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#13906113 Nov 22, 2018 at 04:15 AM · Edited 14 days ago
Initiate
7 Posts
HERO MODE

Character Stats:
Commander: +3
  • Iron Fist [Passive]:: Grants immunity to routing.
Combatant: +2


Race: Sin’dorei
  • Arcanic Affinity: +4 to Arcane based challenge checks
  • Beautiful: Increases your character’s charm rolls by +2.
Background: Noble
  • Noblesse Oblige: Whenever your character attempts a social roll against another, they gain a -3 threshold to the success of that roll if they are a commoner.
  • Aristocrat: Your character has a +4 to Etiquette challenge checks.
Virtues:
  • Charming: Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
  • Companion: (Vyriali) Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map.
  • Cunning: Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP from the target. A roll of 1 is considered to be a success.
  • Manipulator: Adds the social option of Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.
  • Marathon Training: In Commander Mode, you may attempt to reroll any failed Forced March checks. Only one success per event.

Vices:
  • Greedy II: Your character has a +15 to their loot rolls, but if they do not win, they will take "Heavy Wounds" as they are stricken with envy. Does not stack with regular wounds. The heavy wounds are not actual wounds but your character will gain the mechanical debuff. You cannot give loot earned in events to other players.
  • Jealous I: (Vyriali) Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from going into a fit of jealousy. If you fail that roll then you are stunned for a turn or take a -1DP.
  • Wanton I: Opponents have a -4 threshold for successful charm and seduction attempts against your character.
  • Cowardly I: Your character have a +2 threshold to any fear CC challenge rolls.
  • Dishonorable I: Your character must always take the dishonorable action when given the chance.
  • Inexperienced I: Your character has a -30 to initiative rolls.
  • Addict I: At the start of each turn, your character must attempt to manage the side effects of withdraw. Roll 1d3 to attempt manage the symptoms, if your characters rolls a 3, they take 1d20 damage.
  • Petty I: When a character within 15ft of your character successfully passes a challenge check, you must attempt to roll the same challenge check. If you do not roll equal to or higher than the other player, you are stunned for a turn.

HP | Damage Roll(s):
  • 50 HP | Spells: D: 1d25+2: crit on 18-25 +5, Sword: D: 1d10: crit on 7-10+2
Diplomatic Roll:
DP: 5
  • Persuasion: 1d30+2>18
  • Ettiquette: 1d30+4>18
  • Charm: 1d30+4>18
  • Seduce: 1d30+4>18
  • Plead: 1d30+2>18
  • Intimidation: 1d30+2>18
  • Lie: 1d30+2>14


Movement and Range:
30/50/35

Weapons:
  • Offensive spells: D: 1d25+2: crit on 18-25 +5 Range: 35 ft. 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 to increase by +1.
  • 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.
  • One-handed Swords: D: 1d10: crit on 7-10+2


Class:
Mage

Prestige Class:
N/A

Class Abilities:
  • Arcanic Leap[2]: The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
  • Raging Inferno[3]: 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.
  • Blazing Combustion[2]: The mage ignites the very life-force within an enemy target dealing 1d10 damage for three turns. At the end of the last damage tick, it deals 3d8+8 damage to every enemy within a small explosion template area.

Equipment:

Alchemist Bag and Soldier Pack:
  • Mindvenom Poison: Used by spellcasters and healers. Increases healing/offensive spells by +1 mod OR +4 max
  • Health Potion: 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.

Veteran Traits:
N/A

COMMANDER MODE

Rank: Initiate

Subunit: Suncasters

Troop Choice: Oathsworn Magisters

Troop Abilities:

  • Blizzard[1]:
  • Damage: 3d15+10Oathsworn Magisters rain down a heavy storm of ice upon an enemy target. Uses a large explosion template.
  • Iron Fist [Passive]:: Grants immunity to routing.
Commander Points: 3
  • Scryer Dragonhawks: Oathsworn Magisters may opt to ride a dragonhawk and gain flying increasing their March/Forced march range by 35ft and gain Flying. Also increases max and mod damage by +10.
  • Arcane Wards [Passive]: When taking ranged damage, Oathsworn Magisters may attempt to negate damage dealt to them. Roll 1d3 where a 1=success.

Troop Total | Damage Roll(s)
  • Total: 90 Damage: 1d35+25

Troop Movement and Range:
  • Range: 35 ft. Movement: 75/95 Flying

+0
#13982296 Mar 10, 2019 at 06:32 PM
Initiate
7 Posts
Respecced with update reroll
+0
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