55 HP | D: 1d27+7: crit on 20-27 +5 | H: 1d27+3: crit on 20-27 +5
Combatant: +4 Mod Damage
Resourcefu;[Passive]: Grants an additional use to every class ability.
Guardian: +5 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.
Arcanic Affinity: You are naturally gifted with Arcane magics.
You have a +4 to Arcane based challenge checks.
Beautiful: You are easy on the eyes.
Increases your character’s charm rolls by +2.
Noblesse Oblige: Your birth has destined you to lead and bring order to the world.
Whenever your character attempts a social roll against another, they gain a -3 threshold to the success of that roll if they are a commoner.
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. They 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)
Aristocrat: You were born among the higher class and as such know its workings.
Your character has a +4 to Etiquette challenge checks.
Expert:You have mastered a particular area of study.
Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)
Touched by Shadow: The void has reached you.
Your character has a +4 to all shadow based challenge checks.
Sanguine: You can control and manipulate blood magics.
Your character has a +4 to blood based challenge checks.
Manipulator: You are able to pit others against each other.
Adds the social option of 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.
Mystical: The great mystics are not beyond you.
Your character has a +4 to all knowledge challenge checks.
Alert: You are extremely perceptive to your surroundings.
Increases your character’s perception rolls by +15.
Versatile: You are very deft at learning skills from other professions.
Your character may choose one ability from another base class, replacing one of your normal class abilities.
Arrogant (Tier II): You are better than others. Or so you think.
Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character. You also take 1DP damage if you fail a social challenge check against that character.
Wanton (Tier II): You are prone to more sensual interactions when given a chance.
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.
Over Confident (Tier II): Your character’s arrogance blinds the skills of others.
Your character has a -1 to their dueling attack rolls and if they lose a duel they will gain a -5 modifier to their next wound roll that cannot be negated under any circumstance.
Mean (Tier II): You are kind of a jerk.
Your character can no longer plead or persuade other characters.
Dishonorable (Tier II):You find that honor is as meaningful as a fart in the wind.
(Negates Honorable) When the party chooses the honorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.
Weakness to Nature (Tier II): Your body cannot handle nature magics.
(Negates Nature’s Gift) Your character cannot pass a nature based challenge check.
Healing Spell: 1d25+2: crit on 18-25 +5
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Offensive Spell: 1d25+2: crit on 18-25 +5
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.
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:
30ft Walk/50ft Sprint/40ft Range/
Death Grip: The death knight uses dark magics to drag a non-boss enemy to their location and automatically taunts the foe. Has an additional chance to stun the enemy on a roll of 1d20<12. This is a minor action.
Atonement: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d22+6 and pick two targets - an enemy to attack and a compatriot to heal.
Saving Grace: The priest attempts to save an allied player/character by pulling them to their location with light magic within 15ft. May be used as an instant.
- [Reach: +5ft range to basic attacks/healing and abilities]
- [+1 to Mod damage/healing on basic attacks and abilities]
- [+2 to Max damage/healing on basic attacks and abilities]
Alchemist Bag and Soldier Pack:
Proven (1800 3s Legion S6): Free Virtue that may be redeemed once per character.
75 HP | D: 1d15 | H: 1d35+5
Movement and Range:
40ft March/60ft Forced March/35ft Ranged
Final Sacrament Cost: 2 Commander Points
Bonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. May be used as an instant.
The last rites are the most important.