Troop Choice: Thalassian Marines
Thalassian Marines carry with them short bows in addition to their swords and shields. They can quickly fire a volley upon an enemy to lessen their numbers quickly. Sea-Claw bows deal the same damage as the Thalassian Marine’s basic attack.
Cost: 1 Commander Point
Bonus: Increases the max and mod damage of Sea-Claw bow by +10 and increases the usage by +1. Decrease troop total by -20.
“House Rainwood is well known for their seamanship. Their marines know that a good bow and a sure shot is much more preferable than a battle on a deck.”
Cost: 1 Commander Points
Bonus: When firing a Sea-Claw bow, if the roll is within 5 points of the maximum roll then you may reroll another shot within the same turn. This extra-shot does not consume a usage point. This can only proc once a turn.
“The Wraith knows where to find the most hardy and ruthless of sailors.”
Commander Points: 2 [ Both used]
Troop Total: 100 | Damage Roll(s): 1d30+15 (Basic), 1d40+25 (Bow)
Troop Movement and Range:
March: 40 ft
Forced March: 60 ft
Range/Melee: 30 ft
50 HP | Damage Roll(s): 1d25+6: crit on 18-25 +4
2 points spent, +3 mod damage to all attacks and class abilities
3 points spent, +10 HP to Troops in Commander Mode
Iron Fist [Passive]: Grants immunity to routing
Sin’dorei: Your people are known for their innate magical aptitude and determination to survive.
Arcane Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charm rolls by +2.
Born Leader: While your character is alive, players within 10ft of your character have -2 threshold for CC checks. (Does not affect self)
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
(Free Virtue) Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.
Discipline: Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Predator: At the start of combat, choose one enemy unit. Your character will gain +5 max and mod damage to units of that type. This effect ends once you kill a unit of that chosen type.
Brave: Decreases the required threshold to pass a fear CC check by -2.
Mean 1: Your character's plead and persuasion attempts have a +4 to their threshold.
Crass 1: Your character have a -4 to etiquette challenge checks.
Weakness to Shadow 1: (Negates Touched by Shadow) Your character suffers a -8 to shadow challenge checks.
Weakness to Blood Magic 1: (Negates Sanguine) Your character suffers a -8 to blood magic checks.
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.
Movement and Range:
Walk: 30 ft
Sprint: 50 ft
Range: Melee/40 ft
Bows: D: 1d25+3: crit on 18-25 +4
Range: Base Class or 30ft
Bodkin Bolt: 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.
Spell-Barrier: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
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+8(crit on 6-8 for +2).
Snipe: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d15+8 damage to a single target. Damage is doubled if the target is CC’d.
Eviscerate: The rogue attempts to strike a target with a flurry of attacks. At the start of the turn, it will roll 1d3, based on that roll, it will determine how many additional die the will gain to its next basic attack rolls.
Prestige Class: [None]
Alchemist Bag and Soldier Pack: