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#13914742 Dec 03, 2018 at 07:21 PM · Edited 8 months ago
51 Posts
Emberward Kortha Ironmaw


Character Stats:
Combatant +3
  • Resourceful [Passive]: Grants an additional use to every class ability.
Commander: +2



Battleborn - While engaged in combat, your character gains +8 to physical challenge checks.
You were born to war.

Berserker - When within 25% HP of your character’s maximum health, they become immune to CC.
When bloodied you are unstoppable.

Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
You are able to withstand the exhaustion of battle.

Impervious - When your character has 75% or higher HP, CC checks against you have a -2 threshold.
You are naturally resilient.

Armored - Decreases your character’s wound rolls by -2.
You are well-protected via thick skin or armor.

Inventive - Decreases the threshold of all challenge checks by -2.
You know that success requires trial and error.

Crass - Your character have a -4 to etiquette challenge checks.
Your uncouth demeanor is not to be admired.

Reckless - (Negates Disciplined) Whenever your character fails a CC check they take an additional 1d10+5 damage.
Your uncouth demeanor is not to be admired.

HP | Damage Roll(s)
HP: 50
Damage Rolls:
Regular Rifle: 1d25+6: crit on 18-25 +4
Regular Axe: 1d10+3: crit on 7-10+2
Snipe: 3d15+8 (double damage if target CC'd)
Volley: 5d7+8 (small explosion template)

Diplomatic Roll:

Movement and Range:
Movement: 30'/50'
Range: Melee/40'

Rifle: 1d25+3: crit on 18-25 +4
  • Explosive Shot[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will fire an exploding shot onto their target with their normal basic attack and then roll 1d2 to see if the shot explodes dealing half the damage dealt to an adjacent target within 5ft. 1= Success, 2=fail.

Axe: 1d10: crit on 7-10+2
  • Pulverize[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player’s basic attacks can deal full damage to enemy Fortified targets.


Prestige Class:

Class Abilities:
Snipe[3]: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d15+5 damage to a single target. Damage is doubled if the target is CC’d.
Range: 40ft

Volley[3]: The hunter fires a series of shots that deal damage to all enemies within a small explosion template area. Deals 5d7+5 to all targets within the template.
Range: 40ft

Eagle Eye[2]: The hunter focuses on their elite shooting abilities to strike a target in the right spots. For the next two turns. Basic attacks are guaranteed to crit despite the number rolled.
Range: Self


Alchemist Bag and Soldier Pack:

Veteran Traits:




Troop Choice:
Ironclaw Ballista

Troop Abilities:
Reaping Shot[1]:
  • The ballista fires a piercing shot that deals full damage to one target and then half the damage of the roll to targets 15ft behind it.
Exploding Shot[1]:
  • The ballista fires a massive explosive bolt sending an explosive pounding to the impacted area. Uses the large explosion template.

Commander Points: 2
Fortified Field Artillery
Cost: 2 Commander Points
Bonus: Increases Troop HP by +30. Makes the Ballista have the fortified buff. Increases range by 20ft. Increases damage by +20 max and +15 mod. Fortified Field Artillery cannot move and is stationary the entire game.
“Give me the largest weapon you have.” -Telchis Truefeather

Troop Total | Damage Roll(s)
Troop Total: 110 (Fortified)
Damage: 2d40+40.

Troop Movement and Range:
Movement: N/A
Range: 70’
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