Emberward Ashendrae Morrowmourn
HP | Damage Roll(s) - 50HP | 1d25+8: crit on 18-25 +4
Character Stats: Combatant V
+5 to all basic attacks and class abilities
Resourceful [Passive]: Grants an additional use to every class ability. (Does not apply to Prestige Class abilities).
Virtues: 3 Renown Spent for Versatile
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Endurance: Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Stalwart:Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP
Disciplined:Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Blessed:Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.
Sanguine:Your character has a +4 to blood based challenge checks.
Dexterous:Your character has a +2 to physical challenge checks.
Massive:Your character has +5ft range to your melee attacks
Swift:Increases your character’s walk and sprint by +5ft.
Battleborn:While engaged in combat, your character gains +8 to physical challenge checks.
Unbroken:Your character may reroll any failed physical challenge rolls. (Only one success per event)
Versatile:Your character may choose one ability from another base class, replacing one of your normal class abilities.(Sanguine)
Gifted:Your character has a +1 to all challenge checks.
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.
Inventive:Decreases the threshold of all challenge checks by -2.
Companion (Sammy): When they are present, your character gains a +2 to all challenge rolls while they are on the map.
Plain II - (Negates Beautiful) Your character cannot attempt charm or seduction social challenge rolls.
Heavy I - (From height and muscle) Players attempting to carry your character in combat suffer -60% reduction to their movement. This includes players with flight.
Crass II - Your character cannot successfully pass an etiquette challenge check
Shy II - Your character's social challenge rolls have a +2 threshold and DP damage against your character doubles its impact.
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.
Dishonorable I - Your character must always take the dishonorable action when given the chance.
Weakness to Fel II - Your character cannot pass fel based challenge checks.
Implacable II - At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must choose another target to defeat.
Achilles’ Heel II - Your character has a -2 to their dueling defense dice.
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.
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.
Persuasion: Attempt to persuade a target to your side with logic. 1d30>20
Plead: Sometimes a good groveling might win the hearts of a target. 1d30>20
Intimidation: Attempt to force an NPC to see your way by frightening them. 1d30>20
Movement and Range: 40/60 - Melee +5ft
- Two-handed Sword (Crushing ) - 1d25+8: crit on 18-25 +4 - Minor Action(can also be used with other minor actions on a given turn). Allows the player to deal full damage to fortified enemies from basic attacks this turn.
- Eviscerate: The rogue attempts to strike a target with a flurry of attacks. At the start of the turn, it will roll 1d3, based on that roll, it will determine how many additional die the will gain to its next basic attack rolls.
- Deathmark: 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.
- Sanguine Replenishment: Using powerful blood magic, Ashe hones their dark energies. All damage taken for a turn will heal Ashe of the damage dealt to them. Ashe may not be killed by a single attack while Sanguine Replenishment is active unless the damage is double their maximum HP. May be used as an instant.
Alchemist Bag and Soldier Pack:
Troop Choice: Thalassian Marines
- Sea-Claw Bows:
Thalassian Marines carry with them short bows in addition to their swords and shields. They can quickly fire a volley upon an enemy to lessen their numbers quickly. Sea-Claw bows deal the same damage as the Thalassian Marine’s basic attack.
- Elkwood War-Horn
Cost: 1 Commander Point
Bonus: Add a 30hp shield. May be used as an instant.
- Veteran Ranger
Cost: 1 Commander Point
Bonus: +5 max and mod damage. Grants the Vanguard trait, allowing the unit to position themselves on any edge of the map on the start of the second turn.
“Veteran rangers have a long storied history of scouting and exploration. They will know how to survive off the land and know all the hidden trails within.”
Commander Points: 2/2
Troop Total | Damage Roll(s) - 100HP | 1d35+20
Troop Movement and Range: 40ft/60ft | Melee/30ft