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 : 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
Virtues: Race; Arcanic Affinity – You have a +4 to Arcane based challenge checks. Beautiful - Increases your character’s charm rolls by +2.
Background; 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.
Free; 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.
Bought; 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
Vices: 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 Equipment: Primary: One-Handed Sword D: 1d10: crit on 7-10+2 Riposte: 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
Spell-Barrier: 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: 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: 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: 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: N/A
Veteran Traits: N/A
Troop Choice: Oathsworn Magisters
Troop Abilities: Blizzard: 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 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.”