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#13933593 Jan 02, 2019 at 04:06 PM · Edited 2 days 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:

--WITH PET EVENT--

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.)

-------------------------------------------------------------------------

--WITHOUT PET EVENT-- IN USE

Snipe[2]: 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.
Action Type: Major
Range: 40ft

[Hunting Traps[2]: The hunter throws out traps at a non-boss enemy target to prevent them from moving for an entire turn. Roll a 1d20>8 to apply the CC.
Action Type: Minor
Range: 30ft

Nightshade Venom[2]: The hunter coats their weapon with nightshade venom. Deal 1d20+8 damage on a target and for three turns deal 1d9 damage each turn. In the event the enemy attempts to heal the target, the healing is nullified and the target takes 15 damage.
Action Type: Major
Range: 40ft

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.
Updated 5/3/19 for ablities w/o animal companion.
+0
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