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#13727846 Apr 10, 2018 at 12:43 AM · Edited 17 days ago
Initiate
2 Posts
Shuna Morningbrow

COMMANDER MODE
100HP <Fortified>| 2d45+35 (Uses small explosion template on basic attacks.)
Subunit: Pathfinder
Rank: Initiate
Troop Choice: Ironclaw Balista
Troop Abilities:
*Reaping Shot [1]: The ballista fires a piercing shot that deals full damage to one target and then half the damage of the roll to targets 15ft behind it.
*Exploding Shot [1]: The ballista fires a massive explosive bolt sending an explosive pounding to the impacted area. Uses the large explosion template.
Movement and Range: 40ft/50ft; 70ft range
Commander Points: 2
Fortified Field Artillery
*Cost: 2 Commander Points
*Bonus: Increases Troop HP by +30. Makes the Ballista have the fortified buff. Increases range by 20ft. Increases damage by +20 max and +15 mod. Fortified Field Artillery cannot move and is stationary the entire game.

HERO MODE
50HP | 1d25+7
Diplomatic Roll: of 1d30>18
Character Stats:
*Combatant (4 points spent, +4 mod damage on all basic attacks and class abilities)
*Resourceful [Passive]: Grants an additional use to every class ability.
*Politician (1 point spent, +1 mod on all diplomatic rolls)
Race: Sin’dorei- Your people are known for their innate magical aptitude and determination to survive.
*Arcane Affinity (You have a +4 to Arcane based challenge checks.)
*Beautiful (Increases your character’s charm rolls by +2.)
Background: Scholar-As you came into age, you were immediately selected for your naturally gifted intellect. You are a voracious learner, and your appetite for knowledge has allowed you to perfect many different arts.
*Alert- You are extremely perceptive to your surroundings. (Increases your character’s perception rolls by +15.)
*Expert- You have mastered a particular area of study. (Your character may choose to reroll any ability used in combat. They will keep the second of the two rolls. (Only once per event))
Virtues:
*Small- Your miniature size does not discredit your usefulness. (Your character is able to move through enemies even when there is no space to move around them.)
*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.)
Vices:
*Traumatized I- Your past still haunts you. ( 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.)
*Shy I- You tend to avoid social interactions. (Your character’s social challenge rolls have a +3 threshold.)
Equipment:
*Bow: 1d25+7
*Bodkin Bolt[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will fire a heavy piercing shot towards a target for their normal basic attack allowing them to deal full damage to fortified enemy units.
*Spell-Barrier[1]: Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant. Range: Self
Class: Hunter
Movement and Range: 30Walk/50Sprint/Melee and 40ft Ranged
Class Abilities:
*Snipe[3]: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d15+9 damage to a single target. Damage is doubled if the target is CC’d. (Range: 40ft)
*Volley[3]: The hunter fires a series of shots that deal damage to all enemies within a small explosion template area. Deals 5d7+9 to all targets within the template. (Range: 40)
*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. (Range: self)
Items: N/A
Alchemist Bag and Soldier Pack: N/A
+0
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