Combatant  +5 mod damage. Resourceful [Passive]: Grants an additional use to every class ability. Perception +25
Race: Sin'dorei Background: Commoner
Virtues: 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)
Vices: Weakness to Decay  - cannot pass decay magic challenge checks. Over Confident  - -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  - 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  - 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
Equipment: Bow: D: 1d25+8: crit on 18-25 +4
Dagger: 1d10+5: crit on 7-10+2 Riposte: 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: Feral Druid
Wildheart: 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: 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
Troop Choice: Pathfinder Rangers
Fire Arrows: 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: 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