Pathfinder Nandrea Phoenixfeather
COMMANDER MODE
HP | Damage Roll(s): 70 HP, 1d35+15
Subunit: Pathfinder
Rank: Emberward
Pathfinder Rangers
Well trained and well suited for battle, the Pathfinder Rangers are expert marksmen. Armored with light mail and leather, these seasoned rangers are deadly both at a range and close. Often outfitted with yew longbows and short sabers, these men and women hail from their long Farstrider heritage.
Damage: 1d30+10
Fire Arrows[2]:
Pathfinder Rangers are able to ignite their arrows to deal sustained damage to opponents. A roll of 1d2 will determine if the Rangers ignited their enemy dealing half of the previous damage roll. A roll of 1= success. Fire Arrows are also able to catch objectives on fire when available.
Bodkin Arrows[2]:
Pathfinder Rangers are able to use arrows designed to penetrate heavy armor should the need arise. Bodkin arrows deal full damage to fortified units.
Troop Abilities: Ranging Tools
Cost: 1 Commander Point
Bonus: At the end of each turn, Pathfinder units may attempt to replenish lost soldiers by rolling a 1d15. Whatever rolled will be added back into their health pool.
Movement and Range:
Attack: 40ft
March: 40ft
Forced March: 60ft
Commander Points: 2
HERO MODE
HP | Damage Roll(s) 50 HP l 1d35+3
Diplomatic Roll: 1d30+1
Character Stats:
Combatant: +4 mod damage
Politician: +1 to all diplomatic rolls
Race: Sin'dorei
Background: Soldier
Virtues:
Arcane Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Charm rolls increased by +2.
Disciplined: Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Stalwart: Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP.
Lay of the Land: Increases your character’s perception rolls by +10. Allows your a reroll to a perception roll once per event. Keep the second of the two rolls.
Vices:
Wanton(2): 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
Weapons:
Primary: Bow - 1d25+3: crit on 18-25 + 4
Secondary: Sword: - 1d10: crit on 7-10+2
Class: Hunter
Movement Range: Walk: 30ft, Sprint: 50ft
Class Abilities: Snipe[2]: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d15+5 damage to a single target. Damage is doubled if the target is CC’d.
Range: 40ft
Volley[2]: The hunter fires a series of shots that deal damage to all enemies within a small explosion template area. Deals 5d7+5 to all targets within the template.
Range: 40ft
Eagle Eye[1]: The hunter focuses on their elite shooting abilities to strike a target in the right spots. For the next two turns. Basic attacks are guaranteed to crit despite the number rolled.
Range: Self
Prestige Class:
Items:
Alchemist Bag and Soldier Pack:
Dawnmending Bandages:
Dawnmending bandages can be used on self or other players to heal the targeted player to max health. Using a Dawnmending Bandage takes a major action and cannot be used on a player engaged in melee combat.
Oil of the Man Slayer:
Increases +2 mod damage/healing to all basic attacks/healings and class abilities against all humanoid enemies.
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