Notify Message
Page 1
#13903093 Nov 18, 2018 at 10:46 AM · Edited 6 months ago
16 Posts

Kendell McCallun
Dinosaur Tamer

Commander Mode:
85 HP | Damage: 1d35+25

Subunit: Pathfinders

Rank: Emberward

Troop Choice: Pathfinder Rangers

Troop Abilities:
  • Fire Arrows[2]: able to ignite their arrows to deal sustained damage to opponents. A roll of 1d2 will determine if the Rangers ignited their enemy dealing half of the previous damage roll. A roll of 1= success. Fire Arrows are also able to catch objectives on fire when available.
  • Bodkin Arrows[2]: able to use arrows designed to penetrate heavy armor should the need arise. Bodkin arrows deal full damage to fortified units.

Movement and Range: 40ft march, 60ft forced march. 40ft Range

Commander Points:

  • Warpaint
  • Cost: 1 Commander Point Bonus: Increases troop total by +15 and increases max and mod damage by 5.

  • Blackwood Silversmithing
  • Cost: 1 Commander Point Bonus: Increases the mod damage by 10.

50 HP | |1d25+8 Crit on 18-25+4

Character Stats:
  • [Combatant][5]
  • Resourceful [Passive] Grants an additional use to every class ability.

Race: Forsaken
  • Undead: Decreases wound rolls by -3
  • Cunning: After a successful social challenge, roll 1d3 to see if it removes additional DP from the target. A roll of 1 is a success.

  • Endurance: Wound roll landing on 'no wound' you may return to battle with 1hp. (1 per event)
  • Stalwart: Passing a physical challenge check, gains 1d15+5 HP.
  • Virtues:

  • Armored[Free]: Decreases your character’s wound rolls by -2.
  • Stern: Increases your character’s intimidation rolls by +2.
  • Alert: Increases your character’s perception rolls by +15.
  • Battleborn: While engaged in combat, your character gains +8 to physical challenge checks.
  • Animalistic:You may calm hostile non-boss beasts by rolling a Nature challenge check.
  • Swift: Increases your character’s walk and sprint by +5ft.
  • Nature's Gift: Your character has a +4 to nature based challenge checks.
  • Lay of the Land: Increases your character's perception rolls by +10. Allows them to reroll a perception roll once per event. They will keep the second of the two rolls.
  • Unbroken: Your character may reroll any failed physical challenge rolls. (1 per event)

  • Hideous:[II]: Your character's party cannot attempt charm social challenge checks while you are active in diplomacy.
  • Plain[II]: Your character cannot attempt charm or seduction social challenge rolls.
  • Crass[II]: Your character cannot successfully pass an etiquette challenge check.
  • Weakness to Light[II]: Cannot pass a Light based challenge checks.
  • 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.
  • Shy[II]: Your character's social challenge rolls have a +2 threshold and DP damage against your character doubles its impact.
  • 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.
  • Stinky[II]: Your party cannot use Seduction challenge checks.
  • Insanity[II]: Whenever your character enters an overly stressful situation, then they must roll a 1d2. A roll of 1 means they will be stunned for a turn, a roll of 2 will mean they will attack the closest character to them.


  • Bow: 1d25+8 Crit on 18-25+4 | Range 40ft
  • Bodkin Bolt[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will fire a heavy piercing shot towards a target for their normal basic attack allowing them to deal full damage to fortified enemy units.

  • Fist: 1d10+5 Crit on 7-10+2 | Range: Melee:
  • [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.

Class: Hunter

Movement and Range: 35ft walk, 55ft sprint

Class Abilities:
  • Spirit Bond[Passive]: The hunter’s animal companion joins the hunter in the battle. These pets fight independently of the hunter. Pets have 30hp and deal 2d15+5(crit on 6-8 for +2).
  • Range: Self
  • Hunting Traps[3]: The hunter throws out traps at a non-boss enemy target to prevent them from moving for an entire turn. Does not need to roll for success. This is a minor action.
  • Range: 30ft
  • Snipe[3]: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d15+10 damage to a single target. Damage is doubled if the target is CC’d.
  • Range: 40ft

Prestige Class: N/A

Items: N/A

Alchemist's Bag & Soldier's Pack

1 Withervine Poison: Used on ranged weapons.Increases ranged weapon damage by a +1 mod OR +4 max damage. Cost 250g

1 Oil of the Man Slayer:
Increases +2 mod damage/healing to all basic attacks/healings and class abilities against all humanoid enemies. Cost: 250g

: 0

: Fortified 4

Veteran Traits: 0
Page 1