High Elf Ordinator
Level 3 LeaderMight
0Agility
2Reason
3Intuition
2Presence
3Lightning Rod (Action) ♦ 2d10 + 3 ♦ Signature
R<1 dazed (save ends) 12—16: 14 lightning damage;
R<2 dazed (save ends) 17+: 17 lightning damage;
R<3 dazed (save ends)
High elves have an edge on abilities used against the target until the start of the ordinator’s next turn.
Elemental Uproar (Maneuver)
For every 3 malice spent, the ordinator summons 5 elemental motes, 3 soot crows, 1 ceramic horse, or 1 brambleguard into unoccupied squares within distance.
Enough! (Triggered Action)
The ordinator uses Lightning Rod against the target.
Otherworldly Grace
At the start of their turn, the ordinator can turn the duration of one save ends effect they suffer from into EoT.
Magic Beacon
While using Chaincast, magic abilities that use the Ordinator’s space have a double edge (see Chaincast).
Fountains Roar, Now Free From The Earth (Villain Action 1)
Each target glows, ending one condition on themselves and then moving up to twice their speed.
And The Sun Forsook Her Children (Villain Action 2)
Each target makes a Presence test.
pull 5 towards center of cube 12—16: 9 corruption damage;
pull 3 towards center of cube 17+: Pull 1 towards center of cube
The affected area becomes darkened and its space warps violently in every direction.
But We Will Change Her Mind. (Villain Action 3)
All elves radiate wisps of magic. Each target makes a free strike that has the Magic keyword and deals an additional 3 damage.