Initiate Sildre Lummeth
HP: 50/50 | One-Handed Spell: 1d25+2: crit on 18-25 +5 rg 35ft | Staff - 1d22+3: crit on 16-22 +3
Diplomatic Roll: 1d30+3
Combatant [ + 2 ] +2 Mod to Damage
Politician [ + 3 ] +3 Mod to Diplomacy roles
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.
Arcane Affinity - [Race] - You have a +4 to Arcane based challenge checks.
Dexterious - [Race] - Your character has a +2 to physical challenge checks.
Aristocrat - [Background] - Your character has a +4 to Etiquette challenge checks.
Healdry - [Background] - 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)
Disciplined - [Free] - Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Gifted - [Bought] - Your character has a +1 to all challenge checks.
Nightvision - [Bought] - 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.
Arrogant - [ I ] - Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.
Squeamish - [ I ] - When two or more enemies within 5ft of your character are killed, you must roll a challenge check of 1d30>18 to determine if your character becomes nauseous from the sight of blood. This wills stun your character for a turn.
Weakness to Fel - [ II ] - (Negates Fel Tainted) Your character cannot pass fel based challenge checks.
Primary: One-Handed Spell: 1d25+2: crit on 18-25 +5 rg 35ft
A player may choose to channel a turn instead of casting an offensive spell or magical class ability, increasing the number of dice rolled for that ability to increase by +1.
Secondary: Staff - 1d22+3: crit on 16-22 +3
Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20>12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.
Class: Arcane Mage
Movement and Range:
Speed: Walk: 30ft | Sprint: 50ft
Arcane Vortex: Using a small explosion template, the mage summons a vortex of arcane power to strike at multiple enemies. Target up to three adjacent enemies and roll 3d10+10.
Arcanic Leap: The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
Mirror Image: Summoning two illusions of themselves, the mage splits themselves apart magically to assail an opponent. Create two mirror images of the mage that lasts two turns. Mirror Images deal 1d12+2 damage and have 20HP. This is a minor action. Mirror Images count as summoned creatures and do not gain the benefit of Character Stats, items, etc.
[The Starfire] [ x ]
A masterly crafted staff of Shal'dorei design with a fire opal glowing like a dying star inside the wooden 'cage' at the top.
[ +2 to Max damage/healing on basic attacks and abilities ]
[+2 to Crit damage/healing on basic attacks/healing]
[ Arcanic Charge: When dealing damage with a weapon or a basic offensive spell, roll 1d3. If you roll a 1, then deal 1d7 damage to all enemies within 5ft ]
Alchemist Bag and Soldier Pack:
1 Health Potion: 1d50+15. Cost 500g
1 Mindvenon: Increases healing/offensive spells by +1 mod OR +4 max damage. Cost 500g
2 Bursting Dragons: Can be thrown to deal 5d5+5 damage to all targets in a small explosion template. Also applies a burning debuff dealing 1d5 damage for the next two turns. (Use a single dot roll to determine damage on all targets impacted.) Cost 250g each
HP: 150/150 | 4d15+10. Uses cone template on basic attacks
Troop Choice: Arcane Constructs
The construct may activate a powerful magical shield around itself to defend it and near by enemies from powerful ranged blasts. All targets within 20ft take half damage to enemy ranged attacks for a single turn. May be used as an instant.
Movement and Range:
Speed: March: 40ft | Forced March: 60ft
Commander Points: Available: 2
: Allows the Construct to trade place with any other allied unit on the map. This is a minor action.
Cost: 2 Commander Points