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#10089875 Sep 30, 2014 at 03:56 PM · Edited 24 hours ago
152 Posts

V A E L R I N . F I R E S T O R M

A man known for acting first and thinking later. Enigmatic and elusive, he leads the unit known as the Pathfinders. Vaelrin serves as the Archon's dagger, a blade used only when in need to stealth and take their enemies by surprise. A cold yet cunning man that serves and fights with the only mindset to overthrow their enemies and bring victory each and every time.

150HP || (-20 Crossbows) (+15 Warpaint)
1d70+30 ||(1d30 Default +5 Warpaint +10 Oakvale) (+10 Default +5 Warpaint +10 Silver) (+10 Max +5Mod Banner)

The Wraith, Ranger-Captain || Commands the Pathfinder Rangers

Black Reavers Heavy Crossbows :
These expert brawlers are the Dread Captain’s finest fighting forces. They can come equipped with dual-wielding or crossbow varients. Good melee fighters and good at dealing poison and full damage to fortified. Black Reavers will forgo their wicked blades and take up a Heavy Crossbow instead, dealing full damage to fortified targets but decreasing their troop HP by -20.

Vile Toxins[1]
Cost: 1 Commander Point
Bonus: The Black Reavers coat their weapons in a vile toxin for the next two turns, making their non-boss targets unable to move when attacked.

Cruel Games[Passive]
Cost: 2 Commander Points
Bonus: If the Black Reavers are defeated in battle they may resurrect themselves back to 50% HP, but the player must roll a 1d4. If they roll a 4, then the Black Reavers have turned their coats and are now working for the enemy faction!

Act 4 Bonus Grants 1 Commander Point

Ranging Tools
Cost: 1 Commander Point
Bonus: At the end of each turn, Pathfinder units may attempt to replenish lost soldiers by rolling a 1d15. Whatever rolled will be added back into their health pool.
“When you’re a farstrider, you need to have the proper equipment for it.”

War Paint
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and increases max and mod damage by 5.
“Alleria Windrunner often had her rangers paint their faces. They knew that even orcs could know fear.”

Cost: 1 Commander Point
Bonus: The Ranger attempts to flush out up to two stealthed units. Roll 1d20 where an 8+ is considered successful.
“A bright light can be as deadly as any arrow.”

Elkwood War-horn[1]
Cost: 1 Commander Point
Bonus: Add a 25hp shield. May be used as an instant.
“The great bellow of a Elkwood War-horn reinvigorates the most seasoned of Farstriders.”

Oakvale Hunter
Cost: 1 Commander Point
Bonus: Increase max damage by 10.
“The hunters of Oakvale are efficient and clean. They never fail to capitalize on opportunities presented.”

Blackwood Silversmithing
Cost: 1 Commander Point
Bonus: Increases the mod damage by 10.
“The smiths of House Blackwood are accomplished rangers in their own right and their silvered armor is lite and easy to maneuver in.”

[Banner of Shallowbrook]
[+10 to Max damage]
[+5 to Mod damage]
[+15 to Troop Total]


HP: 60 (50 Default  +5 Act 3 Bonus +5 Legionfall)
Bows: D: 1d31+12: Crit on 24-32 +9
Range: Base Class or 30ft
Hunter Movement
30ft / 50ft / Melee / 40ft

Character Stats:+5 to Combatant,
Resourceful [Passive]: Grants an additional use to every class ability.
Flaming Shot[3] Minor Action (can also be used with other minor actions on a given turn). When used, the player will shoot their target for their normal basic attack and then roll a 1d2 to see if the shot ignites the target for half the total damage dealt. 1= Success, 2=fail.

Character Role: Commander
Prestige Class: Dread Captain
Cunning and swift, the Dread Captain often favors being aboard the deck of a ship over dry land. While they are capable of delivering powerful assistance on land, at sea these raiders are a force to be reckoned with. Years spent on Azeroth’s harsh oceans have honed the naval combat skills of these salty seasoned veterans. They have learned how to rally those around them and empower them with a fierce resolve, bringing an inspiring level of cooperation to people reputed for their individualism, greed, and glory-seeking.

Prestige Class Bonuses:
Bonus: +3 max and +2 mod damage on any attack. +20 initiative and perception.

[Alah'ni, the Urchin] - Bow
+1 to Mod damage on basic attacks and abilities
+2 to Max damage on basic attacks and abilities
Life Leech: Roll 1d5 after basic attacks and abilities to heal for the amount rolled

Class Abilities:
Eagle Eye[2]: The hunter focuses on their elite shooting abilities to strike a target in the right spots. For the next two turns. Basic attacks are guaranteed to crit despite the number rolled.
Range: Self

Nightshade Venom[3]: The hunter coats their weapon with nightshade venom. Deal 1d19+13 damage on a target and for three turns deal 1d9 damage each turn. In the event the enemy attempts to heal the target, the healing is nullified and the target takes 15 damage.

