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#13934271 Jan 03, 2019 at 06:21 PM · Edited 2 minutes ago
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Sunspear - Severance

HERO MODE

HP: 60 HP

Character Stats: Combatant
3 points spent, +3 mod damage to all attacks and class abilities
Resourceful [Passive]: Grants an additional use to every class ability.
Guardian
2 points spent, +10 HP.
Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Range: 10ft.

Race: Sin’dorei.

Background: Soldier.

Virtues:
Disciplined (Soldier): Whenever your character successfully resists a CC check, they gain 1d15+5 HP.

Impervious (Soldier): When your character has 75% or higher HP, CC checks against you have a -2 threshold.

Arcanic Affinity (Sin’dorei): You have a +4 to Arcane based challenge checks.

Massive: Your character has +5 ft range to your melee attacks.

Stern: Increases your character’s intimidation rolls by +2.

Battleborn: While engaged in combat, your character gains +8 to physical challenge checks.

Brave: Decreases the required threshold to pass a fear CC check by -2.

Speaker of the Dead: Your character has a +4 to decay based challenge checks.

Vices:
Hideous (Rank 1): (Negates Beautiful) Your character's party has a +4 threshold to charm social challenge checks.

Heavy (Rank 1): Players attempting to carry your character in combat suffer -60% reduction to their movement. This includes players with flight.

Mean (Rank 1): Your character's plead and persuasion attempts have a +4 to their threshold.

Stubborn (Rank 1): When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.

Violent (Rank 1): Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will then violently attack someone present.

Traumatized (Rank 2): Whenever your character is less than 50% HP or an allied character is defeated within 10ft of them, they must pass fear check of 1d20>16 to prevent them from being feared for one turn.

Lumbering (Rank 1): Your character has a -20 to dueling initiative rolls.


Movement and Range: 30 ft (walking), 50 ft (sprint), melee range (+5 ft).


Equipment: Two Handed Sword, 1d25+3: crit on 18-25 +4
Crushing[3]: Minor Action. Allows the player to deal full damage to fortified enemies from basic attacks this turn.
One Handed Sword, 1d10: crit on 7-10+2
Blade Dance[3]: Minor Action. When used, the player may deal half the damage dealt by their basic attack to an adjacent target within 5ft.


Class: Warrior.

Class Abilities:

Seismic Slam[3]: The warrior strikes the ground in front of them sending a powerful shockwave to all foes before them. The warrior deals 3d15+9 damage to all enemy units in a straight line for 15ft. (Severance’s sword, charged with storm runes, sends out a wave of runic energy that shocks all enemies hit.)
Range: 15ft.

Bloodbath[3]: The warrior finds that gore only increases their bloodlust. Strike a target for 3d15+5 damage. If the roll exceeds 20, then deal an additional +10 damage and the strike heals the warrior for +5hp. (Severance employs a powerful storm and strength rune to a single attack with her runeblade, which may leech an adversary’s life essence to restore her.)
Range: Melee.

Blade Flurry[3]: In a spinning attack, the warrior strikes two adjacent targets within 5ft for 3d15+5 damage. (Severance conducts a runic array and enters a trance allowing her increased mobility to swing her sword violently, sending bolts of runic lightning to assault her foe along the edge of her blade.)
Range: Melee.


Prestige Class: N/A

Alchemist Bag and Soldier Pack: N/A

Crafted Items: N/A

Veteran Traits: N/A


COMMANDER MODE

Rank: Initiate.

Subunit: Sunspears.

Troop Choice: Swordsmen.

Troop Abilities:

Commander Points: 2

Runic Fencer [1 Commander Point]: +5 max and mod damage. The Runic Fencer allows the player to Blink behind any enemy unit they are currently engaged in melee combat with at the start of their turn! They cannot move into combat and blink behind that enemy in the same turn.

Penetrating Charge [1 Commander Point]: Increase your roll max by 10 points and gain Penetrating Charge.
HP | Damage Roll(s)

100 HP | 1d45+15 Melee

Movement and Range: 40 ft. March; 60 ft. Forced March


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