90HP | 5d10+15
Troop Choice: Oathsworn Magisters
*Blizzard : Oathsworn Magisters rain down a heavy storm of ice upon an enemy target. Uses a large explosion template.
Movement and Range: 35ft/40ft; 60ft range
Commander Points: 2/2 Used
*Arcanist Regalia- Increase troop total by +15 and increases max damage by 10. Costs 1 Commander point.
*Emberlight Pyromancers- Replaces Blizzard with Flamestrike which will strike a targets in a large explosion template for 5d10+5 damage. Costs 1 Commander Point.
50HP | 1d25+7: crit on 18-25 +5
Diplomatic Roll: of 1d30>18
*Combatant (5 points spent, +5 mod damage on all basic attacks and class abilities)
*Resourceful [Passive]: Grants an additional use to every class ability.
Race: Shal’dorei- Ancient and powerful, your people have only just begun to meet their fate.
*Arcane Affinity (You have a +4 to Arcane based challenge checks.)
*Dexterious (Your character has a +2 to physical challenge checks.)
Background: Commoner- Born as one of the people, your life has forced you to be resourceful, creative, and tough. You are one of the people, a person whose skills have been honed with practice, craft, and natural expertise.
*Lucky- Something out there is looking after you. (Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event))
*Lay of the Land- You know local superstitions, trails, and culture. (Increases your character’s perception rolls by +10. Allows your character to reroll a perception roll once per event. They will keep the second of the two rolls.)
*Brave- You are able stare fear into its face. (Decreases the required threshold to pass a fear CC check by -2.)
*Versatile- You are very deft at learning skills from other professions. (Your character may choose one ability from another base class, replacing one of your normal class abilities.)
*Survivor-You are not easily defeated. (The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.)
*Traumatized I- Your past still haunts you. ( 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.)
*Weakness to Fel I- Your body cannot handle fel magics. ((Negates Fel Tainted) Your character suffers a -8 to fel challenge checks.)
*Claustrophobic I- Tight spaces make you uncomfortable. (Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.
*Pariah I- You were outcast by your own people. (Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are.)
*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 by +1. Channeled Offensive Spells deal full damage to fortified.
*Spell-Barrier: Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant. Range: Self
Movement and Range: 30Walk/50Sprint/Melee and 35ft Ranged
*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. (Range: 35ft)
*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. (Range: 40)
*Elemental Fury: The shaman uses its elemental mastery to strike a target. This skill can be used at range. Deal 3d10+5 damage but if the roll lands on an if the rolls exceeds 25, deal an additional +10.
Alchemist Bag and Soldier Pack: N/A