Confessor-Surgeon Cere'thien Lissanathel Blackwood the Greenseer, First Class Argent Medic; Lady Greenweaver; Matriarch of House Duskleaf; Matriarch of House Blackwood; Retired Second Lieutenant Ranger-Scout; Dawnstar
The Confessor is both well known for her tendency to both uphold traditions and break them, depending on their suitability to her nature. Crowned with a pale silver-blonde head of hair with its customary silver streak from a widow's crest, she is perhaps as beautiful as she is deadly. Formerly having began her life as a child of a renowned ranger noble house and having become both a ranger herself and once wife to one of the highest of that order, she lost nearly all held dear only to turn and rebuild. Now somewhat content as a Confessor and member of the private militia of the Sunguard, she considers it her highest calling to heal where she once wreaked havoc upon command. Devout and stubborn like the trees of Eversong, the Matriarch has bound herself to the old nature magics while walking down the wild path of the druidic arts as a return full circle from her ranger roots. As changeable in mood as the sea from where her kin gain most of their long held wealth, she is entirely maternal in her essence and instinct.
90 HP(for Ancient of Lore) | Dice 1d80+40 (1d90+40 if below 25% health); or 1d45+25 for split heals (1d50+25 if below 25% health).
Sunward and Oakvale Warder Cere'thien Blackwood may command an immense ancient believed long lost to the Sin'dorei, whom heals upon the battlefield through its millennia old wisdom and endurance. Half religious zealot, half avatar of nature itself, a druids of sorts is what the lady has become, with only a beginning to said path. With her new power comes powerful allies, the ancients of the forest who have remained hidden for so long. In times of war, the Warders of Oakvale may summon upon the primal ancients of the forest. These are wise and powerful creatures whose presence are equally terrifying and awe inspiring.
The Oakvale Warder may choose one of the following in a Commander Mode battle. This replaces their normal troop choice. Note: If choosing an Ancient of Oakvale, they only have access to the Commander Points in the universal category of that player’s subunit.
Ancient of Lore: These nomadic and enigmatic creatures wander the great many roots that stretch across the world from Oakvale. There they have learned the true arts of healing. They have 90hp and heal for 1d40+10. They are a ranged healer only and have the following ability:
-Avatar of Life[Passive]: The Avatar of Life may choose to heal two targets and half their total healing roll. If a target is at 25% of their total healing value, then their roll for that target is increased by a +10 base. If an Ancient of Lore is present on the field, all wound rolls to players are decreased by 1.
Atonement: Cost: 2 Commander Points Bonus: Dawnmender units cannot deal damage but increases their mod healing by 10, and their max healing by 15. Decreases their troop total by -30. Wound rolls are reduced by 3. “Some scars run deeper than others.”
Thalassian Scribe: Cost: 1 Commander Point Bonus: Increases troop total by 15 and max healing by 5. “Who else do you think will be carrying all of those scrolls? Certainly I won’t”. -Cidfidous, High Priest of Belore
Silvermoon Confessor Cost: 1 Commander Point Bonus: Increases mod and max healing by 10. “Some confessors are easier to open your heart to than others.”
Sunreaver Vestments: Cost: 2 Commander Points Bonus: Increase troop total by 15, and max/mod by 10. “If the Sunreavers learned anything while being in the frozen north, it was that the normal attire in Eversong would make them freeze to death.”
45HP [Battle-harden stat, Veteran bonus gives +10 to HP]
Damage: 1d22+3: crit on 19-25 - gives a +5
Healing Spell: H: 1d24+7 (1d28+12 for TM): crit on 18-24 gives a +5
Druid Movement: Walk - 45ft | Sprint - 65ft | Range - Melee/30ft
Brilliant Tranquility: The druid calls upon the power of nature to restore their allies. Heal up to three targets for 2d10+10 healing. Healing is equally dispersed among all selected targets. Range: 30ft
Moonsong: Calling on the powers of nature, the druid brings forth an intense wrath of magic. Entangle an enemy target in place for a single turn preventing it to move, and then strike it for 3d8+4 nature damage. Range: 30ft
Bramblethorn Aura[Passive]: The druid summons powerful thorn like armor to protect itself and those within short range of it. All allied units within a 15ft radius will deal 15% of all damage taken back to any melee attackers. Cannot be used in commander mode. Range: 15ft
Support: 2 points spent, +2 mod healing to all spells and class abilities Politician 3 points spent, +3 mod on all diplomatic rolls Calm : 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.
Once upon new land and away from the immense power of the Well of Eternity, the Treesinger Mystics drew both upon the power of the arcane Sunwell and nature and later, stubbornly kept their traditions even when many elves chose to walk in the grace of the humans’ Light. Now, with the Sunwell containing arcane and pure magics, while still keeping their places in the deepest forest of Eversong, they have learned that there are more paths than one to good health and a cessation to the drums of war.
