Character Stats: Combatant +3, Politician +2
- +3 mod damage to all attacks and class abilities
- Resourceful [Passive]: Grants an additional use to every class ability.
- +2 mod on all diplomatic rolls
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charms rolls by +2.
Charming: Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
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.
Athletic: Allows your character to reroll a failed sprint check. (Only one success per event)
Dexterous: Your character has a +2 to physical challenge checks.
Swift: Increases your character’s walk and sprint by +5ft.
Raconteur: Increases your character’s persuasion rolls by +2.
Swagger: Increases your character’s seduction rolls by +2.
Alert: Increases your character’s perception rolls by +15.
Brave: Decreases the required threshold to pass a fear CC check by -2.
Nature's Gift: Your character has a +4 to nature based challenge checks.
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.
Gossip I: Characters in your party have a -4 to all their etiquette challenge checks.
Pushover II: You cannot intimidate and have a -8 threshold for intimidate attempts against your character.
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.
Wanton I: Opponents have a -4 threshold for successful charm and seduction attempts against your character.
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.
Inexperienced I: Your character has a -30 to initiative rolls.
Claustrophobic I: Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.
Implacable I: 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.
Weakness to Blood II: (Negates Sanguine) Your character cannot pass blood magic challenge checks.
Weakness to Decay II: (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.
Weakness to Light II: (Negates Light Kissed) Your character cannot pass a light based challenge check.
HP: 40 HP | Damage Roll: 1d28+8, crit on 21+ (+4)
Persuasion, Charm, Seduce: 1d30+4>18 (Noble), 1d30+4>16 (All others)
Plead: 1d30+2>18 (Noble), 1d30+2>16 (All others)
Intimidation:Negated by Pushover II.
Movement and Range:
Walk: 35 ft
Sprint: 55 ft
Range: Melee/40 ft
Bows: D: 1d25+3: crit on 18-25 +4
Range: Base Class or 30ft
Flaming Shot: 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.
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.
Prestige Class: Spellbow
Bonus: -10hp. +3 max and +2 mod damage. The player is granted a 15hp energy shield to be used at the start of the event.
Snipe: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d15+5 damage to a single target. Damage is doubled if the target is CC’d.
Volley: The hunter fires a series of shots that deal damage to all enemies within a small explosion template area. Deals 5d7+5 to all targets within the template.
Arcanic Leap: (Versatile) The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
Arcane Focus[Passive]: At the beginning of each turn, the Spellbow may roll 1d10+3 to recharge their spellshield up to a max of 15hp. For all intents and purposes, the spellshield hp is equal to how much Arcane Focus the Spellbow is currently charged.
Arcanic Barrage[Costs 5 Arcane Focus]: The Spellbow conjures a second arrow to strike either a singular target twice or a secondary target within 15ft of the original target.
Enchanted Glaive[Costs 10 Arcane Focus]: The Spellbow throws an enchanted glaive weapon that bounces between multiple enemies within a close range. Deals 5d5+5 damage to up to three targets that are within 15ft of each other.
Enchanted Shockwave[Costs 15 Arcane Focus]: The Spellbow discharges their Arcane Focus to damage all enemy targets within 15ft of the player’s location dealing 3d17+7 damage to all enemy targets.
Windfury Potion: Grants an additional turn in conjunction of the potion user’s turn. Windfury Potions can only be used on other players and a player can only drink one Windfury Potion per event. Cannot be used as an instant.
Withervine Poison: Used on ranged weapons.Increases ranged weapon damage by a +1 mod OR +4 max damage.
Flashing Star: Can be thrown to deal 5d5+5 damage to all targets in a small explosion template. Also causes a bright flash forcing non-boss targets to roll 1d20>11 to prevent from being stunned.
Veteran Traits: N/A
Tracked on Sanarissa.
Tracked on Sanarissa.
Troop Choice: Thalassian Marines
Thalassian Marines carry with them short bows in addition to their swords and shields. They can quickly fire a volley upon an enemy to lessen their numbers quickly. Sea-Claw bows deal the same damage as the Thalassian Marine’s basic attack.
Damage Roll: 1d30+15
Cost: 2 Commander Points
Bonus: For one turn add an additional die onto your basic attacks for this turn.
“Some pathfinders find that a little bit of blood raises the animal spirit from within.”
Cost: 1 Commander Points
Bonus: When firing a Sea-Claw bow, if the roll is within 5 points of the maximum roll then you may reroll another shot within the same turn. This extra-shot does not consume a usage point. This can only proc once a turn.
“The Wraith knows where to find the most hardy and ruthless of sailors.”
Commander Points: 3
Troop Total: 80 HP | Damage Roll: 1d30+15
Troop Movement and Range:
Range: Melee/30 ft
March: 40 ft
Forced March: 60 ft