Damage: Bow - 1d30+9: crit on 17-30 +11
Combatant x3: +3 mod damage to all attacks and class abilities
Resourceful [Passive]: Grants an additional use to every class ability.
Guardian x2: +10HP
Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.
Arcane Affinity - You have a +4 to Arcane based challenge checks.
Dexterous - Your character has a +2 to physical challenge checks.
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.
Lucky - Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
Alert - Increases your character’s perception rolls by +15.
Scryer - Allows a character to reroll any failed perception check. (Only one success per event)
Predator - At the start of combat, choose one enemy unit. Your character will gain +5 max and mod damage to units of that type. This effect ends once you kill a unit of that chosen type.
Inventive - Decreases the threshold of all challenge checks by -2.
Gifted - Your character has a +1 to all challenge checks.
Gullible I - Your character has a -4 threshold to Plead and Persuasion attempts against them.
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 Fel II - Your character cannot pass fel based challenge checks.
Achilles’ Heel I - Your character has a -1 to their dueling defense dice.
Jealous II - Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from challenging the opponent to a duel.
Diplomatic Roll: 1d30>18: crit on 27-30, fail on 1-3
Movement and Range: (melee/40ft)/30ft/50ft
Primary: Mystical Crafted Bow (used in both hands); [Kal’ishnu]
- [+2 to Crit damage/healing on basic attacks/healing]
- [-1 to Crit threshold on basic attacks/healing]
- [+1 to Mod damage/healing on basic attacks and abilities]
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.
Class: Marksmanship Hunter
Snipe: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d20+11 damage to a single target. Damage is doubled if the target is CC’d.
Volley: The hunter fires a series of shots that deal damage to all enemies within a small explosion template area. Deals 5d12+11 to all targets within the template.
Hunting Traps: The hunter throws out traps at a non-boss enemy target to prevent them from moving for an entire turn. Does not need to roll for success. This is a minor action.
Prestige Class: Waywatcher Assassin
Waywatcher Assassins are a product of the often morally gray needs of Quel’Thalas. Trained in the secrets arts of the swift kill, assassins prowl the battlefield hunting their target. Using powerful toxins, lighting fast reflexes, and bloodthirsty desire to kill, the battlefield assassins are rightly feared.
Bonus: -15hp. +5 max +2 mod damage. Increases crit damage by +5. Increases initiative by +30.
Hunter Seeker: The Waywatcher Assassin picks a single target on the field at the start of the battle giving it the ‘Prey’ debuff. If that assassin gains the killing blow on that target, they increased their critical damage for the rest of the battle by +5. Does not gain the additional Resourceful benefit from Combatant.
Improved Stealth[Passive]: All classes gain the stealth mechanic as a baseline skill. For rogues, they may choose to pick up another skill instead of stealth at no penalty. Players may choose to reroll a single failed re-stealth roll once per the event.
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.
Tools of the Trade[Passive]: Waywatcher Assassins gain an additional potion/poison slot that can only be filled with poisons. They may bring a single poison to a battle for free.
Alchemist Bag and Soldier Pack:
Windfury Potion - Grants an additional turn in conjunction of the potion user’s turn. Windfury potions can only be used on other players. Cannot be used as an instant.
Withervine Poison - Used on ranged weapons.Increases ranged weapon damage by a +1 mod OR +4 max damage.
Darling’s Grace - Can be thrown to heal 5d5+5 to all targets within a small explosion template. Also applies a Grace buff healing 1d5 for the next two turns. (Use a single dot roll to determine damage on all targets impacted.)
Flashing Star - Can be thrown to deal 5d5+5 damage to all targets in a small explosion template. Also causes a bright flash forcing non-boss targets to roll 1d20>11 to prevent from being stunned.
Survived Legionfall finale
Troop Choice: Thalassian Marines
Thalassian Marines carry with them short bows in addition to their swords and shields. They can quickly fire a volley upon an enemy to lessen their numbers quickly. Sea-Claw bows deal the same damage as the Thalassian Marine’s basic attack.
Commander Points: 2
Cost: 1 Commander Point
Bonus: +5 max and mod damage. Grants the ability: Arcane Reaver Shot: When activated, damage dealt to an enemy target will bypass their spellshield for 1 turn. Minor action.
“For all their magical regalia and intricate spellweaving, it mattered for not.”
Valterri Martineau - a wizard both on and off the battlefield, Valterri developed arrow tips that can slice through even the strongest of spellshields. Together, she and Maaike were instrumental in arming the Thalyssra and her Dusk Lillies against Elisande’s felborne legion.
Cost: 1 Commander Point
Bonus: Increases the max and mod damage of Sea-Claw bow by +10 and increases the usage by +1. Decrease troop total by -20.
“House Rainwood is well known for their seamanship. Their marines know that a good bow and a sure shot is much more preferable than a battle on a deck.”
Troop Total(HP): 80
Damage/Healing Roll: 1d35+20