Callings

Callings

Calling represents your role in an adventuring party.

Defender

The Defender is a staunch ally to have at your side when venturing deep into the dark depths of dangerous dungeons. The defender guards their allies, using techniques that distract and disadvantage foes and intercepting enemies that try to slip past the defender, stopping them in their tracks with devastating strikes.

The melee defender starts with Intercede and Intercept. These powers are the core of their ability to keep their enemies focused on the defender instead of the defender's allies. Intercede puts adjacent enemies attacking the defender's allies at a disadvantage, while intercept keeps them from slipping past the defender to attack vulnerable targets.

Level Chart

Level Health Vitality Abilities
1 4d6+24 - Melee: Intercede, Intercept Ranged: Deflect, Provoke
2 - +1 -
3 - - -
4 1d6+4 +1 -
5 - - -
6 - +1 -
7 1d6+4 - -
8 - +1 -
9 - - -

Melee Defender Powers

Target: Each enemy in range
Effect: Enemies affected by Intercede make attacks at a disadvantage unless that attack includes you or one of your allies who also have Intercede or Deflect active as a target. Marked enemies are not affected by Intercede.
Trigger: An enemy you threaten shifts or moves.
Effect: Make an opportunity attack against the enemy that triggered Intercept. If you hit, the enemy stops moving immediately and is immobilized until the end of the round.

Ranged Defender Powers

Target: Each ally in range
Effect: Enemies affected by Deflect make attacks at a disadvantage unless that attack you or one of your allies who also has Intercede or Deflect active as a target. Marked enemies are not affected by Deflect.
Special: Provoke may be used as a free action during your turn in the Battle phase.
Target: One enemy
Effect: The target is marked until the end of next round.

Leader

The Leader is a skilled battlefield commander, capable of directing their allies to make additional attacks or slip into an advantageous position. Leaders also aid their allies by example, showing where weak spots in an enemies defenses are or creating an opening for an ally to take advantage of and strike. Note: The leader calling is the most difficult of the three callings to play. Inexperienced players unfamiliar with rpg's should try the skirmisher or defender first.

Level Chart

Level Health Vitality Abilities
1 2d6+16 - Tactician's Orders, Warlord's Command
2 - +1 -
3 - - -
4 1d6+4 +1 -
5 - - -
6 - +1 -
7 1d6+4 - -
8 - +1 -
9 - - -

Leader Powers

Trigger: You hit an enemy with an attack during your turn.
Target: One ally that can see or hear you and is within 5 squares of you or the target of the attack that triggered Tactician's Orders.
Special: You may choose one of the following effects.
Effect: Your ally may shift up to one square per tier. This movement does not provoke opportunity attacks.
Effect: Your ally gains advantage on their next attack against the target of the attack that triggered Tactician's Orders, before the end of the next round.
Special: You may only use this power once per round, during either the Movement phase or the Battle phase.
Target: One ally in range that can see or hear you.
Effect: Target may immediately use a movement action during the Movement Phase or an attack power during the Battle Phase. The target gains advantage on the attack granted by Warlord's Command.

Skirmisher

The Skirmisher deals death on the battlefield. There is little more that can be said about such individuals. Their ruthless nature is best put to use in one-on-one combat where they can strike relentlessly, unburdened by the safety of their allies.

Level Chart

Level Health Vitality Abilities
1 3d6+20 - Ruthless
2 - +1 -
3 - - -
4 1d6+4 +1 -
5 - - -
6 - +1 -
7 1d6+4 - -
8 - +1 -
9 - - -

Melee Skirmisher Powers

Effect: You gain advantage on single target melee attacks. If the attack hits and you have advantage, you deal an additional 1d6 damage. This bonus increases to 2d6 damage at 4th level and 3d6 damage at 7th level.

Ranged Skirmisher Powers

Effect: You gain advantage on single target ranged attacks. If the attack hits and you have advantage, you deal an additional 1d6 damage. This bonus increases to 2d6 damage at 4th level and 3d6 damage at 7th level.