Commander 3 / Politician 2
Blessed (Racial): Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.
Rejuvenation (Racial): Decreases your character’s wound duration by -1 week.
Disciplined (Background): Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Endurance (Background): Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Versatile (Free - Rain of Fire): 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.
Survivor: The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
Arcane Affinity: You have a +4 to Arcane based challenge checks.
Mystical: Your character has a +4 to all knowledge challenge checks.
Stern: Increases your character’s intimidation rolls by +2.
Envoy (Trolls): Your character’s social challenge checks regarding [Trolls] have a -3 threshold to pass the challenge.
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 +4 threshold.
HP | Damage Roll(s)
50 | 1d25+4: crit on 18-25 +5 | 1d22+5: crit on 16-22+3
(Assuming +2 from 2 points in Politician)
Must make the same type diplomatic roll per event.
+2 Threshold on Plead/Persuade
+2 Threshold vs. non-Soldier
-4 to etiquette, +4 with other Darkspear
Movement and Range:
Offensive Spells: 1d25+2: crit on 18-25 +5
Spell-Shield: Spell-Barrier: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant
Two-Handed Staff: 1d22+3: crit on 16-22+3
Raging Inferno : Summoning a living flame, the mage launches a fire blast to strike at the target. Deal 3d12+4 damage to a target and for the next three turns deal 1d9 damage as a burn.
Arcane Vortex: Using a small explosion template, the mage summons a vortex of arcane power to strike at multiple enemies. Target up to three adjacent enemies and roll 3d10+10.
(Versatility) Rain of Fire : The
warlockmage brings down a firestorm of flaming rock and ruin. Using a large explosion template, deal 6d6+6 to all enemy targets within it.
HP | Damage Roll(s):
70 | 1d35+25
Sworn Mercenary (Emberward)
Sunreaver Archmage (Oathsworn Magister base)
Flamestrike : Large explosion template, 5d10+5 damage.
Iron Fist [Passive]: Grants immunity to routing.
Movement and Range: