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#13889826 Oct 30, 2018 at 08:51 PM
2 Posts


Initiate Borovar Greenleaf

HERO MODE


70 HP | 1H Sword 1d10+1

Character Stats
│• Guardian
│ - 4 points spent, +20hp
│ - Resolute [Passive]: You may attempt to reroll any failed rolls that may impair your character from action.
│• Combatant
│ - 1 point spent, +1 mod on all attacks and class abilities

Race: Sin'dorei (Half-elf)

Background: Soldier

Virtues
│• Charming
│ - Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
│• Versatile
│ - Your character may choose one ability from another base class, replacing one of your normal class abilities.
│• Impervious
│ - When your character has 75% or higher HP, CC checks against you have a -2 threshold.
│• Disciplined
│ - Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
│• Brave
│ - Decreases the required threshold to pass a fear CC check by -2.
│• Alert
│ - Increases your character’s perception rolls by +15.
│• Armored
│ - Decreases your character’s wound rolls by -2.
│• Gifted
│ - Your character has a +1 to all challenge checks.
│• Inventive
│ - Decreases the threshold of all challenge checks by -2.
│• Stalwart
│ - Whenever your character successfully passes a challenge check, gain 1d15+5 HP.

Vices
│• Honorable II
│ - Your character must always take the honorable action when given the chance.
│ - 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.
│• Wanton II
│ - Opponents have a -4 threshold for successful charm and seduction attempts against your character.
│ - 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.
│• Gullible
│ - Your character has a -4 threshold to Plead and Persuasion attempts against them.
│• Plain
│ - Your character has a -3 to charm and seduction social challenge rolls.
│• Honorable Duelist II
│ - You must always attack second in a duel.
│• Overconfident II
│ - Your character has a -1 to their dueling attack rolls and if they lose a duel they will gain a -5 modifier to their next wound roll that cannot be negated under any circumstance.

Diplomatic Rolls
│• -2 threshold except vs nobles (Charming)
│• -3 to charm and seduction rolls (Plain)

Movement and Range: 30ft | 50ft Sprint | Melee/35ft

Weapons
│• One-handed sword
│ - 1d10+1: crit on 7-10+2
│ - 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.
│• Shield
│ - Guardian[1]: Target player takes half damage until their next turn.
│ - May be used on an allied player within 5ft of your character.
│ - May be used as an instant.
│• Healing spells
│ - 1d25+2: crit on 18-25 +5
│ - Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
│ - Range: 35ft

Class: Paladin

Prestige Class: None

Class Abilities
│• Vigilant Bulwark[2]
│ - The paladin tosses forward their shield charged in holy light.
│ - The shield will strike an enemy target and up to two adjacent targets.
│ - Dealing 3d5+6 damage each enemy target. The initial │target is taunted in the process.
│ - Adjacent targets must be within 5ft of the original target.
│ - Range: 20ft
│• Aura of Protection[1]
│ - The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn.
│ - Can be used as an instant.
│ - Range: 15ft
│• Blade Flurry[2]
│ - In a spinning attack, the warrior strikes two adjacent targets within 5ft for 3d15+5 damage.

Alchemist Bag and Soldier Pack:
│• Health Potion (2)
│ - Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant. Cost: 500g
│• Dawnmending Bandages:
│ - Dawnmending bandages can be used on self or other players to heal the targeted player to max health.
│ - Using a Dawnmending Bandage takes a major action and cannot be used on a │player engaged in melee combat. Cost: 500g



COMMANDER MODE


Rank: Initiate

Subunit: Sunspear

Troop Choice: Blood Knight Lancers

Troop Abilities
│• Damage: 1d35+10
│• Penetrating Assault
│ - Lancers are able to drive through enemy infantry upon an attack.
│ - Their heavy lances and horses can plough through most opposing infantry(save spearmen etc).
│ - They are able to then roll a 1d3 where a roll of 1 is considered successful, to attempt to continue their remaining movement through an enemy target.
│• Flanking Charge:
│ - If attacking an enemy target from the sides or rear then you max damage on that attack is increased by +25.

Commander Points
│• Heroic Barding
│ - Increase troop total by +20 and March/Forced March range by +10ft
│• Sanguine Traditions
│ - At the end of each turn, Blood Knight Lancers may roll for a self heal of 1d20.

Troop Total (HP) and Damage/Healing Roll: 90 HP | Damage: 1d35+10

Movement and Range: 65ft/85ft forced, Melee
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#13889828 Oct 30, 2018 at 08:54 PM
2 Posts
First draft of my first character sheet, 30 Oct 2018.

Would appreciate any feedback. Tips, suggestions, screw-ups, anything you can find.


_Borovar
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