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#13932129 Dec 31, 2018 at 12:04 AM · Edited 1 minute ago
21 Posts

HP | Damage Roll(s)
1d25+8: crit on 18-25 +4

Character Stats:

Combatant [5]
+5 mod damage.
Resourceful [Passive]: Grants an additional use to every class ability.
Perception +25

Race: Sin'dorei
Background: Commoner

Arcanic Affinity - You have a +4 to Arcane based challenge checks.
Beautiful - Increases your character’s charm rolls by +2.
Lay of the Land - Increases your character’s perception rolls by +10. Allows your character to reroll a perception roll once per event. They will keep the second of the two rolls.
Lucky - Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
Alert - Increases your character’s perception rolls by +15.
Flight- Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.
Versatile - choose one class ability from another tree.
Animalistic - You may calm a hostile non-boss beasts by rolling a Nature challenge check. (Once per event)

Weakness to Decay [2] - cannot pass decay magic challenge checks.
Over Confident [2] - -1 to dueling attack rolls. if they lose a duel they will gain a -5 modifier to their next wound roll that cannot be negated
Stubborn [2] - 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.
Violent [2] - must roll a violence check of 1d3. If they roll a 3, then they will violently attack someone present, allied player or otherwise.

Diplomatic Roll(s):
3DP // 1d30>18

Movement and Range:
35ft walk | 55ft sprint | 30ft range

Bow: D: 1d25+8: crit on 18-25 +4

1d10+5: crit on 7-10+2
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.


Feral Druid

Class Abilities:

Wildheart[3]: The Druids shifts into its animal form [large hawk] for the next three turns dealing an additional +5 die to its basic attacks. This is a minor action.
Range: Self

Savage Charge[2]: The druid charges(or leaps) at a distant target and assaults it with a savage attack. The druid may charge 20ft and deal 2d10+10 damage to a target. The druid will also CC the target charged by rooting them for one turn.
Range: 20ft

[Versatile] 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+10(crit on 6-8 for +2).
Range: Self

Prestige Class: N/A

Alchemist Bag and Soldier Pack: None.

Crafted Items: N/A

Veteran Traits: N/A



Rank: Emberward

Subunit: Pathfinder

Troop Choice: Pathfinder Rangers

Troop Abilities:

Fire Arrows[2]:
Pathfinder Rangers are 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]:
Pathfinder Rangers are able to use arrows designed to penetrate heavy armor should the need arise. Bodkin arrows deal full damage to fortified units.

Waywatcher Training: Pathfinder Rangers start the battle stealthed at any location they wish. Their first assault gains Ambush which will deal +25 max damage to enemy target. They cannot re-stealth while in combat.

Commander Points: 2

Troop Total | Damage Roll(s)
2 // 1d30+10

Troop Movement and Range:
40ft range / 40ft march / 60ft forced march
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