Pathfinder Nandrea Phoenixfeather
HP | Damage Roll(s): 70 HP, 1d35+15
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.
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.
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:
Forced March: 60ft
Commander Points: 2
HP | Damage Roll(s) 50 HP l 1d35+3
Diplomatic Roll: 1d30+1
Combatant: +4 mod damage
Politician: +1 to all diplomatic rolls
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.
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
Primary: Bow - 1d25+3: crit on 18-25 +
Secondary: Sword: - 1d10: crit on 7-10+2
Movement Range: Walk: 30ft, Sprint: 50ft
Class Abilities: Snipe: 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.
Volley: 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.
Eagle Eye: 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.
Alchemist Bag and Soldier Pack:
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.