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)
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: 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: 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
Prestige Class: None
Class Abilities │• Vigilant Bulwark │ - 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 │ - 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 │ - 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
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