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 : 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 : 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: 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: 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: 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: 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