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#9968226 Sep 03, 2014 at 10:24 PM · Edited 10 months ago
Archon
808 Posts


Archon Telchis Truefeather the Gallant; Admiral of the Crimson Fleet, Serdar of the Dawnspire

Born without peerless conviction to justice, duty, and valor, Telchis Truefeather strives to bring a lasting peace to Quel'Thalas. Telchis has spent much of his life being many different things. First of which is a Spellbreaker of a broken and lost order. Most recently he has taken up his great-grandfather's calling of being a sailor and chief among the Sunguard's captains. His ability to command at both land and sea make him quite valuable and a critical asset as the heir to House of Truefeather. Now the Archon of the Sunguard, Telchis and his soldiers stand ever ready to continue the Crimson Crusade.

225HP | 1d65+35

Subunit: Sunspear Battalion

Rank: Archon

Commander Mode:
Commands a unit of Spellbreakers


A man defined but an age of conflict and strife, Telchis Truefeather will stop at nothing to bring the war to an end. A seasoned commander and skilled warrior in his own right, Telchis calls upon his training as a Spellbreaker to lead his men into battle. Handpicked from the sanctums across Quel’Thalas, his Spellbreakers follow his quick but stern orders and are zealously loyal to their sacred oath.

Spell Reflect[1]:
Channeling arcane energy, Spellbreakers may reflect certain spells back at their attacker. They may choose to use Spell Reflect on themselves or an ally within 20ft. This skill may be used as an instant.

Arcane Control[1]:
A Spellbreaker unit may attempt to control a summoned unit by rolling 1d20. A roll of 12+ is considered successful. Controlling a summoned unit will allow them to gain command to the summoned unit until it is defeated.


Commander Point Choices:


Seasoned Battlemaster
Cost: 1 Commander Point
Retainer
Bonus: +5 max and mod damage. The Seasoned Battlemaster makes the player, and those adjacent to them, immune to fear/routing whenever they have an allied unit on their right and left flank (within 5ft).
“Some soldiers have careers defined by constant warfare. Their discipline makes them stand strong when others might wish to flee.”

Shield Wall[1]
Cost: 1 Commander Point
Bonus: For the next turn your target will take half damage. This may be used as an instant.
“Swordsmen may clamor together after an assault to halve the next damage taken. This sort of teamwork is critical for the regiment’s survival.”

Spellwarding:
Cost: 1 Commander Point
Bonus: Whenever a Spellbreaker until reflects or purges a spell it gains a spell shield for the damage equal to was was reflected of nullified.
“Turn your foes magic against them! Their weaknesses are your strengths!” -Spellbreaker Yoren

Hurling-Blades
Cost: 1 Commander Point
Bonus: Spellbreakers attacks can now strike at a range. They may also attack flying units but will not deal double damage.
“Can you hear it? Can you hear the air twist and turn under the song of their steel?” -Guardsman Gaiden Thorne
Range: 20ft

Battle Standard Carrier:
Cost: 1 Commander Point:
Bonus: Increase max roll potential by 10.
“Each regimental division carries its own battle standards into war. They are seen as rallying signs of respect and tradition.“

Regimental Captain:
Cost: 1 Commander Point:
Bonus: Increase the mod damage by 10.
“Every good commander needs competent officers to command their soldiers. Regimental Captains keep soldiers sharp and disciplined.“



Hero Mode:
70HP l 1d13+2 crit on 8-13+2
Class: Warrior
Prestige Class: Spellbreaker
+20 to Perception
Character Stats: +3 to Guardian, +2 to Commander

Taunt Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted. Range: 10ft
Resolute [Passive] You may attempt to reroll any failed rolls that may impair your character from action.


Race: Sin’dorei
  • Arcanic Affinity: You have a +4 to Arcane based challenge checks.
  • Beautiful: Increases charm and seduction rolls by +2.

Background: Noble
  • Born Leader: While your character is alive, players within 10ft of your character have -2 threshold for CC checks. (Does not affect self)
  • Aristocrat: Your character has a +4 to Etiquette challenge checks.

