.
Inventive: Decreases the threshold of all challenge checks by -2
Touched By Shadow: Your character has a +4 to all shadow based challenge checks.
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.
Frail I: Your character has a +4 to wounds and suffers an +1 to wound duration.
Crass I: Your character have a -4 to etiquette 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.
Mean I: Your character's plead and persuasion attempts have a +4 to their threshold.
Wanton II: If an opponent rolls a successful charm or seduction roll, it deals double the DP damage during diplomacy. In combat, it stuns your character for a turn.
Reckless I: (Negates Disciplined) Whenever your character fails a CC check they take an additional 1d10+5 damage
Violent I: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will then violently attack someone present.
Addict I: At the start of each turn, your character must attempt to manage the side effects of withdraw. Roll 1d3 to attempt manage the symptoms, if your characters rolls a 3, they take 1d20 damage.
Traumatized I: 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.
Weakness to Arcane II: (Negates Arcane Affinity) Your character cannot pass an arcane based challenge check.
Weakness to Light II: Your character cannot pass a light based challenge check.
Weakness to Nature II: (Negates Nature's Gift) Your character cannot pass nature based challenge checks.
Achille’s Heel II: Your character has a -2 to their dueling defense dice.
HP: 55 | Damage Roll: 1d30+7: crit on 22+ (+5) | Healing Roll: 1d30+4: crit on 22+ (+5)
Seduce, Intimidation: 1d30+4>18
Movement and Range:
Walk: 35 ft
Sprint: 55 ft
Range: 35 ft
D: 1d25+2: crit on 18-25 +5
Range: Base Class
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 by +1. Channeled Offensive Spells deal full damage to fortified.
H: 1d25+2: crit on 18-25 +5
Range: Base Class
Spell-Weaving: Whenever you crit on a heal, you may choose another target within 10ft and heal them for half of your total healing done.
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.
Active Prestige Class: Ascendant
Bonus: +5 max and +2 mod. Increases Intimidation and Seduction rolls by +2.
Inactive Prestige Class: Felmancer
Bonus: +5 max and +2 mod. Increases crit by +5.
Rain of Fire: The warlock brings down a firestorm of flaming rock and ruin. Using a large explosion template, deal 1d66+6 damage to all enemy targets within it.
Range: 35 ft
Life Siphon: The warlock drains their enemy of precious vitality restoring themselves. The warlock drains an enemy target of 3d8+8 and heals themselves for damage dealt. If the Warlock is at full HP, it will add a shield for the damage dealt, up to 30HP.
Stealth[Passive]: All rogues 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.
Possession : The Ascendant is one who has calculated the exact means necessary to exert their will over their enemy, though it demands such strain that should only be used in the most dire of circumstances.The Ascendent will control the mind of a non-boss enemy unit and that target will move and act on the Ascendent’s turn. Each turn the Ascendent must roll 1d20>8 to maintain control of the enemy target. Should they fail the challenge roll to maintain control, the target will die.
Action Type: Major
Shadow Orbs [Passive]: The Ascendant manifests the power of the void into shadow orbs. They must roll 1d3 every turn to determine how many orbs are available to use. Then, based upon the amount of orbs summoned will determine how many times the Ascendant can use their regular attack on their chosen target.
Action Type: Passive
[Fatewoven Ward] - Mystical Armor
[+5 to HP]
[Begin Combat with a 10hp shield]
[+2 to Avoiding CC attempts]
Veteran Traits: N/A
0x [Mystical Essence]
0x [Heroic Essence]
14x [Fortified Essence]
Troop Choice: Suncaster Demonologist
Suncaster Demonologists summon a horde of imps to the battlefield that deal 5d5+5 damage and have 30hp. They move and attack at the same range/distance as the Suncaster Demonologist. This is a minor action.
Cost: 2 Commander Points
Bonus: Suncasters Demonologist summons an infernal to the field to stun a target and deal 5d10+10 damage to them at a range. The Infernal has 100hp and deals 2d30+10 damage in melee. They have the same movement distance as the Suncaster Demonologist. Infernals cannot be healed. This is a minor action.
“DOOM. MAYHEM. DESTRUCTION.” -Demon Lord Ryaal
Cost: 1 Commander Point
Bonus: Whenever taking melee damage the player may roll a 1d10 to avoid the damage by blinking. A +5 is a successful dodge.
“Have you tried to fight a battle mage? You might as well be swinging a sword at a gnat in the dark.” -Spellbreaker Lewin
Commander Points: 3
Troop Total: 80 HP | Damage Roll: 1d30+10
Troop Movement and Range:
Forced March: 60ft