Lightward Sanarissa Firewing | Art by Nocturyn
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.
Swift: (Taken with Negation of Arcanic Affinity) Increases your character’s walk and sprint by +5ft.
Cunning: (Free) 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.
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.
Born Leader: While your character is alive, players within 10ft of your character have -2 threshold for CC checks. (Does not affect self)
Fel Tainted: Your character has a +4 to fel based challenge checks.
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.
Petty II: When a character within 15ft of your character successfully passes a challenge check, you must attempt to roll the same challenge check. If you do not roll equal to or higher than the other player, you are stunned for a turn and you must roll for wounds to your pride.
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.
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.
HP: 40 | Damage Rolls: Spell 1d30+7: crit on 22+ (+8), Staff 1d22+3: crit on 16+ (+3)
Persuasion, Charm: 1d30+4>18
Seduce, Intimidation, Plead: 1d30+2>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.
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.
Staves: D: 1d22+3: crit on 16-22+3
Leg Sweep: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20>12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.
Prestige Class: Felmancer
Bonus: -15hp. +5 max and +2 mod damage. Increases crit damage by +3.
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.
Arcanic Leap: (Versatile) The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
Annihilate: Deals 3d15+5 damage to the Felmancer but deal 5d15+15 damage to the target. If the target dies then the self damage to the Felmancer is negated. The Felmancer cannot be defeated by the self damage.
Demonstorm: The Felmancer summons a storm of felfire to incinerate a target. Attack a target for 3d15+5 damage. If the roll lands on 30 or higher then deal an additional 1d10 damage for the next two turns.
[Fatewoven Ward] - Mystical Armor
[+5 to HP]
[Begin Combat with a 10hp shield]
[Archmage’s Blessing: When taking melee damage, roll 1d5 if you roll a 1, then your character will blink behind the enemy target and dodge the assault]
Veteran Traits: N/A
0x [Mystical Essence]
0x [Heroic Essence]
1x [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