Snipe[2]: The hunter uses a steadied and deadly shot to slay an enemy at a range. Deal 3d17+13 damage to a single target. Damage is doubled if the target is CC’d.
Range: 40ft

Prestige Abilities:
Captain on Deck[Passive]: The Dread Captain gains a 15ft aura that increases base damage by +2 and crit damage +5 for all players within it. Units cannot be stealthed while within the aura.
Range: Self

“Let it fly!”[2]: The Dread Captain may choose an ally player within 35ft to gain an additional turn in the same round as the Pirate-Lord. This skill may be used in Commander Mode.
Range: 35ft

V I C E S & V I R T U E S

Race | Blood Elf
Your people are known for their innate magical aptitude and determination to survive.

  • Arcanic Affinity
  • You have a +4 to Arcane based challenge checks.
  • Beautiful
  • Increases your character’s charm rolls by +2.

Background | Merchant
Self-made, successful, and have learned the value of negotiation and a good deal. You are someone who has made a life for yourself based on your own wits and skills.

  • Bribery
  • Your character may spend fortified essences to increase your social rolls by +2 for each essence used. Your character may also attempt to calm an enraged NPC if outside of a diplomatic engagement by rolling a 1d20>12 etiquette roll
  • Raconteur
  • Increases your character’s persuasion rolls by +2

Character | 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.

Raid Bonus

  • Athletic | Nighthold
  • Allows your character to reroll a failed sprint check. (Only one success per event)
  • Adventurer | Emerald Nightmare
  • Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.

V i r t u e s

  • Swift
  • Increases your character’s walk and sprint by +5ft.
  • Dexterous
  • Your character has a +2 to physical challenge checks
  • Swagger
  • Increases your character’s seduction rolls by +2.
  • Manipulator
  • Replaces plead with Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.
  • Expert
  • Your character may choose to reroll any ability used in combat. They will keep the second of the two rolls. (Can only be used once per event)
  • Survivor
  • Decreases your character’s wound rolls by -2.

V i c e s

  • Crass (II)
  • Your character cannot successfully pass an etiquette challenge check.
  • Mean (I)
  • Your character's plead and persuasion attempts have a +4 to their threshold.
  • Stubborn (II)
  • At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
  • 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.
  • Old (I)
  • Increases wound duration by +1 week.
  • Shy (I)
  • Your character's social challenge rolls have a +2 threshold.
  • Weakness to Shadow (I)
  • (Negates Touched by Shadow) Your character suffers a -8 to shadow challenge checks.
  • Reckless (I)
  • Whenever your character fails a CC check they take an additional 1d10+5 damage.

1 mystical essence
2 heroic essences
#11990041 Jan 24, 2016 at 02:58 PM
152 Posts
#12345928 May 02, 2016 at 09:01 PM
152 Posts
Prestige Class Name Updated
#12900533 Dec 05, 2016 at 08:08 PM
152 Posts
Updated to reflect recent changes.
#13136409 Mar 17, 2017 at 08:44 PM
152 Posts
Recent change.
#13171344 Apr 04, 2017 at 01:01 PM
152 Posts
Updated with inventory.
#13196590 Apr 17, 2017 at 08:44 PM
152 Posts
Updated Inventory
(With correct numbers this time)
1 mystical essence
2 heroic essences
#13341486 Jul 09, 2017 at 03:14 PM
152 Posts
Update Log:
Vices & Virtues addition.
#13354251 Jul 17, 2017 at 01:16 PM
152 Posts
Tweak on virtues update. Added veteran stats.
#13380243 Aug 04, 2017 at 01:27 AM · Edited over 1 year ago
152 Posts
Updated with essences. 2 fortified and 1 heroic. [ Legionfall Campaign: Event 1 ]
#13430027 Sep 07, 2017 at 08:50 PM
152 Posts
updated with +5 Fortified Essences from EPL finale.
#13505955 Oct 31, 2017 at 02:37 AM
152 Posts
updated with 6x Fortified Essences event with monster tentacle thing
#13574329 Dec 18, 2017 at 09:16 PM
152 Posts
2x fortified essences for Event 12/11
#13641813 Feb 07, 2018 at 06:47 PM
152 Posts
Update troop choices to Black Reaver and mod/damage changes to prestige class.
#13914143 Dec 02, 2018 at 11:07 PM
152 Posts
Mystical essence added for raiding.

Also adjusting Fortified.
#13914743 Dec 03, 2018 at 07:28 PM
152 Posts
Crafted Banner of Shallowbrook.

- 3 Mystical Essences
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