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#13997804 Mar 24, 2019 at 07:32 PM · Edited 2 months ago
Initiate
5 Posts
HERO MODE

Character Stats:
  • Combatant: +3
    • Resourceful [Passive]: Grants an additional use to every class ability.
  • Guardian: +2 (+5 HP per point)
    • Taunt: 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

Race: Sin'dorei
  • Arcane Affinity: +4 to Arcane based challenge checks
  • Beautiful: +2 to Charm rolls

Background: Scholar
  • Alert: Increases your character’s perception rolls by +15.
  • Learned: Allows your character to reroll any failed Knowledge challenge checks. (Only one success per event)

Virtues:
  • Demon Master (Fifth Virtue): You may calm a hostile non-boss demon by rolling a Fel challenge check. (Once per event)
  • Swift: Increases your character’s walk and sprint by +5ft.
  • Dexterous: Your character has a +2 to physical challenge checks.

Vices:
  • Claustrophobic (Rank I): Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.
  • Reckless (Rank I): Whenever your character fails a CC check they take an additional 1d10+5 damage
  • Weakness to Light (Rank I): Your character suffers a -8 to light challenge checks.
  • Traumatized (Rank 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.

HP 60 | 1d25+5 (Crit on 18-25 +5) (Combatant Stat+Spell)

Diplomatic Roll: 1d30>18

Movement and Range:
Walk: 35 ft (30+5) | Sprint: 55 ft (50+5) | Range: 35 ft

Equipment and Weapons:
  • Primary: Offensive Spell (1d25+2: crit on 18-25 +5)
  • Range: Base Class
    • Channeling: A player may choose to channel a turn instead of casting an offensive spell or magical class ability, increasing the number of dice rolled for that ability to increase by +1.
    • Range: Self
  • Secondary: Spell-shield (Spell)
    • Spell-Barrier [1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
  • Tertiary: 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.

Class: Warlock

Class Abilities:
  • Summon Demon [Passive]: Binding a powerful demon to their will, the Warlock uses its power to beat down their foes. The demon has 40hp, and deals 2d15+5 damage (Crit on 12-15 for +3). It has the same movement as a warlock and fights in melee range.
  • Range: Self
  • Soul Storm [1+1]: The warlock unleashes captured souls in a powerful blast around them. Deal 3d9+12 damage to all enemy targets within 10ft.
  • Range: 10ft
  • Life Siphon [2+1]: The warlock drains their enemy of precious vitality restoring themselves. The warlock drains an enemy target of 3d8+11 and heals themselves for damage dealt. If the Warlock is at full HP, it will add a shield for the damage dealt, up to 30HP.
  • Range: 35ft

Prestige Class: None

Alchemist Bag and Soldier Pack: None

Essences & Renown:
Recorded on Corinth Cinderstorm's Sheet

COMMANDER MODE

Rank: Initiate

Subunit: Suncaster

Troop Choice: Suncaster Demonologists

Troop Abilities:
  • Imp Swarm [2]:
    • Suncaster Demonologists summon a horde of imps to the battlefield that deal 5d5+5 damage and have 30hp. They move and attack at the same range/distance as the Suncaster Demonologist. This is a minor action.
  • Summon Felhunters [2]
  • Cost: 1 Commander Point
    • Bonus: The Suncaster Demonologist summons in a pack of Fel Hounds to attack an enemy target. They are melee only and deal 3d12+8 damage. They have 45hp and have the same movement distance as the Suncaster Demonologist. They can only fight in melee. This is a minor action.
  • Summon Void Demons [2]
  • Cost: 1 Commander Point
    • Bonus: The Suncaster Demonologist summons in several Void Demons to protect themselves and the lines. They deal 2d15+5 damage and have 60hp as a shield. 25% of their damage dealt recharges their shield. They are melee fighters only and have the same movement distance as the Suncaster Demonologist. This is a minor action.

Commander Points: 2/2 Used

75 HP | 1d30 + 10

Movement and Range:
Range: 35 ft | March: 40 ft | Forced March: 60 ft |
+0
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