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#13860012 Sep 16, 2018 at 07:38 PM · Edited 1 month ago
13 Posts

Vol'kahl Whiteclaw - Amani Exile, Follower of Nalorakk


Character Stats: Guardian 5
⦁ +25 health
⦁ Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted. Range: 10ft
⦁ Resolute [Passive]: You may attempt to reroll any failed rolls that may impair your character from action.

Race: Troll
⦁ Blessed - Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.
Rejuvenation - Decreases your character’s wound duration by -1 week.

Background: Soldier
⦁ Disciplined - Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
⦁ Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)

⦁ Expert - Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)
⦁ Berserker - When within 25% HP of your character’s maximum health, they become immune to CC.
⦁ Brave - Decreases the required threshold to pass a fear CC check by -2.
⦁ Stern - Increases your character’s intimidation rolls by +2.
⦁ Animalistic - You may calm a hostile non-boss beasts by rolling a Nature challenge check. (Once per event)
⦁ Nature's Gift - Your character has a +4 to nature based challenge checks.
⦁ Fencer - Increases your character’s Dueling Attack die by +2.
⦁ Agile - Increases your character’s Dueling Defense die by +2.
⦁ Martinet - Your character may reroll any die that lands on a 1 during a Dueling Attack roll.

⦁ Plain II - Your character cannot attempt charm or seduction social challenge rolls.
⦁ Crass II - Your character cannot successfully pass an etiquette challenge check.
⦁ Heavy II - Your character cannot be carried during combat.
⦁ Mean II - Your character can no longer plead or persuade other characters.
⦁ 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.
⦁ Stinky II - Your party cannot use Seduction challenge checks.
⦁ Stubborn II - At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
⦁ Illiterate II - Your character cannot pass knowledge challenge checks.
⦁ Hotheaded II - Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful. Your character must always accept the challenge of a duel and will attack any that attempt to step in their way.
⦁ Old I - (Negates Rejuvenation) Increases wound duration by +1 week.
⦁ Weakness to Light I - Your character suffers a -8 to light challenge checks.
⦁ Weakness to Arcane I - Your character suffers a -8 to arcane challenge checks.

HP | Damage Roll(s)
75HP | D: 2d10 (7-10 +2)

Diplomatic Roll:
3 Diplomacy Points
⦁ Can't charm, seduce, persuade, or plead.
⦁ Party cannot seduce.
⦁ +2 intimidate.
⦁ +4 threshold against trolls and take double DP damage from them.

Movement and Range:
30ft walk | 50ft sprint | Melee range

⦁ Axes: D: 2d10 (crit 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.
Blade Dance[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may deal half the damage dealt by their basic attack to an adjacent target within 5ft.

⦁ Throwing Axe: D: 1d10 (crit 7-10 +2)
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.
Range: 20ft

Class: Warrior

Prestige Class: -

Class Abilities:
⦁ Wildheart[2]: The Druids shifts into its animal form for the next three turns dealing an additional +2 die to its basic attacks. This is a minor action.
⦁ Blood Frenzy[1]: The warrior enters into a state of battle trance. For two turns, the warrior deals an additional +5 to max and +3 to mod damage on all basic attacks. The warrior also heals themselves for half the damage dealt.
⦁ Heroic Leap[1]: The warrior may leap down upon a target that is within ranged area of damage. This leap allows them to jump over targets that may be blocking a path. The leap also deals 2d15 damage to the target. Range: 20ft

Equipment: -

Alchemist Bag and Soldier Pack: -

Veteran Traits: -


Rank: Emberward

Subunit: Sunspear

Troop Choice: Swordsmen

Troop Abilities:
⦁ Dual Wielding
Cost: 1 Commander Point
Bonus: Increases the damage dealt by +10 max and +10 mod but reduces troop total by -20.
⦁ Defensive Stance[1]
Cost: 1 Commander Point
Bonus: The swordsmen may enter into a protective stance giving them a 50hp shield for a single turn.

Commander Points: 0

Troop Total | Damage Roll(s)
100 HP | 1d45+20

Troop Movement and Range:
40ft march | 60ft sprint
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