Bonus: -15hp. +4 max and +2 mod on all healing spells. +3 crit.
Bonus Skills: Vermillion Catalyst:The Treesinger Mystic channels natural healing powers on a formidable spell. Roll 1d5 to determine how many times the Treesinger Mystic can cast normal healing spells for the next 3 turns. The Treesinger Mystic may break up their healing spells between multiple targets. May be used in the same turn as a normal healing spell. Range:30ft
Blessed Resurrection:The Treesinger Mystic may resurrect a fallen ally while in combat. They will roll 2d10+5 to determine their health after resurrection. Not useable in Commander Mode. Range:30ft
With the destruction of House Silvermourn, more traditional teachings of druidic nature have begun to take root in the Oakhall. These old Quel’dorei remained within the hundreds of hidden burrows inside the great forests of Oakvale. Half religious zealot, half avatar of nature itself, these druids wish to share with the world their sacred arts of druidic magic. With them comes their powerful allies, the ancients of the forest who have remained hidden for so long.
Bonus: -15hp. Unlocks Guardians of Oakvale(Hero Mode Only) and the Ancients of Oakvale(Commander Mode Only)
Bonus Skills: Guardians of Oakvale: The Oakvale Warder will choose two of the following. They may pick two of the same type of Guardian.
Guardian of Woe: These primal guardians are powerful tree-ents who specialize in melee combat. They have 30hp and deal 1d10+2(Crit on 7-10 damage for +2). They come with the following ability:
-Shatterstone: The Guardian of Woe lashes out to two adjacent targets dealing 2d10+5 damage to each. Targets damaged by Shatterstone are rooted in place for one turn. The root does not work on monstrous creatures or bosses.
Guardian of Joy: These more spirited guardians are skilled in the healing arts of nature. They have 30hp and heal for 1d10+2(Crit on 7-10 for +2) and come with the following ability:
-Spiritbark: The Guardian of Joy targets an allied unit and protects them with a shield. Roll 2d10+7 to determine how much the shield can be applied for. It may be used as an instant.
Guardian of the Arcane: These weirwood aspects are rare and ancient. They have been warped by the arcane and are able to attack with magic at a distance. They have 15hp and deal 1d15+3(Crit on 11-15 damage for +5). They have the following ability:
-Arcanic Binding: The Guardian of the Arcane deal 3d10+5 damage to a single target. If the target is currently CC’d it will deal an additional 10 damage to the target.
Ancients of Oakvale: In times of war, the Warders of Oakvale may summon upon the primal ancients of the forest. These are massive and powerful creatures whose presence equal parts terrifying and awe inspiring. The Oakvale Warder may choose one of the following in a Commander Mode battle. This replaces their normal troop choice. Note: If choosing an Ancient of Oakvale, they only have access to the Commander Points in the universal category of that player’s subunit.
Ancient of War: These massive creatures are built for war and on the battlefield they personify the carnage and chaos that nature can bring. They have 120HP, and deal 1d45+15 damage. They are a melee only class and have the following ability:
-Avatar of War[Passive]: Whenever the Ancient of War kills an enemy target. They may roll 5d10+15 to heal themselves. They may also duel monstrous creatures and bosses. Their dueling dice are 1d25+2.
Ancient of Lore: These nomadic and enigmatic creatures wander the great many roots that stretch across the world from Oakvale. There they have learned the true arts of healing. They have 90HP and heal for 1d40+10. They are a ranged healer only and have the following ability:
-Avatar of Life[Passive]: The Avatar of Life may choose to heal two targets and half their total healing roll. If a target is at 25% of their total healing value, then their roll for that target is increased by a +10 max. If a Ancient of Lore is present on the field, all wound rolls to players are decreased by 1.
Ancient of the Arcane: While many druids would find such a creature to be profane, the Warders of Oakvale have chosen to adapt their great ancients with their natural affinity to magic. They have 90HP and deal 1d50+15 damage. They are a ranged only class and have the following ability:
-Avatar of Arcane[Passive]: Whenever an Ancient of the Arcane deals damage, they may roll 1d10 to creature a shield on themselves. The shield has a base HP of 20. At any point during the battle they may use all of the shield to increase their base damage by the total amount of the shield. (I.E. The Ancient of Arcane has a 15HP shield and wants to exchange it for damage it now has +15 base damage to add on its attack for that turn.)
Racial Virtues (for Blood Elf, 2 virtues, no cost):
Arcanic Affinity: Naturally gifted with Arcane magics. +4 to Arcane based challenge checks. Beautiful: Easy on the eyes. +2 to Charm.
