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#13933593 Jan 02, 2019 at 04:06 PM · Edited 1 day ago
2 Posts
(Initiate Ashzouren Summerfall)

HERO MODE

1. HP | Damage/Healing Roll(s)
Hp: 60
Damage: Bows 1d25+6: crit on 18-25 +4
Healing: Spell 1d25+2: crit on 18-25 +5
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Flaming Shot[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will shoot their target for their normal basic attack and then roll a 1d2 to see if the shot ignites the target for half the total damage dealt. 1= Success, 2=fail.


2. Character Stats:
-Combatant (x3) : These characters are more designed to deal harm to enemy units rather than take additional damage.
1 point translates to +1 mod damage on all basic attacks and class abilities, up to a max of +5 mod damage. (Hero Mode)
If a player spends at least 3 points in this role, they earn the following ability:
Resourceful [Passive]: Grants an additional use to every class ability.
-Guardian (x2) : These characters protect their allies by taking the brunt of physical damage from enemy targets.
1 point translates to +5 HP up to a maximum of +25HP
Spending at least 1 point in this role grants Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted. Range: 10ft

3. Race: Sin'dorei

4. Background: Commoner

5. Virtues:
*Lay of the Land
You know local superstitions, trails, and culture.
Increases your character’s perception rolls by +10. Allows them to reroll a perception roll once per event. They will keep the second of the two rolls.
*Lucky
Something out there is looking after you.
Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
*Beautiful
You are easy on the eyes.
Increases your character’s charm rolls by +2.
*Alert
You are extremely perceptive to your surroundings.
Increases your character’s perception rolls by +15.
*Survivor
You are not easily defeated.
The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
*Animalistic
Animals have a natural affinity to you.
You may calm a hostile non-boss beasts by rolling a Nature challenge check. (Once per event)
*Swift
You are light on your feet.
Increases your character’s walk and sprint by +5ft.

6. Vices:
*Gullible 1
Your character thinks this word is written in the sky.
Your character has a -4 threshold to Plead and Persuasion attempts against them.
*Pushover 1
It's easy for others to get you to do what they want.
Opponents have a -4 threshold for intimidate attempts against your character.
*Shy 1
You tend to avoid social interactions.
Your character's social challenge rolls have a +2 threshold.
*Claustrophobic 1
Tight spaces make you uncomfortable.
Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.

7. Diplomatic Roll: 1d30>18
Your character has a -4 threshold to Plead and Persuasion attempts against them. (vice)
Opponents have a -4 threshold for intimidate attempts against your character. (vice)
Your character's social challenge rolls have a +2 threshold (vice)
Increases your character’s charm rolls by +2. (virtue)

8. Movement and Range:Walk 30ft (+5 Swift) Sprint 50 (+5 Swift) [-15 both Claustrophobic>dungeon crawl]

9. Equipment:
Bows: D: 1d25+6: crit on 18-25 +4
Range: Base Class or 30ft
Healing Spell: H: 1d25+2: crit on 18-25 +5
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Range: Base Class
Flaming Shot[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will shoot their target for their normal basic attack and then roll a 1d2 to see if the shot ignites the target for half the total damage dealt. 1= Success, 2=fail.


10. Class: Hunter

11. Class Abilities:
Companion Strike[2+1Resourceful 3]: The hunter uses its animal companion to aid them in their assault. This skill may be used at range. Deal 3d15+8 (Crit on 12-15 +3) damage to an enemy. If the total damage dealt exceeds 25, deal an additional 10 damage.
Range: Melee for animal companion
Savagery[1+1Resourceful 2]: The beastmaster calls upon the power of nature to For three turns, you gain a second animal companion of the same kind. It deals the same damage but does not have HP
Range: Self
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).
Range: Self
Resourceful [Passive]: Grants an additional use to every class ability. (Character stats.)

12. Prestige Class: N/A
13. Crafted Items: N/A
14. Alchemist Bag and Soldier Pack: N/A
15. Veteran Traits: N/A

COMMANDER MODE

1. Rank: Initiate

2. Subunit: Pathfinder

3. Troop Choice: Pathfinder Rangers

4. 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.
Warpaint
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and increases max and mod damage by 5.
“Alleria Windrunner often had her rangers paint their faces. They knew that even orcs could know fear.”
Flare[1]
Cost: 1 Commander Point
Bonus: Sending out a signal flare, the Pathfinder’s focus on an individual target allowing all other ranged Pathfinders to attack the Flared target from any location on the map for a turn regardless of range.
“A bright light can be as deadly as any arrow.”
Waywatcher Training
Cost: 2 Commander Points
Bonus: 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.
“I believe we’re being watc-“ Famous last words.

5. Commander Points: 2

6. Troop Total (HP) and Damage/Healing Roll:
Troop Total (70)
Damage: 1d30+10
Healing Roll: N/A

7. Movement and Range:
Movement: 40ft march, 60ft forced march
Range: 60ft

Crafting

8 Fortified Essence (Amani Fields/Commander mode)
8 Fortified Essence (Battle of Duskwood/Commander mode.)
1 Mystical Essence (Dazar'alor raid)
1 Renown (Dazar'alor raid)

Updated 3/2/19 for Essence(s) and Renown.
Updated 3/10/19 for Essence(s) Duskwood c-battle.
+0
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