HP | Damage Roll(s):
75 | DAMAGE: 1d20+5 | HEALING: 1d50+20
Venerated Cleric - Retainer:
Bonus: +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.
Black Templar Champion
Bonus: Allows the player to swap their healing dice to be damage dice for two turns.
Bonus: Oathsworn Clerics are immune CC(unless noted by the DM). Increases max and mod healing by 10.
Movement and Range:
HP | Damage Roll(s)
50 | DAMAGE: 1d24+6 | HEALING: 1d25+2
Damage Crit Range: 16-22+7
Healing Crit Range: 18-25+5
-3 to Charm and Seduction rolls.
+4 threshold on ALL social challenge checks if character is an ORC.
Combatant +3, Guardian +2
Battleborn (Racial): While engaged in combat, your character gains +8 to physical challenge checks..
Berserker (Racial): When within 25% HP of your character’s maximum health, they become immune to CC.
Endurance (Background): Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Disciplined (Background): Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Versatile (Free - Spirit Bond): 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.
Stalwart: Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP.
Impervious: When your character has 75% or higher HP, CC checks against you have a -2 threshold.
Speaker of the Dead: Your character has a +4 to decay based challenge checks.
Blessed: Allows your character to reroll any failed challenge checks. (Only one success per event).
Granted by the Memory of Akhlain
Vampiric: 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.
Weakness to Light II: (Negates Light Kissed) Your character cannot pass a light based challenge check.
Weakness to Nature II: (Negates Nature's Gift) Your character cannot pass nature 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.
Honorable Duelist II: (Negates Dirty Fighter) You must always attack second in a duel..
Plain I: (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
Pariah I: Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are.
Granted by the Memory of Akhlain
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.
Healing Spell: H: 1d25+2: crit on 18-25 +5
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Staves (One-Handed): D: 1d24 + 6: crit on 16-22+7
Staves (Two-Handed): D: 1d22+3: crit on 16-22+3
Movement and Range:
30/50 - Melee/35
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 30hp 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.
(Versatility) Spirit Bond[Passive]: The hunter’s animal companion joins the hunter in the battle. These pets fight independently of the hunter. Pets have 30hp and deal 2d15+5(crit on 6-8 for +2).
Revenant (-10 HP. +2 MAX, +2 MOD DMG. +4 CRIT DMG. +20 Perception.
Spirit Host[Passive]: At the start of each turn, the player will roll 1d3 to attempt to summon one of the following based on their roll.
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 40hp.
Spirit of Woe: On a roll of 2. The player summons forth a Spirit of Woe, a magical caster who deals 1d25+3 (Crit on 19-25 for +3) with 25hp.
Spirit of Balance: On a roll of 3. The player summons forth a Spirit of Balance, a spirit healer who heals for 1d25+3 (Crit on 19-25 for +3) with 25hp.
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.
Tome of the First Death
Alchemist Bag and Soldier Pack: