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#9976534 Sep 05, 2014 at 03:13 PM · Edited 24 days ago
165 Posts

Artwork by Nnamier

Commander Mode
125HP | 1d45+15 - 35ft | 6 Commander Points (+4 for Prestige, Dawnward, Sunward, and Light's Glory Veteran)

Suncaster Demonologists:
Though many within Quel’Thalas may not be proud lengths their people have gone to survive, there are some who viewed their action as necessary to the survival of their race. When the Fel crystals were flung across Quel’Thalas, warlock covens sprang up from the newly forged fires. The Suncaster employ several of these malicious taskmasters despite their nefarious reputation.

Imp Swarm[2]:
Suncaster Demonologists summon a horde of imps to the battlefield that deals 5d5+5 damage and have 30hp. They move and attack at the same range/distance as the Suncaster Demonologist. This is a minor action.

Commander Point Choices:

Arcanist Regalia [Passive]:
Cost: 1 Commander Point
Bonus: Increase troop total by 15 and max damage is increased by 10.
“A good magister knows exactly what to wear to battle, regardless of how revealing the armor may be.”

Arcane Affinity[Passive]:
Cost: 1 Commander Point
Bonus: Increases max and mod damage by 5.
The High Elves have always been blessed with a natural affinity to magic. It runs in their blood.

Battle-Mage Conditioning[Passive]
Cost: 1 Commander Point
Bonus: Whenever taking melee damage the player may roll a 1d10 to avoid the damage by blinking. A +5 is a successful dodge.
“Have you tried to fight a battle mage? You might as well be swinging a sword at a gnat in the dark.” -Spellbreaker Lewin

Ley-Walker’s Escape[1]
Cost: 1 Commander Point
Bonus: The Suncaster may switch their location with another friendly target regardless of the range.
“Once you can feel and see the streams of the ley, you may swim within them the same as any river.” -Orillion Starsuge

Summon Infernal[1]
Cost: 2 Commander Points
Bonus: Suncasters Demonologist summons an infernal to the field to stun a target and deal 5d10+10 damage to them at a range. The Infernal has 100hp and deals 2d30+10 damage in melee. They have the same movement distance as the Suncaster Demonologist. Infernals cannot be healed. This is a minor action.
“DOOM. MAYHEM. DESTRUCTION.” -Demon Lord Ryaal[/i]


Prestige Class - Courtly Investigator
Type: Politician

The courtly investigator are the arbiters of the Magistrate. Their sole duty is to root out corruption from wherever it may hide and extinguish it. Though these members often dabble in the darker sides of the Thalassian state, they are ultimately incorruptible. The Magistrate employs dozens of these inquisitors and they hold ultimate sway over the militias of Quel’Thalas.

+2 Diplomacy Points. +3 persuasion and intimidation rolls. +20 perception rolls.

Bonus Abilities:

Death Sentence[2]: Attempt to kill near death targets by rolling 1d20. Targets must be have less than 50% HP remaining. A roll of +12 is considered successful. Cannot be used on bosses.
Range: 30ft

Detect Weakness[1]: Courtly Investigators may attempt roll for perception in combat. If the roll is a 60+ the Courtly Investigator can determine the weaknesses of the enemy of the target and inform other players. If used in Diplomacy, the Investigator can see which types of Social Options a target may be immune or weak to.
Range: Self


Hero Mode - Warlock
60 HP | 10 DP | 1d25+3 Offensive Spell - 35ft | Crit on 18-25 +5

Character Stats: +5 to politician

Calm [1]: Diplomat characters may attempt to reroll a failed social attempt that might have enraged or dissuaded its intended target. Cannot be used to re-roll other players’ failed attempts.

Race - Sin'dorei:

Arcane Affinity: You have a +4 to Arcane based challenge checks.

Beautiful: Increases your character’s charm rolls by +2.

Background - Scholar:

Expert: Your character may choose to reroll any ability used in combat. They will keep the second of the two rolls. (Only once per event)

Learned: Allows your character to reroll any failed Knowledge challenge checks. (Only one success per event)


Cunning: Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP from the target. A roll of 1 is considered to be a success.

Fel Tainted: Your character has a +4 to fel based challenge checks.

Raconteur: Increases your character’s persuasion rolls by +2.


Jealous - Rank II: Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from challenging the opponent to a duel. (Sakialyn)

Weakness to Light - Rank I: Your character suffers a -8 to light challenge checks.

Clumsy - Rank I: Your character has a +4 threshold to physical challenge checks.

Channeling [Offensive Spell]:
A player may choose to channel a turn instead of casting an offensive spell or magical class ability, increasing the number of dice rolled for that ability to increase by +1.

Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant.

Herald of the Nether [Mythic Weapon]:

Composed of dark iron and silver, this staff was forged decades before the War of the Three Hammers divided the dwarven clans. It has served as Cynel’s weapon of choice ever since it was first gifted to him by his masters upon the completion of his tutelage in Dalaran. The dark iron that makes up most of its shaft is a natural conductor of magic and thus the perfect material for a mage’s staff. However, tragedy would eventually see that it was a mage’s staff no longer.

After Dalaran fell in the Third War, Cynel delved into the dark arts for answers on how to fight the Burning Legion. Cynel attached a large prism to the top of the staff with several smaller crystals orbiting around it. Today, they act as prisons for the souls Cynel takes from his foes so that their power might enhance his own.

Thus, the Herald of the Nether was born.


[+1 to Mod damage/healing on basic attacks and abilities]

[Spirit Leech: Roll 1d5 after basic attacks/healing and abilities to add to your shield up to 30hp]

[Arcanic Charge: When dealing damage with a weapon or a basic offensive spell, roll 1d3. If you roll a 1, then deal 1d7 damage to all enemies within 5ft]


Unyielding Corruption[1]: The warlock uses the dark arts to curse their opponent. Curse a target for three and deal 1d15+6 damage for the first turn and then 1d18+1 damage for the next three.

Soul Storm[1]: The warlock unleashes captured souls in a powerful blast around them. Deal 3d9+10 damage to all enemy targets within 10ft.
Range: 10ft

Life Siphon[2]: The warlock drains their enemy of precious vitality restoring themselves. The warlock drains an enemy target of 3d8+9 and heals themselves for damage dealt.

#12096989 Feb 23, 2016 at 04:49 PM · Edited 23 days ago
165 Posts

  1. Windfury Potion
  2. Revitalization potion


  • 29 fortified
  • 5 heroic
  • 0 mystical
#13513696 Nov 05, 2017 at 12:18 PM
165 Posts
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