Virtues:
  • Adventurer (Emerald Nightmare and Trial of Valor raiding perk): Allows the player to reroll an initiative roll once per event. They will keep the of the two rolls.
  • Alchemist (Purchased): Increases your potion slot by +1.
  • Armored: Decreases your character’s wounds rolls by -2.
  • Athletic (Nighthold raiding perk): Allows your character to reroll a failed sprint check. (Only one success per event)
  • Brave: Decreases the required threshold to pass fear checks by -2.
  • Companion: Choose another player (Ellasha Truefeather), when they are present your character gains a +2 to all challenge rolls while they are on the map.
  • Endurance: Whenever your character’s wound roll lands on “no wound” you may return to battle with 1hp. (Only one success per event)
  • Protector: Your character is no longer has their movement hindered when carrying another player in a battlefield.
  • Stalwart: Whenever your character successfully passes a challenge check, gain 1d15+5 HP.
  • Unbroken (RBG 1600 Season 22): Your character may reroll any failed physical challenge rolls. (Only one success per event)
  • Versatile (Hellfire Citadel raiding perk): Your character may choose one ability from another base class.


Vices:
  • Arrogant I: Whenever your character attempts a social challenge against another character, they will have a +4 threshold if that character does not have the same background as your character.
  • Claustrophobic I: Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.
  • Stubborn I: When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.
  • Reckless I: Whenever your character fails a CC check they take an additional 1d10+ damage.
  • Traumatized I: 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.
  • Wanton II: If an opponent rolls a successful charm or seduction roll, it deals double the DP damage during diplomacy. In combat, it stuns your character for a turn.
  • Weakness to Arcane I: (Negates Arcane Affinity) Your character suffers a -8 to arcane challenge checks.


Veteran Traits:
Act III Veteran- +5hp in Hero Mode (Earned for participating in Act III: Invasion of the Dawnspire).
Act IV Veteran- +1 Commander Point (Earned for participating in Act IV: The Winter of Woe).


Weapons:
One-Handed Sword:
Weapons:
One-Handed Sword:
Pulverize[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player’s basic attacks can deal full damage to enemy Fortified targets.

Shield:
Guardian[1]: Target player takes half damage until their next turn. May be cast on self. May be used as an instant.

Thrown:
D: 1d8 crit on 6-8+2
Range: 20ft


Items Equipped: Items Equipped: Oathsong Banner [Mythical Banner]
[+10 to Max Damage]
[+5 to Mod Damage]
[+15 to Troop Total]


Potions/Poisons:
Revitalization Potion[1]: Allows the resurrection of a fallen player. The player will roll 1d25+10 to determine their HP after being raised from defeat. Cannot be used as an instant. Fallen players cannot used Revitalization Potions on themselves.

Windfury Potion[1]: Allows a player to have a second action during their turn such as two attacks. Can be used on other players. If used on a player not on their turn, that player will act on the same turn as the user of the potion. Cannot be used as an instant.


Bandages:
Dawnmending Bandages: Used at the end of a battle scene to heal a player for 1d30+5. Can be used on other players/self


Class Abilities:
Threatening Shout[1]: The warrior challenges nearby foes to engage them in battle. The warrior may target up to three enemy targets within 15ft to taunt them. They do not need to roll for a taunting check. This is a minor action.
Range: 15ft

Arcanic Leap[2]: The mage blinks through time and space to evade danger. When taking damage, the mage may choose to avoid it by blinking away 10ft from their original position. May be used as an instant.
Range: 10ft

Seismic Slam[2]: The warrior strikes the ground in front of them sending a powerful shockwave to all foes before them. The warrior deals 3d15+9 damage to all enemy units in a straight line for 15ft.
Range: 15ft

Magic Breaker[1]: When targeted by an enemy magical spell, the Spellbreaker may reflect the spell back to the caster. May target self or allied units within 15ft. Cannot be used on certain spells.
Range: 15ft

Arcane Strike[2]: Strike a target for 3d10+5 damage. If the enemy is a magic user, then deal an additional +7 damage.
Range: Melee


Art by: isei-silva​
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#12606623 Aug 07, 2016 at 10:07 PM
Archon
808 Posts
Updated with 4.0 changes
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#12882774 Nov 27, 2016 at 10:13 AM
Archon
808 Posts
Updated 11/27 with Character Stats
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#13156077 Mar 27, 2017 at 02:29 PM
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Updated 3/27 with loot creation
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#13184789 Apr 10, 2017 at 07:25 PM
Archon
808 Posts
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#13341762 Jul 09, 2017 at 06:10 PM
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#13483706 Oct 15, 2017 at 11:19 AM
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#13524221 Nov 12, 2017 at 07:50 PM
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