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#13825599 Jul 30, 2018 at 12:44 PM · Edited 1 month ago
29 Posts

Lightward Melori Bronzeblade


Character Stats: Combatant +3, Politician +3
  • +3 mod damage to all attacks and class abilities
  • Resourceful [Passive]: Grants an additional use to every class ability.
  • +3 mod on all diplomatic rolls
  • Calm [1]: 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
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charms rolls by +2.

Background: Commoner
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.

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.
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.

Honorable Duelist II: (Negates Dirty Fighter) You must always attack second in a duel.
Unproven I: (Negates Fencer) Your character has a -1 dueling attack die.

HP: 50 HP | Damage Roll: 1d30+8, crit on 22+ (+4)

Diplomatic Roll:
DP: 5
Persuasion, Charm, Seduce: 1d30+5>18 (Noble), 1d30+5>16 (All others)
Plead: 1d30+3>18 (Noble), 1d30+3>16 (All others)
Intimidation: Negated by Pushover II.

Movement and Range:
Walk: 35 ft
Sprint: 55 ft
Range: 40 ft

Bows: D: 1d25+3: crit on 18-25 +4
Range: Base Class or 30ft
Flaming Shot[3]: 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.
Action Type: Minor

Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Range: Self

Class: Mage

Active Prestige Class: Spellbow
Bonus: +3 max and +2 mod. The player is granted a 10HP energy shield to be used at the start of the event.

Inactive Prestige Class: Troubadour
Bonus: +2 Diplomacy Points. Increase Charm, Persuasion, and Plead rolls by +2. Increases Initiative and Perception rolls by +20.

Class Abilities:
Arcanic Leap[2]: The mage blinks through time and space up to 10ft to evade danger or advance in battle.
Action Type: Instant
Range: 10ft

Ice Block[2]: The mage encases themselves within a powerful shield of ice giving them a 20hp shield.
Action Type: Instant
Range: Self

Saving Grace[2]: The priest attempts to save an allied player/character by pulling them to their location with light magic within 15ft.
Action Type: Instant
Range: 20ft

Bonus Skills:
Arcane Focus[Passive]: At the beginning of each turn, the Spellbow may roll 1d10+3 to recharge their spellshield up to a max of 30hp. For all intents and purposes, the spellshield hp is equal to how much Arcane Focus the Spellbow is currently charged.
Action Type: Passive
Range: Self

Arcanic Barrage[Costs 10 Arcane Focus]: The Spellbow conjures a second arrow adding an additional die to their attack for this turn. Their basic attacks now use the small explosion template.
Action Type: Major
Range: 40ft

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 targets within a small explosion template. Targets struck have a chance to be pinned in place, making them unable to move for a turn, and will need to roll 1d20>12 to prevent from being CC’d. The CC effect does not work on bosses.
Action Type: Major
Range: 25ft

Enchanted Shockwave[Costs 15 Arcane Focus]: The Spellbow discharges their Arcane Focus to damage all enemy targets within an aura of the player’s location dealing 3d17+X damage to all enemy targets. The Spellbow can choose to expend all their remaining Arcane Focus by adding whatever amount of shield points they have left after using Enchanted Shockwave onto their damage as the mod.
Action Type: Major
Range: Aura

[Bellanaris] - Mystical Bow
[Reach: +5ft range to basic attacks/healing and abilities]
[+2 to Max damage/healing on basic attacks and abilities]
[Nature’s Grasp: Roll 1d3 when dealing damage with a weapon or basic offensive spell. If you roll a 1, then the enemy takes 1d7 damage and is rooted in place]

Alchemist Bag:

Soldier Pack:

Veteran Traits:
Phoenix Knight: Grants one additional stat point.

Tracked on Sanarissa.

Tracked on Sanarissa.



Rank: Lightward

Subunit: Pathfinder

Troop Choice: Oakvale Avengers

Troop Abilities:
Shield Wall[1]:
Cost: 1 Commander Point
Bonus: For the next turn your target will take half damage.
Action Type: Instant
“Swordsmen may clamor together after an assault to halve the next damage taken. This sort of teamwork is critical for the regiment’s survival.”

Ranging Tools:
Cost: 1 Commander Point
Bonus: 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.
“When you’re a farstrider, you need to have the proper equipment for it.”

Elkwood War-Horn[1]:
Cost: 1 Commander Point
Bonus: Add a 30hp shield.
Action Type: Instant
“The great bellow of a Elkwood War-horn reinvigorates the most seasoned of Farstriders.”

Commander Points: 3

Troop Total: 105 HP | Damage Roll: 1d30+10 | Healing Roll: 1d30+10

Troop Movement and Range:
Range: Melee/20 ft
March: 40 ft
Forced March: 60 ft
#13835116 Aug 12, 2018 at 08:43 AM · Edited 1 month ago
29 Posts
Change Log:

- 5.5 System Update

- Gained Spellbow Prestige Class (Story)

- Gained Mystical Bow [Bellanaris]

- Changed to Mage base class from Hunter (Approved by Esme and Vaelrin)

- Gained Troubadour Prestige Class (Story)

- Emberward -> Lightward
- [Veteran Trait] Phoenix Knight: Grants one additional Stat Point.
#13835118 Aug 12, 2018 at 08:45 AM
29 Posts
5.5 System Update completed.
#13963099 Feb 11, 2019 at 11:18 AM
29 Posts
Updated for 5.6, part 1.
#14174946 Jul 12, 2019 at 06:33 PM
29 Posts
Updated for 5.7
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