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#13969356 Feb 20, 2019 at 10:10 PM
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(If you have art of your character, feel free to add it here!)

Pathfinder Rahn’drek Krunron

HERO MODE

50 HP
*Damage (Melee): 2d10, crit 7-10 +2
*Damage (Ranged): 1d10, crit 7-10 +2

Character Stats:

Race: Orc
*Berserker - When within 25% HP of your character’s maximum health, they become immune to CC.
*Battleborn - While engaged in combat, your character gains +8 to physical challenge checks.

Background: Soldier
*Disciplined - Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
*Stalwart - Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP.

Virtues:
*Night Vision - Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception.
*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.
*Brave - Decreases the required threshold to pass a fear CC check by -2.
*Alchemist - Increases your potion slot by +1.
*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.

Vices:
*Plain II - (Negates Beautiful) Your character cannot attempt charm or seduction social challenge rolls.
*Crass II - Your character cannot successfully pass an etiquette challenge check.
*Stinky I - All characters in your party suffer a -4 to Seduction challenge checks.
* Violent - 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.
*Weakness to Fel II - (Negates Fel Tainted) Your character cannot pass fel based challenge checks.
*Achilles Heel II - Your character has a -2 to their dueling defense dice.

Movement and Range: Melee Attack | 35ft Walk | 55 Sprint

Equipment:
*Dagger - 1d10 crit on 7-10+2
-Riposte[3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied.
*Dagger - 1d10 crit on 7-10+2
-Riposte[3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied.
*Thrown – 1d10 crit on 7-10+2
-Bodkin Bolt[3]: 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.

Class: Rogue

Class Abilities:
*Stealth[Passive]: All rogues start stealthed at the beginning of a battle. They deal an additional +5 mod on attacks against a target when coming out of stealth. They may attempt to restealth at the end of their turn by rolling 1d3. A roll of 1 is considered successful.
*Deathmark [2]: The rogue may target a non-boss enemy with 50% or less HP remaining and roll 1d20<8 to instantly kill the enemy target. The rogue also heals themselves for the remaining HP on target that was killed.
*Seeking Strike [2]: Knowing where all the vital points on an enemy body lays, the rogue seeks to exploit a hidden strike. Roll 3d10+10 damage an enemy target and if the total damage is 13+ then deal an additional 1d9 damage to the target for the next three adjacent turns.

Prestige Class: N/A

Crafted Items: N/A

Alchemist Bag and Soldier Pack: N/A

Veteran Traits: N/A


COMMANDER MODE

Rank: Initiate

Subunit: Pathfinder

Troop Choice: Waywatcher Assassins

Troop Abilities:
Nightshade Venom[1]

Cost: 1 Commander Point

Bonus: Increases mod damage by +10 and max damage by +15 for a turn. Targets attacked with Nightshade Venom cannot be healed and if they are healed, they take damage equal to the heal. Can be used in conjunction of a regular attack.

Throwing Daggers[2]

Cost: 1 Commander Point

Bonus: Instead of attacking in melee, the Waywatcher Assassins may instead throw their daggers up to 20ft for their normal attacking damage. Attacking this way does not give the benefit of Ambush.

Range: 20ft


Commander Points: 2

Troop Total (HP) and Damage/Healing Roll: 75 | 1d40+10

Movement and Range: March – 45ft / Forced – 60ft | Melee
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