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#14159351 Jun 04, 2019 at 06:28 PM · Edited 2 months ago
2 Posts

Lady Allarea Sunvalor, initiate of the Sunguard


HP | Damage Roll(s)
50/50 HP

Character Stats:

Support 3;
+3 to all healing spells & class abilities
Battle-Mending[Passive]: Support characters may choose to have their healing abilities be split between two players healing either equally. Healers must declare the two targets selected prior to rolling to qualify. (Does not apply to Prestige Class abilities).

Politician 2;
+2 modifier to all Diplomatic rolls

Race: Sin'Dorei

Background: Acolyte


Arcanic Affinity; You are naturally gifted with Arcane magics.
You have a +4 to Arcane based challenge checks.

Beautiful; You are easy on the eyes.
Increases your character’s charm rolls by +2.

Blessed; You have been blessed by the gods.
Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.

Light Kissed; The Light has blessed you.
Your character has a +4 to light based challenge checks.

Reverent; Your will is one that cannot be broken.
Characters have a +2 required threshold when attempting a social challenge check against your character.

Small; Your miniature size does not discredit your usefulness
Your character is able to move through enemies even when there is no space to move around them.


Honorable, rank 2;
Rank 1: (Negates Dishonorable) Your character must always take the honorable action when given the chance.

Rank 2: (Negates Dishonorable) When the party chooses the dishonorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.

Weakness to Shadow, rank 2

Rank 1: (Negates Touched by Shadow) Your character suffers a -8 to shadow challenge checks.

Rank 2: (Negates Touched by Shadow) Your character cannot pass shadow based challenge checks.

Diplomatic Roll(s): 1d30>18+2

Movement and Range:
Walking Speed: 30ft
Sprinting Speed: 50ft
Range of Attack: 35ft


Staves: D: 1d22+3: crit on 16-22+3
Leg Sweep[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20>12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.

Spell-shield(Spell): (Not an actual shield but an ability used by magical casters).
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.
Range: Self

Healing Spell: H: 1d25+2: crit on 18-25 +5
Range: Base Class
Spell-Weaving: Whenever you crit on a heal, you may choose another target within 10ft and heal them for half of your total healing done.
Range: 30ft

(If this needs adjustment blease let me know!!)

Class: Priest

Class Abilities:

Light’s Grace[1]: After praying to the gods, the priest finds the inspiration to push their capacity to wield the light to the limits. Healing dealt to an allied target will also heal all other allied targets within an aura of the ally selected. Lasts three turns.
Action Type: Minor
Range: Self

Saving Grace[1]: The priest attempts to save an allied player/character by pulling them to their location with light magic within 15ft.
Action Type: Instant
Range: 15ft

Channeled Healing[2]: The priest calls upon intense concentration to heal a target. The priest can heal a single target for 3d10+2 and if the roll exceeds 20, the targets gains a 15HP shield.
Action Type: Major
Range: 35ft

(Please note I wasn't exactly sure of what to do with the below information, but any input is very appreciated :])

Prestige Class:

Alchemist Bag and Soldier Pack:

Crafted Items:

Veteran Traits:


Rank: Initiate

Subunit: Dawnmender

Troop Choice: Oathsworn Clerics

Troop Abilities:

Commander Points:[2]

Anatomical Training[1]
Cost: 1 Commander Point
Bonus: Increases max and mod healing by +5. Oathsworn Clerics can reduce a wound roll by 3. This can be used as an instant.

Righteous Cause
Cost: 1 Commander Point
Bonus: Oathsworn Clerics are immune CC(unless noted by the DM). Increases max and mod healing by 10.

Troop Total | Damage Roll(s)

Damage: 1d15
Healing: 1d35+10

Troop Movement and Range:
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