Notify Message
Forums
#13899205 Nov 13, 2018 at 10:31 PM · Edited 1 month ago
Initiate
43 Posts
HERO MODE

HP | Damage Roll(s)

50 | 1d25+4: crit on 18-25 +5

Character Stats: Commander 3, Combatant 2

Race: Troll

Background: Soldier

Virtues:
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.
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)
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.

Berserker: When within 25% HP of your character’s maximum health, they become immune to CC.
Impervious: When your character has 75% or higher HP, CC checks against you have a -2 threshold.
Expert: Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event).
Survivor: The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Mystical: Your character has a +4 to all Knowledge challenge checks.

Vices:
Dishonorable II: (Negates Honorable) When the party chooses the honorable 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.
Plain II: (Negates Beautiful) Your character cannot attempt charm or seduction social challenge rolls.
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.
Weakness to Fel II: (Negates Fel Tainted) Your character cannot pass fel based challenge checks.
Old I: Increases wound duration by +1 week.
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.
Crass I: Your character have a -4 to etiquette challenge checks.
Mean I: Your character's plead and persuasion attempts have a +4 to their threshold.

Diplomatic Roll(s):
Must take dishonorable route.
No charm or seduction rolls.
Must use same type of social challenge roll per event.
+4 threshold vs. non-soldiers.
+4 threshold to plead and persuasion
-4 etiquette

Movement and Range:
30/50/35

Equipment:
Offensive Spells: 1d25+4: crit on 18-25 +5
Channeling: 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 by +1. Channeled Offensive Spells deal full damage to fortified.
Range: Self

Spell-Shield (Spell):
Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Range: Self

Class: Mage

Class Abilities:
Arcane Vortex[2]: Using a small explosion template, the mage summons a vortex of arcane power to strike at enemies in a small explosion template for3d10+15 damage.
Range: 35ft

Arcanic Leap[1]: The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
Range: 10ft

Versatile - Nihilism[1]: Using an unholy pact, the warlock amplifies their power. Deal 30 damage to yourself and then strike a target for 3d20+15 damage. If the roll exceeds 40, then deal an additional +10. Shields cannot prevent damage dealt to self. A player cannot kill themselves with their own spell.
Range: 35ft

Prestige Class: None

Alchemist Bag and Soldier Pack: None

Crafted Items: None

Veteran Traits: None

COMMANDER MODE

Rank: Mercenary (Emberward)

Subunit: Suncaster

Troop Choice: Oathsworn Cavalry (Dragonhawk Riders)

Troop Abilities:
Damage: 1d25+10
Arcane Bombs [2]: Dragonhawk Riders can drop arcane bombs on healers and mages to silence them for a single turn. They must roll a 1d2 in order to silence. A roll of 1 is considered successful. They also deal 3d10+5 damage.

Warhorn [1]: Increase max damage by 20 and mod damage by 15 for a single turn. May be used as an instant.

Heroic Barding: Increase troop total by +20 and March/Forced March range by +10ft.

Iron Fist: Grants immunity to routing.

Flight: All flying units with this rule cannot be damaged by ground melee units. They take double damage from physical ranged attack (i.e archers).

Commander Points: 3

Troop Total | Damage Roll(s)
105 | 1d25+10

Troop Movement and Range:
70/110|Melee/30

Essence: 1 Mystical, 2 Heroic, 2 Fortified

+0
#13914850 Dec 03, 2018 at 11:55 PM
Initiate
43 Posts
+4 Fortified Essence, Battle of the Beard
+0
#13925962 Dec 21, 2018 at 01:45 AM
Initiate
43 Posts
+5 Fortified, Battle of Sunsail
+0
#13978899 Mar 05, 2019 at 10:12 PM · Edited 1 month ago
Initiate
43 Posts
Updated for patch.
+0
#13982905 Mar 11, 2019 at 02:24 PM · Edited 1 month ago
Initiate
43 Posts
+8 Fortified Essence, Battle at Darkwood
+0
Page 1