HP | Damage Roll(s): 50hp | +2 mod
Commander III: +15 Troops
Iron Fist [Passive]: Grants immunity to routing.
Support II: +2 mod
Race: Briarsoul Satyr
Alert: Increases your character’s perception rolls by +15.
Animalistic: You may calm a hostile non-boss beasts by rolling a Nature challenge check. (Once per event)
Brave: Decreases the required threshold to pass a fear CC check by -2.
Disciplined: Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Expert: Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)
Inventive: Decreases the threshold of all challenge checks by -2
Manipulator: Adds the social option of Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.
Mystical: Your character has a +4 to all knowledge challenge checks.
Nature’s Gift: Your character has a +4 to nature based challenge checks.
Swift: Increases your character’s walk and sprint by +5ft.
Lay of the Land: 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
Crass II: Your character cannot successfully pass an etiquette challenge check.
Honorable I: Must always take the honorable action when given the chance.
Honorable Duelist II: You must always attack second in a duel.
Over-confident II:Your character has a -1 to their dueling attack rolls and if they lose a duel they will gain a -5 modifier to their next wound roll that cannot be negated under any circumstance.
Pariah II: Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are and they take double the DP damage to social options against them.
Stubborn II: 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.
Traumatized I: Whenever your character is less than 50% HP, they must pass a fear CC check of 1d20>12 to prevent them from being feared for one turn.
Weakness to Shadow II: Your character cannot pass shadow based challenge checks.
Movement and Range: 40ft/60ft - Melee/30ft
Spell Shield : Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Attack Spell: 1d25+2: crit on 18-25 +5
Healing: 1d25+4: crit on 18-25 +5
Moonsong: Calling on the powers of nature, the druid brings forth an intense wrath of magic. Entangle an enemy target in place for a single turn preventing it to move, and then strike it for 3d10+5 nature damage. - 30 ft
Starfall: The druid summons the pure power of nature to devastate many foes. Using a small explosion template, deal 10d8+10 damage to each target. - 30 ft
Brilliant Tranquility: The druid calls upon the power of nature to restore their allies. Heal up to three targets for 2d10+10 healing. Healing is equally dispersed among all selected targets. - 30ft
Alchemist Bag and Soldier Pack:
Subunit: Dying Sun
Troop Choice: Withervine Druids
Witheroots: When used in conjunction as a basic attack, Withervine Druids will root a non-boss enemy unit in place for 1 turn.
Soul-Siphon[Passive]: Whenever a Briarsoul Satyr kills an enemy target, they heal themselves for the damage dealt that turn.