HP | Damage Roll(s):
Damage: 1d28+7, crit 21-28+5
Healing: 1d20+2, crit 15-20+5
Combatant +3, Guardian +2
Resourceful [Passive]: Grants an additional use to every class ability.
Arcanic Affinity - You have a +4 to Arcane based challenge checks.
Alert - Increases your character’s perception rolls by +15
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.
Lucky - Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
Spirit Guide (1800 3s) - Your character has a +4 to elemental based challenge checks.
Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Nature’s Gift - Your character has a +4 to nature based challenge checks
Swift - Increases your character’s walk and sprint by +5ft
Reserved - Seduction attempts against your character have a -4 modifier.
Rejuvenation - Decreases your character’s wound duration by -1 week.
Blessed - Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.
Athletic - Allows your character to reroll a failed sprint check. (Only one success per event)
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.
Brave - Decreases the required threshold to pass a fear CC check by -2.
Animalistic - You may calm hostile non-boss beasts by rolling a Nature challenge check. (Once per event)
Crass (II) - Your character cannot successfully pass an etiquette challenge check
Stupid (II) - (Negates Learned) Your character cannot pass knowledge challenge checks.
Unproven (II) - (Negates Fencer) Your character has a -2 dueling attack die.
Plain - (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
Shy (II) - Your character's social challenge rolls have a +2 threshold and DP damage against your character doubles its impact.
Stubborn (II) - At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
Weakness to Fel (II) - (Negates Fel Tainted) Your character cannot pass fel based challenge checks.
Gullible (II) - Your character has a -8 threshold to Plead and Persuasion attempts against them.
Stinky (I) - All characters in your party suffer a -4 to Charm and Seduction challenge checks.
Pariah (II) - 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 and they take double the DP damage to social options against them.
Pushover (I) - Opponents have a -4 threshold for intimidate attempts against your character.
Spell-Barrier: Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Offensive Spells(Spell): 1d28+7, crit 21-28+5
Healing Spell: 1d25+2: crit on 18-25 +5
Movement and Range:
Range: Melee/ 35ft
Movement: Walk 35ft/Run 55ft
Totemic Protector: 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) The guardian will remain until it is either killed or the scene is completed.
Chain Lightning: Channeling a blast of powerful magic power, the shocks several enemy targets within a line. The shaman may target up to five enemy targets that are at least within 5ft of each other and deal 3d12+15 damage to each.
Elemental Fury: The shaman uses its elemental mastery to strike a target. This skill can be used at range. Deal 3d10+8 damage but if the roll lands on an if the rolls exceeds 25, deal an additional +10.
Prestige Class: Elementalist
Bonus: -10hp, +3 max and +2 mod damage. Increases Initiative by +10.
Perception passive: +25 to perception
Bonus skills: Elementalists may choose two skills from the list. Active abilities will be bolded.
Wrath of Air: A concentrated whirlwind forms at the location chosen by the elementalist, dealing 3d8+7 damage to all enemies in a 8ft radius.
Breath of Wind: Propelled forward by air, the Elementalist may choose to take the sprint action without having to roll for penalty.
Fist of Earth: The elementalist summons a stone fist to smite their target, dealing 2d10+10 damage. Roll 1d2 to knock the enemy back 10ft, where 1 is considered a success.
Stonebind: The earth itself rises up, trapping enemies within a 5ft radius within its grasp. Roll 2d15+10 damage split between targets. Targets are snared for one turn, cannot be used on bosses.
Firestorm: A blazing firestorm radiates away from the caster, dealing 3d8+7 damage to all enemies in a 20ft line.
Molten Eruption: Cracks form beneath your feet, spewing molten lava at enemies. Deal 3d12+5 damage to a target and if the roll exceeds 20, deal an additional 1d6 fire damage for three turns.
Ebbing Tide: Elemental water washes over the a friendly target, removing all negative effects and granting a 15hp shield. Can be used as an instant. This does not remove potion use debuffs.
Flash Flood: The elementalist calls on the spirits of water to protect them, healing all friendly units in a 10ft radius for 2d10+5 and pushing all enemy units outside of the effect.
Alchemist Bag and Soldier Pack:
1x invuln pot
1x windfury pot
1x Dawnmender Bandages
HP | Damage Roll(s):
Movement and Range:
Movement: March: 40ft Forced March: 60ft
Commander Points: 3
Cost: 2 Commander Points
Bonus: Removes any troop option making the player fight the battle solo. They will be given a set health pool (70) and does an increased max and mod damage by 15. Archmages cannot use chosen troop options bonus skills. Your max and mod damage will be based off your troop choice and any additional Commander Point options you take in conjuction with it.
“The best mages hardly need assistance.”
Cost: 1 Commander Point
Bonus: Increases the mod damage by 10.
“The smiths of House Blackwood are accomplished rangers in their own right and their silvered armor is lite and easy to maneuver in.”