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#13815661 Jul 16, 2018 at 02:02 PM · Edited 6 months ago
3 Posts
Alondrea Varkarious



HP | Damage Roll(s)

50 | Sword(s): 1d10+3: Crit on 7-10+2 per blade (2d10+6 total) | Pistol: 1d10+3: Crit on 7-10+2

Diplomatic Roll: 5 DP

Persuasion: 1d30>18: crit on 27-30, fail on 1-3
Charm: 1d30+2>18: crit on 27-30, fail on 1-3
Seduce: 1d30>18: crit on 27-30, fail on 1-3
Plead: 1d30>18: crit on 27-30, fail on 1-3
Intimidation: 1d30>18: crit on 27-30, fail on 1-3
-2 to threshold vs non-nobles
-4 to etiquette

Character Stats:

+3 Combatant, +2 Politician

- Resourceful [Combatant Passive]: Grants an additional use to every class ability.

Race: Sin'dorei

Background: Commoner


- Arcanic Affinity: You have a +4 to Arcane based challenge checks. (NEGATED BY ARCANE WEAKNESS)
- Beautiful: Increase your character’s charm rolls by +2
- Charming: Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
- Lucky: Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
- Dexterous: Your character has a +2 to physical challenge checks.
- Cunning: Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP from the target. A roll of 1 is considered to be a success.
- Thrifty: When purchasing an item during an event, your character may purchase it for 1 less essence of its value.


- Crass I: Your character have a -4 to etiquette challenge checks.
- Greedy I: Your character has a +15 to their loot rolls, but if they do not win, you will take "Heavy Wounds" as they are stricken with envy. Does not stack with regular wounds. The heavy wounds are not actual wounds but your character will gain the mechanical debuff -1 week. They cannot give loot earned in events to other players.
- Weakness to Arcane I: (Negates Arcane Affinity) Your character suffers a -8 to arcane challenge checks.
- Over Confident I: Your character has a -1 to their duelling attack rolls.


Two One-handed Swords (1d10+3, Crit on 7-10+2)
- Blade Dance [3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may deal half the damage dealt by their basic attack to an adjacent target within 5ft.
- Riposte [3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied.

Pistol (1d10+3, Crit on 7-10+2, Range 20 ft.)
- Flaming Shot [3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will shoot their target for their normal basic attack and then roll a 1d2 to see if the shot ignites the target for half the total damage dealt. 1= Success, 2=fail.

Class: Rogue

Movement and Range:
- 35 ft. Walking/55 ft. Sprinting/Melee Range

Class Abilities:

Eviscerate [2]: The rogue attempts to strike a target with a flurry of attacks. At the start of the turn, it will roll 1d3, based on that roll, it will determine how many additional die the will gain to its next basic attack rolls.
Range: Self

Stealth [Passive]: All rogues start stealthed at the beginning of a battle. They deal an additional +8 mod on attacks against a target when coming out of stealth. They may attempt to restealth at the end of their turn by rolling 1d3. A roll of 1 is considered successful.
Range: Self

Vicious Strikes [1]:The rogue capitalizes on the weakness of the enemy. For the next 2 turns the rogue will deal damage to an enemy target and up to two adjacent targets within 5ft. This is a minor action.
Range: Self

Prestige Class:

Items: 3 Fortified Essence

Alchemist Bag and Soldier Pack:

Veteran Traits:



HP | Damage Roll(s)
75 | 1d40+15

Subunit: Pathfinders

Rank: Emberward

Troop Choice: Oathsworn Fusiliers

Troop Abilities:

Rotating Fire[1] [Damage]: Adds two additional die to their next basic attack. Requires the fusiliers to reload on the following turn. This is considered to be a Minor Action.

Direct Fire [Passive]:
Fusiliers must fire straight upon an enemy target and cannot fire over an allied unit or fire over an enemy unit to strike something beyond them.

Rainwood Heraldry [Bonus]
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and increases max and mod damage by 5.

Sharpened Stakes [Bonus]
Cost: 1 Commander Point
Bonus: All cavalry charges against Oathsworn Fusiliers deal 5d10+15 damage to the attacker if attacking from front. Oathsworn Fusiliers with sharpened stakes cannot be penetrating assaulted.

Movement and Range:

- March: 40 ft.
- Forced March: 60 ft.
- Range: 30 ft.

Commander Points: 2
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