HP | Damage Roll(s)
50 | HEALING: 1d25+2: crit on 18-25 +5
Character Stats: Combatant 3, Guardian 2
Battleborn: While engaged in combat, your character gains +8 to physical challenge checks.
Berserker: When within 25% HP of your character’s maximum health, they become immune to CC.
Blessed: Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.
Impervious: When your character has 75% or higher HP, CC checks against them have a -2 threshold.
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.
Undead: Decreases your character’s wound rolls by -3.
Speaker of the Dead: Your character has a +4 to decay based challenge checks.
Night Vision: Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception.
Lay of the Land: Increases your character’s perception rolls by +10. Allows your character to reroll a perception roll once per event. They will keep the second of the two rolls.
Scryer: Allows a character to reroll any failed perception check. (Only one success per event)
Alert: Increases your character’s perception rolls by +15.
Granted by the Memory of Ahklain
Vampiric: (Must have Undead or Demonic as a prerequisite) Your character attacks will heal them for 25% of damage that you deal. They also take +10 mod damage from Light magic or Light Kissed characters. They cannot be healed with Light magic. Your character will also gain solid red eyes in their appearance.
Sanguine: Your character has a +4 to blood based challenge checks.
Honorable II: (Negates Dishonorable) When the party chooses the dishonorable 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.
Plain II: (Negates Beautiful) Your character cannot attempt charm or seduction social challenge rolls.
Weakness to Light II: (Negates Light Kissed) Your character cannot pass a light based challenge check.
Honorable Duelist II: (Negates Dirty Fighter) You must always attack second in a duel.
Weakness to Nature I: (Negates Nature's Gift) Your character suffers a -8 to nature challenge checks.
Hideous I: (Negates Beautiful) Your character's party has a +4 threshold to charm social challenge checks.
Destitute I: Your character only receive 50% of essences earned from an event. (Does not include overtime essences)
Achilles' Heel I: Your character has a -1 to their dueling defense dice.
Granted by the Memory of Ahklain
Violent II: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d3. If they roll a 3, then they will violently attack someone present, allied player or otherwise.
Frail II: Your character has a +6 to wounds and suffers a +2 to wound duration.
Jealous II: Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from challenging the opponent to a duel.
Must go the honorable route.
Cannot charm or seduce.
Party has +4 threshold to charm.
Movement and Range:
Healing Spell: H: 1d25+2: crit on 18-25 +5
Range: Base Class
Spell-Weaving: Whenever you crit on a heal, you may choose another target within 10ft and heal them for half of your total healing done.
Spell-shield(Spell): (Not an actual shield but an ability used by magical casters).
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.
Totemic Protector[Passive]: The shaman places a totem on the ground that will summon an elemental guardian to fight with them. The guardian will have 40HP and deal 2d15+4 (crit on 12-15 for +3) in melee. The pet has the same movement as the shaman.
Totem of Rushing Rivers: The shaman blesses a totem to heal their allies in battle. The shaman places a totem on the ground that lasts for three turns with an aura. Players that end their in the range of the totem are healed for 1d20.
Versatile - Shadowfiend[Passive]: The priest is accompanied by a creature born of shadow and void to do their bidding. Shadowfiends deal for 2d10+4 damage in melee and have the same movement as the priest. The Shadowfiend will heal the priest for half the damage dealt.
Prestige Class: Revenant
Bonus: -10hp. +2 max and +3 mod damage. Increases crit damage by +4. Increases Perception by +20.
Spirit Host[Passive]: At the start of each turn, the player will to summon a spirit of War to fight alongside with the Revenant.
Bone Shield: The Revenant calls on spirits of the dead to protect an allied character by giving them a 20hp Shield. Cannot be used on self. May be used as an instant.
- Spirit of War: On a roll of 1. The player summons forth a Spirit of War, a melee fighter who deals 2d12+4 (Crit on 8-12 for +2) with 20hp.
Alchemist Bag and Soldier Pack: None
Crafted Items: None
Veteran Traits: None
Troop Choice: Oathsworn Cleric
Anatomical Training: Increases max and mod healing by +5. Oathsworn Clerics can reduce a wound roll by 3. This can be used as an instant.
Argent Vestitude: Allows healing to be placed on an allied target to be placed as a shield instead of restoring HP. The shield’s total HP cannot exceed 50.
Righteous Cause: Oathsworn Clerics are immune CC(unless noted by the DM). Increases max and mod healing by 10.
Commander Points: 3
Troop Total | Damage Roll(s)
75 | 1d15 | 1d50+25
Troop Movement and Range:
Essences: 2 Fortified