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#9972292 Sep 04, 2014 at 05:48 PM · Edited 10 days ago
Sunward
222 Posts


Sunward Esme Sunshard
The Spectre
Fleet Commander
Captain of The Widow's Bane
Captain of The Bloody Lily
The God-Slayer
The Demonslayer
The Valiant
The Conqueror
Corsair
Pirate-Hunter
Knight-Captain



Commander Mode:
105 HP | 45ft march, 60ft forced march
Initiative: 100 | Perception: 1d100+25
  • May reroll initiative once per event and keep the second of the two rolls
  • May reroll perception once per event and keep the second of the two rolls
Waywatcher Assassins
Melee: 1d65+30
Range: 1d35+15 (20ft)

Banner - Flag of The Hangman: +10 to max damage | +10 to mod damage | +15 to troop total

Ambush: Enter the battlefield stealthed, at any point on the battlemap (able to cross enemy battle lines). Attacking an enemy will allow an additional +25 max damage and will cause stealth to drop.

Vanish: At the end of a turn, attempt to restealth by rolling 1d3, with a success of 1.

Veteran Ranger [Lucien Lightwing]: +5 max and mod damage. Allows the unit to position themselves on any edge of the map on the start of the second turn.

Throwing Daggers [Passive]: Throw daggers at a ranged target for 1d25+5 damage. Does not gain a bonus from ambush.
Range: 20ft

Ranging Tools: At the end of a turn, replenish lost soldiers by rolling 1d15. Whatever rolled is added back into the health pool.

Elkwood War-horn [1]: Add a 25hp shield. May be used as an instant.

Blackwood Silversmithing: Increases mod damage by 10.

Oakvale Hunter: Increases max damage by 10.

Born Leader [Virtue]: When character is alive, players within 10ft have -2 threshold for CC checks (does not affect self).


Hero Mode:
45 HP | 40ft walk, 60ft sprint
  • May reroll a failed sprint check, up to one success per event
  • May cross or move through water without a challenge check or movement penalty
Rogue | Corsair | Combatant [3] Commander [2]
Sword + Dagger - The Widow’s Fang: 2d22+3, crit on 14-22 for +7 per weapon
Pistol: 1d13+5, crit on 7-13 for +4 (20ft)

Initiative: 1d100
  • May reroll once per event and keep the second of the two rolls
Perception: 1d100+25
  • May reroll once per event and keep the second of the two rolls
  • May reroll a failed perception check, up to one success an event

Dueling: 5 HP, 5d10>6 offensive. +2 to defensive die pool.

Persuasion: 1d30>22. Attempt to persuade a target with logic.
Charm: 1d30+2>18. Attempt to win a target with charm or charisma.
Seduce: 1d30>18. Attempt to appeal to the target’s individual tastes with flirtation.
Plead: 1d30>22. Sometimes a good groveling might win the heart of a target.
Intimidation: 1d30>18. Attempt to force a target to see your way by frightening them.
  • +4 to threshold for non commoners
  • +4 to threshold for blood elves
  • Only roll for one social roll type for an event
  • If a diplomacy roll fails, roll 1d3 to need to challenge for duels, 1 is successful

Stealth [Passive]: Start stealthed at the beginning of battle. Deal an additional +5 modifier on attacks against a target when coming out of stealth. Attempt to restealth at the end of a turn by rolling 1d3, with 1 being a success.
Range: Self

Combat Reflexes [Passive]: Whenever attacked by a melee unit, roll 1d3. If a 1 is rolled, the attacker takes the damage instead.
Range: Melee

Vicious Strikes [2]: Capitalize on the weakness of an enemy. For the next two turns, deal damage to an enemy target and up to two adjacent targets within 5ft.
Range: Self

Sunderblast [3]: Fire a blunderbuss type of rifle. Strike two targets for 3d15+10 damage.

Scoundrel’s Tricks [3]: When used, the next attack dealt by the player will have a chance to stun a non-boss enemy target for a turn by rolling a 1d20>12 where a +12 is successful. This is a minor action.

Blade Dance [Dagger][3]: Minor action (can be used with other minor actions on a given turn). Deal half of the damage dealt by their basic attack to an adjacent target within 5 ft.

Riposte [Sword] [3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied.

Resourceful [Combatant]: Grants an additional use to every class ability.

Born Leader [Virtue]: When character is alive, players within 10ft have -2 threshold for CC checks (does not affect self).


Vices & Virtues:

Virtues:
  • (Sin’dorei) Arcane Affinity - +4 to Arcane checks.
  • (Sin’dorei) Beautiful - +2 to Charm.
  • (Commoner) Lay of the Land - +10 Perception, Reroll perception once per event and keep the second of the two rolls.
  • (Commoner) Lucky - Reroll any critically failed challenge checks up to one success per event.
  • (Veteran) Adventurer - Reroll an initiative roll once per event and keep the second of the two rolls.
  • (Veteran) Athletic - Reroll a failed sprint check, up to one success per event.
  • Swift - +5ft for walk and sprint.
  • Alert - +15 Perception
  • Born Leader - When character is alive, players within 10ft have -2 threshold for CC checks (does not affect self).
  • Amphibious - Cross or move through water without a challenge check or movement penalty.
  • Agile - +2 Dueling Defense die.
  • Scryer - Reroll any failed perception check, up to one success per event.

Vices:
  • Arrogant I - Whenever attempting a social challenge against another character, that character will have a +4 to their threshold if they do not have the same background as your character.
  • Mean I - Your character’s plead and persuasion attempts have a +4 to the threshold.
  • Pariah I - Whenever attempting a social challenge check against another character, that character will have a +4 to their threshold if they are the same race as your character.
  • Stubborn II - At the start of diplomacy, pick out a single type of social challenge roll. Only that roll type can be used for the remainder of the event.
  • Weakness to Arcane I - (Negates Arcane Affinity) -8 to Arcane checks.
  • Hotheaded I - Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.


