HP 100 | Damage Roll(s) 1d25+25
Troop Choice: Spearmen
Spearmen deal double damage to enemy cavalry. They do not take increased damage Flanking Charges.
Cost: 1 Commander Point
Bonus: Increase max damage by 10, Spearmen now deal full damage to fortified enemy units but can no longer can prevent penetrating assault by cavalry.
Movement and Range:
March: 40 ft
Forced March: 60 ft
Battle Standard Carrier
Cost: 1 Commander Point
Bonus: Increase max damage by 10.
Speed: Walking: 30ft
Melee Range: 35ft
Axe (two handed): D: 1d25+3: crit on 18-25 +4
Cleave: Minor Action(can also be used with other minor actions on a given turn). When used while attacking an enemy target, the player may also strike an additional target within 5ft of the original enemy attacked.
Spell-shield(Spell): 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.
-+3 mod damage on all basic attacks and class abilities \
Resourceful [Passive]: Grants an additional use to every class ability.
- +10 hp
Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted. Range: 10ft
-Arcanic Affinity: You are naturally gifted with Arcane magics. You have a +4 to Arcane based challenge checks
-Beautiful: You are easy on the eyes. Increases your character’s charm rolls by +2.
-Aristocrat: You were born among the higher class and as such know its workings. Your character has a +4 to Etiquette challenge checks.
-Heraldry: You naturally know the politics of the land. Your character is well learned and know the key political players in any court they are in. They may choose to employ this knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC)
1You are not easily defeated. The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
-Stubborn (Rank 1): There is only one way, your way. When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.
-Traumatized (Rank 1): 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. -Weakness to Decay: Your body cannot handle Decay magics. (Negates Speaker of the Dead) Your character suffers a -8 to decay magic checks.
-Implacable (Rank 1): Your tenacity narrows your vision. At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must do a check of 1d2 to prevent themselves from selecting another to focus upon. A 1 is considered to be successful.
Divine Retribution: The paladin calls upon holy magic to lash out at an enemy target. This skill can be used at a range. Deals 3d10+5 damage. If the total damage dealt exceeds 25, heal yourself for 10 HP.
Holy Reckoning: The Paladin internalizes their injuries, and with the aid of holy magic prepares a devastating counterattack. Deal 5d8+8 to an enemy target. If the Paladin is beneath 30% of their total HP, then their damage is increased to 5d10+10.
Justice Will Be Done[Passive]: At the beginning of the battle, the paladin may select an allied player. If that player were to become defeated at any point during the battle, the paladin will gain an additional two die to all attacks for the remainder of the event. If that defeated player is at any point resurrected, the passive will be nullified.
Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant.
Used on melee weapons. Increases damage to your weapon(s) by +1 mod OR to a weapon(s) for +4 max damage.
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. Cost: 250g
(God I hope this is right)