Background (two virtues, no cost; plus one additional free virtue):
Aristocrat: Born among the higher class and as such know its workings. +4 to Etiquette challenge checks. Blessed (paid for with 2 vice points): You have been blessed by the gods. Allows your character to reroll any failed challenge checks. (Only one success per event). Mystical: Great mystics are not beyond you. +4 to all Knowledge challenge checks. Nature's Gift: One with nature. +4 to nature based challenge checks.
Endurance (paid for with 2 vice points): Able to withstand the exhaustion of battle. Wound roll landing on 'no wound', return to battle with 1hp. (Only one success per event) Swift (paid for with 2 vice points): Light on feet. Increases walk and sprint by +5ft.
Disciplined (paid for with 2 vice points): Training has made the greatest of dangers easier to face. When successfully resisting a CC check, gain 1d15+5 HP. Survivor (paid for with 2 vice points): Not easily defeated. Decreases wound rolls by -2.
Heraldry (paid for with 2 vice points): Naturally knows the politics of the land. Well learned and knows the key political players in any court. May choose to employ said knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC) Raconteur (paid for with 3 renown points): Gifted orator. Increases persuasion rolls by +2. Swagger (paid for with 3 renown points): Possesses a natural easiness. Increases seduction rolls by +2.
Old I: Getting too old for this. Increases wound duration by +1 week. Traumatized II: Past still haunts. At less than 50% HP or an allied character is defeated within 10ft, must pass a fear CC check of 1d20>16 to prevent from being feared for one turn. Unlucky I: Someone is not looking after you. (Negates Lucky) At the start of combat roll 1d2 where a 1 is considered to be successful. Rolling a 2 grants -30 to their initiative and perception rolls. Weakness to Fel II: Unable to handle fel magics at all. (Negates Fel Tainted) Cannot pass fel based challenge checks.
Arrogant II: Better than others. Or so you think. With attempted social challenges against another character, they gain a +4 to the threshold if that character has a differing background. Take 1DP damage with failed social challenge checks. Greedy II: Must have it, all of it. 15 to their loot rolls,. Roll loss grants "Heavy Wounds" due to envy. Does not stack with regular wounds. The mortal wounds are not actual wounds but your character will gain the mechanical debuff. You cannot give loot earned in events to other players. Stubborn I: There is only one way. When using a social challenge against a character, only use that same social option against that character for the remainder of the event. Wanton I: Prone to more sensual interactions when given a chance. Opponents have a -4 threshold for successful charm and seduction attempts against your character.
Health Potion: Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant. x2 (owned)
Revitalization Potion: 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. x2 (owned)
Invulnerability Potion: Allows a player to negate all damage to their character until their next turn. Can be used on a player which stays in effect until the player’s turn. Can be used as an instant. (owned) 2x
Dawnmending Bandages: Used at the end of a battle scene to heal a player for 1d30+5. Can be used on other players/self. (owned) 2x
Sunweavers Splint: Can be used on a wounded player to reduce their wound severity by a full tier. (Such as reducing heaving wounds to minor wounds). Can be used on other players/self. (owned) 2x
[Moon Guardian's Libram]: [Armor][Begin Combat with a 10hp shield][-1 to Wound rolls] [Rare quality]
[Lady Elonia's Crown]: [Armor][+5 to HP] [Uncommon]
[Herb Pouch]: [Jewelry][+10 to Perception] [Uncommon]
[Scroll of the Sunfury Court] - [Jewelry][+10 to Perception][Uncommon]
[Moon Guardian's Libram]: [Armor][Begin Combat with a 10hp shield][-1 to Wound rolls] [Rare quality]
Potions on Hand
Invulnerability Potion: Allows a player to negate all damage to their character until their next turn. Can be used on a player which stays in effect until the player’s turn. Can be used as an instant. (1x)
Health Potion: Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant. (1x)
Sunweavers Splint: Can be used on a wounded player to reduce their wound severity by a full tier. (Such as reducing heaving wounds to minor wounds). Can be used on other players/self. (1x)
Act III Veteran: +5hp in Hero Mode (Participation in Act III: Invasion of the Dawnspire).
Act IV Veteran: +1 Commander Point (Participation in Act IV: The Winter of Woe).
Legionfall Campaign: Veteran Award: +5hp in Hero Mode
"The difference between true nobility and false is this. One is gold put to the use of paving stones. The other is tin polished to ape a service of silver. Both are cruel." - Lady Maraiel Aranelyn Dawnsinger, mother of Cere'thien Lissanathel Blackwood. Character Tumblr (occasionally NSFW) - http://ladycerethien.tumblr.com