Emberward Calwen Dawnbloom
60 HP | Damage/Healing Roll(s) 1d28+3/1d25+2 Crit 18+ for +4
+3 Combatant - +3 modifier to basic attacks and class abilities
[Resourceful - +1 usage to all Class abilities]
+2 Guardian - +10 HP
[Taunt - Roll 1d20>8 to taunt an enemy within 10 yards.]
Light Kissed - Racial Replacement - Your character has a +4 to light based challenge checks.
Endurance - Racial Replacement - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Charming - Commoner - Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble
Lucky - Commoner - Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
Versatile - Purchased - Your character may choose one ability from another base class, replacing one of your normal class abilities.
Armored - Decreases your character’s wound rolls by -2.
Envoy to Orcs - Your character’s social challenge checks regarding orcs have a -3 threshold to pass the challenge.
Brave - Decreases the required threshold to pass a fear CC check by -2.
Protector - Your character is no longer has their movement hindered when carrying another player in a battlefield.
Spirit Guide - Your character has a +4 to elemental based challenge checks.
Agile - Increases your character’s Dueling Defense die by +2.
Fencer - Increases your character’s Dueling Attack die by +2.
Plain - (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
Gullible - Your character has a -4 threshold to Plead and Persuasion attempts against them.
Jealous - Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from going into a fit of jealousy. If you fail that roll then you are stunned for a turn or take a -1DP.
Pariah II - Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are and they take double the DP damage to social options against them.
Wanton II (Bashful) - If an opponent rolls a successful charm or seduction roll, it deals double the DP damage during diplomacy. In combat, it stuns your character for a turn.
Honorable II - 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 - Your character has a -30 to initiative rolls.
Weakness to Arcane - (Negates Arcane Affinity) Your character suffers a -8 to arcane challenge checks.
Weakness to Blood Magic II - Your character cannot pass blood magic challenge checks.
Weakness to Decay II - Your character cannot pass decay magic challenge checks.
Weakness to Fel - Your character suffers a -8 to fel challenge checks.
Weakness to Shadow II - Your character cannot pass shadow based challenge checks.
Honorable Duelist II - You must always attack second in a duel.
Diplomatic Roll: 1d30>18 | 1d27>18 Charm/Seduction
Movement and Range: 30/50 ft
Primary: Greataxe - 1d25+6, crit on 18-25 for +4
Crushing: Minor Action(can also be used with other minor actions on a given turn). Allows the player to deal full damage to fortified enemies from basic attacks this turn.
Secondary: Healing Magic - 1d25+2 healing, crit on 18-25 for +4
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Prestige Class: N /A
Crusader’s Seal[2+1]: Blessing an ally, the paladin gives them great speed and purpose. The paladin blesses an ally unit by removing any CC effects on them and doubling the distance they can travel in a single turn. Can be used as an instant.
Dawning Glory: Charging up holy magic, the paladin showers all of those before them with a magical blast. The paladin heals all allied units or damages enemy units within a cone for 3d12+7 healing/damage.
Saving Grace+: The priest attempts to save an allied player/character by pulling them to their location with light magic within 15ft. May be used as an instant.
Alchemist Bag and Soldier Pack:
Veteran Traits: N/A
Troop Choice: Dawnmender Guardian
When attacking, Dawnmender Guardians only deal half the damage of their roll and then may choose to heal an allied target/sef for the full amount of their roll.
Cost: 1 Commander Point
Retainer - Arlok Brightaxe
A former Orcish warrior, taken up the mantle of the Light, sworn into the ideals of Respect, Tenacity and Compassion. He's not technically a paladin, but, who needs to know?
Bonus: +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.
Cost: 1 Commander Point
Bonus: Increases mod and max healing by 10.
Troop Total (HP) and Damage/Healing Roll: 75HP | 1d35+10 Damage | 1d45+20 Healing
Movement and Range: 45/65