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#14076310 Apr 23, 2019 at 08:20 PM
87 Posts



HP: 50
Damage: Sword - 1d10: crit on 7-10+2 | Spell - 1d25+2: crit on 18-25 +5

Character Stats:
Politician x5: +5 DP, +5 mod to all diplomatic rolls.
Calm [1]: Diplomat characters may attempt to reroll a failed social attempt that might have enraged or dissuaded its intended target. Cannot be used to re-roll other players’ failed attempts.

Race: Sin’dorei
Background: Noble

Arcanic Affinity – You have a +4 to Arcane based challenge checks.
Beautiful - Increases your character’s charm rolls by +2.

Heraldry - Your character is well learned and know the key political players in any court they are in. They may choose to employ this knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC)
Noblesse Oblige - Whenever your character attempts a social roll against another, they gain a -3 threshold to the success of that roll if they are a commoner.

Cunning - Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP
Reverent - Characters have a +2 required threshold when attempting a social challenge check against your character.

Mystical - Your character has a +4 to all knowledge challenge checks.
Learned - Allows your character to reroll any failed knowledge challenge checks. (Only one success per event)
Raconteur - Increases your character’s persuasion rolls by +2.
Charming - Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP

Squeamish II - When two or more enemies within 10ft of your character or if a player uses blood magic, roll a 1d30>18 to determine if your character becomes nauseous from the sight of blood. This will stun your character for a turn.
Claustrophobic II - Whenever in a dungeon crawl, your character has -2ft to their vision and -15 to their walk and sprint. They must also perform a challenge check of 1d2 a turn to prevent from being stunned. A 1 is considered to be successful.
Weakness to Blood Magic II - (Negates Sanguine) Your character cannot pass blood magic challenge checks.
Weakness to Shadow II - (Negates Touched by Shadow) Your character cannot pass shadow based challenge checks.

Diplomatic Roll: 1d30+5>18: crit on 27-30, fail on 1-3
DP: 8

Movement and Range: 30ft/50ft/35ft
Primary: One-Handed Sword
D: 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.

Secondary: Offensive Spell
D: 1d25+2: crit on 18-25 +5

Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Range: Self

Class: Fire Mage

Prestige Class: N/A

Class Abilities:
Raging Inferno[2]: Summoning a living flame, the mage launches a fire blast to strike at the target. Deal 3d12+4 damage to a target and for the next three turns deal 1d9 damage as a burn.
Action Type: Major
Range: 35ft

Blazing Combustion[1]: The mage ignites the very life-force within an enemy target dealing 1d10 damage for three turns. At the end of the last damage tick, it deals 3d8+8 damage to every enemy within a small explosion template area.
Action Type: Major
Range: 35ft

Arcanic Leap[1]: The mage blinks through time and space up to 10ft to evade danger or advance in battle.
Action Type: Instant
Range: 10ft

Alchemist Bag and Soldier Pack:

Veteran Traits:


Rank: Emberward

Subunit: Suncaster

Troop Choice: Oathsworn Magisters

Troop Abilities:
Damage: 3d15+10
Oathsworn Magisters rain down a heavy storm of ice upon an enemy target. Uses a large explosion template.

Commander Points: 2
Emberlight Pyromancers[1]
Cost: 1 Commander Point
Bonus: Replaces Blizzard with Flamestrike which will strike a targets in a large explosion template for 5d10+5 damage.
“If there is anything my brother can do correctly, it would be able to light a fire this world has never seen.”-Felthier Truefeather

Arcane Wards[Passive]
Cost: 1 Commander Point
Bonus: When taking ranged damage, Oathsworn Magisters may attempt to negate damage dealt to them. Roll 1d3 where a 1=success.
“Sometimes the best mages know when it’s wise to nullify a spell rather than cast one.”

HP: 75
Damage: 1d25+15

Movement and Range: 40ft/60ft/35ft
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