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#13824259 Jul 28, 2018 at 01:31 PM · Edited 10 months ago
6 Posts
Emberward Thalessia Summerfall


70 | 1d40+5





Troop Choice:

Waywatcher Assassins

Troop Abilities:

Ambush - Waywatcher Assassins are able to enter the battlefield stealthed. This means they may enter a battle at any point on the battlemap and allow them to bypass enemy battle lines. Attacking an opponent will allow them to deal an additional +25 max damage and will cause them to unstealth.

Vanish - At the end of a turn, Waywatcher Assassins may attempt to restealth by rolling 1d3. A roll of 1=success.

Movement and Range:

Commander Points: 0/2

Nightshade Venom[1] - At the end of a turn, Waywatcher Assassins may attempt to restealth by rolling 1d3. A roll of 1=success. (Cost: 1)

Ranging Tools - At the end of each turn, Pathfinder units may attempt to replenish lost soldiers by rolling a 1d15. Whatever rolled will be added back into their health pool. (Cost: 1)


50 HP | Melee: 2d10(7-10+2) | Ranged: 1d25+3(18-25+4)

Diplomatic Roll:
(-2 threshold to non-nobles, -3 to commoners)




N/A(Mean II)

N/A(Mean II)


Character Stats:

+5 Politician: +5 to all diplomatic rolls, +5 DP
Calm: Diplomat characters may attempt to reroll a failed social attempt that might have enraged or dissuaded its intended target. Cannot be used to re-roll other players’ failed attempts.

Race - Sin'dorei:

Arcane Affinity - +4 to Arcane challenge checks
Beautiful - +2 to charm rolls

Background - Noble:

Aristocrat - Your character has a +4 to Etiquette challenge checks.

Heraldry - 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)


Manipulator - Adds the social option of Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.

Noblesse Oblige - Whenever your character attempts a social roll against another, they gain a -3 threshold to the success of that roll if they are a commoner.

Stern - Increases your character’s intimidation rolls by +2.

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.

Charming - Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.


Stubborn I - 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.

Dishonorable II - When the party chooses the honorable 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.

Implacable II - 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 choose another target to defeat.

Mean II - Your character can no longer plead or persuade other characters.

Petty I - When a character within 15ft of your character successfully passes a challenge check, you must attempt to roll the same challenge check. If you do not roll equal to or higher than the other player, you are stunned for a turn.


Daggers - 1d10(7-10+2)
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.

Daggers - 1d10(7-10+2)
Pulverize[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player’s basic attacks can deal full damage to enemy Fortified targets.

Bow - 1d25+3(18-25+4) Range: Base Class or 30 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 Range:


Class Abilities:

Smoke Screen[1]: The rogue throws blasting powder to obscure a location using a small explosion template. They cannot be targeted by enemy ranged attacks while within the smoke and if there are not enemy units within the smoke they may re-enter stealth without a roll check. May be used as an instant. Moving out of the smoke screen cancels its effect.
Range: 20ft

Stealth[Passive]: All rogues start stealthed at the beginning of a battle. They deal an additional +5 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

Cloak of Shadows[1]: Using subtly and tricks, the Rogue is able to cloak allied players within 5ft of them, allowing them to be stealthed and gain the +5 modifier on attacks when they come out of stealth. No rogue characters cannot attempt to restealth. May be used as an instant.
Range: 5ft

Prestige Class: N/A

Items: N/A

Alchemist Bag and Soldier Pack: N/A

Starkvenom Poison[1] - Used on melee weapons. Increases damage to your weapon(s) by +1 mod OR to a weapon(s) for +4 max damage. Cost: 250g
Health Potion[1] - 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. Cost: 500g

Sunweavers Splint[1] - Can be used on a wounded player to reduce their wound severity by a full tier. (Such as reducing heaving wounds to minor wounds). Can be used on other players/self. Cost: 500g
Oil of the Man Slayer[1] - Increases +2 mod damage/healing to all basic attacks/healings and class abilities against all humanoid enemies. Cost: 250g


Veteran Traits: N/A

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