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#10283036 Nov 13, 2014 at 08:36 PM · Edited 3 days ago
73 Posts

Name: Caeliri Dawnsworn
Rank: Dawnward
  • [+1 to Mod damage/healing on basic attacks and abilities]
  • [+2 to Max damage/healing on basic attacks and abilities]
  • [+2 to Crit damage/healing on basic attacks/healing]

60 HP / Healing Spell: 2d26+6: (crit on 19-26 +7) / Melee: D: 2d12+1 (crit on 9-12+4)

Social Rolls
Charm - 1d30+3<18
Seduction - 1d30+3<18
Persuasion - 1d30-3<18

Weapon: Sword + Shield
  • Riposte[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.
  • Guardian[1]: Guardian[1]: Instant. Target player takes half damage until their next turn. May be used on an allied player within 5ft of your character. May be used as an instant.
Base Class: Paladin
Prestige Class: Exemplar
  • Bonus: Adds an additional die to basic attack and healing rolls. +20 to Initiative.

3 points spent, +3 mod to healing.
Battle-Mending[Passive]: Support characters may choose to have their heals be split between two players healing either equally. Healers must declare the two targets selected prior to rolling to qualify.
1 point, spent, +1 mod on all diplomatic rolls
1 point spent, +5 HP.
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

Race (Blood Elf):
  • Beautiful - Increases your character’s charm rolls by +2.
  • Arcanic Affinity - You have a +4 to Arcane based challenge checks.

Background (Commoner):
  • Charming - Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
  • Swagger - Increases your character’s seduction rolls by +2.

  • Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
  • Brave - Decreases the required threshold to pass a fear CC check by -2.
  • Survivor - The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
  • Light Kissed - Your character have a +4 to light based challenge checks.
  • Athletic (Nighthold Sunguard Raid Team)- Allows your character to reroll a failed sprint check. (Only one success per event)
  • Versatile - Your character may choose one ability from another base class, replacing one of your normal class abilities.

  • Fool - You have a -4 to your persuasion rolls.
  • Wanton (Rank II) - Opponents have a -4 threshold for successful charm and seduction attempts against your character.
  • Weakness to Shadow (Rank II) - Your character cannot pass shadow based challenge checks.
  • Unproven - (Negates Fencer) Your character has a -1 dueling attack die.
  • Honorable II - (Negates Dishonorable) When the party chooses the dishonorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.
  • Unlucky - At the start of combat roll 1d2 where a 1 is considered to be successful. If your character rolls a 2 then they have a -30 to their initiative and perception rolls.


  • Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
  • Dawning Glory[2]: Charging up holy magic, the paladin showers all of those before them with a magical blast. The paladin heals all allied units or damages enemy units within a cone for 3d6+10 healing/damage.
  • Range: Cone
  • Sacred Grace[2]: The paladin attempts to internalize their healing abilities as pure holy magic. The paladin heals a target for 3d10+8 HP. Does +10 healing on targets under 10 HP.
  • Range: 35ft
  • Atonement[2]: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d20+8 and pick two targets - an enemy to attack and a compatriot to heal.
  • Range: 35ft

Prestige Class Abilities:
  • Amplified Restoration[2]: Attempt to heal a target for 3d12+5. The skill also heals the Exemplar for whatever is rolled.
  • Divine Intervention[1]: The Exemplar may target an allied player and negate all damage taken for the round. This skill may be used as an instant. (30ft)


Dawnmender Guardians: 110 HP | d: 1d50+25 h: 1d35+10
Note: Dawnmender Guardians may heal for a turn instead of doing a direct melee attack.
  • Battlemending: Whenever a Dawnmender Guardian attacks and enemy unit, it will deal half the damage of the roll and heal a chosen target for the full amount of the roll.
  • Sunreaver Vestments: Increase troop total by +15 and max and mod healing by 10.
  • Silvermoon Confessor: Increases mod and max healing by 10.
  • Black Templar Champion: Allows the player to swap their healing dice to be damage.

Commander Points: 5/5 spent


Veteran Rewards:

  • 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).
  • Privateer- Extra potion slot. Awarded to Sunguard raid team for clearing Highmaul and Blackrock Foundry.

#12521836 Jul 06, 2016 at 02:15 PM
73 Posts
Updated 7-6-16

#12887232 Nov 29, 2016 at 10:09 AM
73 Posts
Updated 11-29-16 with Roles/Stats!

#13184350 Apr 10, 2017 at 03:07 PM
73 Posts
Updated for 4.4 + Potions

#13337221 Jul 06, 2017 at 07:02 PM
73 Posts
Updated 7-6-17 w/ weapon!

#13342170 Jul 10, 2017 at 12:13 AM
73 Posts
Updated 7*10-17 Vices and Virtues

#13838495 Aug 17, 2018 at 10:50 AM · Edited 9 months ago
73 Posts
Updated 8-17-18
  • Changed Virtue/Vice text for Survivor
  • Removed Traumatized II and Pushover after events of The Phoenix Heart
  • Added previously unused raiding trait Athletic
  • Updated weapon type and ability
  • Added social rolls
  • New image

#13952244 Jan 26, 2019 at 01:51 PM · Edited 4 months ago
73 Posts
Updated: 1-26-19
  • Commander Mode ability update
  • Dice edit

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