Bandages/Poisons/Potions:

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

Oil of the Man Slayer: Increases +2 mod damage to all basic attacks and class abilities against all humanoid enemies.

Starkvenom Poison [x2]: Used on melee weapons. Increases damage to a single weapon by +1 mod or +4 max.

Flashing Star Grenade: 5d5 in a small explosion template. Also causes a bright flash forcing non-boss targets to roll 1d20>11 to prevent from being stunned.

Invulnerability Potion: Negate all damage to the character until their next turn. Can be used on a player which stays in effect until the player’s next turn. Can be used as an instant. Adds a diminishing return debuff on the target that lasts for the remainder of the event.


Items:

[The Widow’s Fang]: [Mystical Weapon] +1 to mod damage on basic attacks and abilities, +2 to max damage on basic attacks and abilities, -1 to crit threshold on basic attacks/healing - Crafted

[Flag of The Hangman]: [Mystical Banner]: +10 to max damage, +5 to mod damage, +15 to troop total - Crafted

[Fortified Essences]: 1
[Heroic Essences]: 0
[Mystical Essences]: 3
+0
#12609021 Aug 08, 2016 at 06:10 PM
Sunward
222 Posts
Updated to reflect 4.0 changes.
+0
#12661206 Aug 27, 2016 at 05:10 PM
Sunward
222 Posts
Updated to reflect 4.1 changes.
+0
#12800956 Oct 22, 2016 at 01:36 PM
Sunward
222 Posts
Updated to reflect 4.2 changes.
+0
#12872203 Nov 22, 2016 at 12:00 AM · Edited 11 months ago
Sunward
222 Posts
Updated with loot from Dying Sun Warship Events.

+2 Fortified Essences
+0
#12886275 Nov 28, 2016 at 10:44 PM
Sunward
222 Posts
Updated to reflect Character Stat changes.
+0
#12921787 Dec 14, 2016 at 11:54 PM
Sunward
222 Posts
Updated to include raiding perks.

Title: The Valiant
Veteran Perk: Adventurer
The player may choose to reroll an initiative roll once per event. They will keep the second of the two rolls.
+0
#12977317 Jan 09, 2017 at 11:58 PM
Sunward
222 Posts
Updated with loot from EoN: Nightfallen Resistance event.
+2 Fortified Essences
+1 Heroic Essence
+0
#13013310 Jan 24, 2017 at 11:05 AM
Sunward
222 Posts
Updated with loot from EoN: Nightfallen Event.
+2 Fortified Essences


Updated with loot from EoN: Queen's Hand Event.
+4 Fortified Essences
+0
#13054397 Feb 10, 2017 at 12:54 AM
Sunward
222 Posts
Updated with loot from the Cabal + Suncaster Event
+1 Heroic Essence
+0
#13054400 Feb 10, 2017 at 12:56 AM
Sunward
222 Posts
Updated to reflect the following:
9 Fortified Essences > 3 Heroic Essences > 1 Mystical Essence
+0
#13127786 Mar 14, 2017 at 12:42 AM
Sunward
222 Posts
Updated with loot from the rescue mission:
5 Fortified Essences


Updated to reflect the following:
6 Fortified Essences > 2 Heroic Essences
+0
#13149051 Mar 23, 2017 at 10:09 PM
Sunward
222 Posts
Updated with loot from the EoN Diplomacy Event:
2 Fortified Essences


Updated to reflect the following:
3 Fortified Essences > 1 Heroic Essence
3 Heroic Essences > 1 Mystical Essence
+0
#13196488 Apr 17, 2017 at 07:19 PM
Sunward
222 Posts
Updated to reflect the following:
4.4 Changes
Upgraded weapon to mystical quality
Changed class abilities
+2 Fortified Essences
+1 Heroic Essence
+0
#13225224 May 03, 2017 at 09:15 AM
Sunward
222 Posts
Updated to reflect the following:
+2 Fortified Essences (from Lovete's sheet)
+2 Fortified Essences (from Bricini's sheet)
6 Fortified Essences > 2 Heroic Essences > 3 Heroic Essences > 1 Mystical Essence
+0
#13343319 Jul 10, 2017 at 02:40 PM
Sunward
222 Posts
Updated to reflect 5.0 changes.
+0
#13380236 Aug 04, 2017 at 01:22 AM
Sunward
222 Posts
Updated to include 1 heroic essence and 2 fortified essences from event 8/3/2017.
+0
#13400984 Aug 18, 2017 at 12:10 AM
Sunward
222 Posts
Updated to reflect the following:
+2 Fortified Essences, +1 Heroic Essence from Vaelrin's event
+2 Fortified Essences from Sakialyn's event
+4 Fortified Essences from Telchis's event
9 Fortified Essences > 3 Heroic Essences > 3 Heroic Essences > 1 Mystical Essence
+0
#13410423 Aug 25, 2017 at 12:51 AM · Edited 4 months ago
Sunward
222 Posts
Updated to reflect the following:
+5 Fortified Essences from EPL Finale
6 Fortified Essences > 2 Heroic Essences > 3 Heroic Essences > 1 Mystical Essence
+0
#13410851 Aug 25, 2017 at 07:57 AM · Edited 4 months ago
Sunward
222 Posts
Updated to reflect the following:
[Roland's Seeking Darkness], Heroic Jewelry, disenchanted to 1 Heroic Essence
3 Mystical Essences used to forge: [Flag of The Hangman]: [Mystical Banner]: +10 to max damage, +5 to mod damage, +15 to troop total
+0