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#10522974 Jan 14, 2015 at 02:45 AM · Edited 2 months ago
198 Posts


45 HP | Base 1d36+8, crit on 27-36 +5

Stats: 5 Available
+3 Combatant:
  • +3 mod damage to all attacks anlass abilities
  • Resourceful [Passive]: Grants an additional use to every class ability.
+2 Politician:
  • +2 mod on all diplomatic rolls

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

Background: Noble
  • Born Leader: While your character is alive, players within 10ft of your character have -2 threshold for CC checks (Does not affect self)
  • Noblesse Oblige: Whenever your character attempts a social roll against another, they gain a -3 threshold to the success of that roll if they are a commoner.

  • Touched by Shadow (Free): Your character has a +4 to all shadow based challenge checks.
  • Versatile (Renown Purchased): You may choose an ability from another base class, replacing 1 of 3 of your normal class abilities.
  • 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. 1 = Success.
  • Manipulator: Grants Lie ability. 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 roll of 70+ is required to detect the lie. If found out, the liar takes 2DP dmg.
  • Inventive: Decreases the threshold of all challenge checks by -2.
  • Raconteur: Increases persuasion rolls by +2
  • Famous: Increases your Diplomacy Points by 1 DP.

  • Dishonorable II: When the party chooses the honorable route, your character must roll a 1d4 where 4 means that you will challenge the party leader in the direction of the action. This challenge can be verbal or via a duel.
  • Weakness to Light II: Your character cannot pass a light based challenge check.
  • Weakness to Decay II: Your character cannot pass decay magic challenge checks.
  • Wanton I: Opponents have a -4 threshold to success for charm and seduction attempts against your character.
  • Petty I: When a character within 15ft of your character successfully passes a challenge check, you must attempt to roll the same challenge check. If you do not roll equal to or higher than the other player, you are stunned for a turn.
  • Arrogant I: Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.
  • Violent I: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will then violently attack someone present.

  • Offensive Spells: 1d25+2, crit on 18-25 +5
    • Channeling: 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 by +1.
  • Dagger: 1d10, crit on 7-10+2
  • Spell-Shield [1]: Add a spell barrier to self that absorbs 15hp damage.

Class: Priest

Movement and Range: 35ft Spells | 30ft Walk | 50ft Sprint

Class Abilities:
  • Atonement[2]: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d20+5 and pick two targets - an enemy to attack and a compatriot to heal. Range: 35ft
  • Shadowfiend [2]: Shadowfiend hits for 2d10+4 per turn alongside main roll, healing the priest for all damage dealt. Lasts for 3 turns.
  • Dark Flight[2]: (Versatile) Using demonic speed and shadowy magic, the Demon Hunter immediately closes in on its prey. The Demon Hunter may teleport themselves to any visible enemy unit on the map dealing 1d27+11 damage in the attack.

Prestige Class: Ascendant
Bonus: -15hp, +5 max and +2 mod damage. Increases seduction and intimidation rolls by +1.
  • Possession [1]: The Ascendent will control the mind of a non-boss enemy unit and that target will move and act on the Ascendent’s turn. Each turn the Ascendent must roll 1d20>8 to maintain control of the enemy target. Should they fail the challenge roll to maintain control, the target will die and the Ascendant will take 2d10 damage. This damage cannot be negated and it cannot defeat the Ascendant.
  • Shadow Orbs [Passive]: Roll 1d3 every turn to determine how many shadow orbs are available to use. # of orbs summoned corresponds to # of dice on their regular attack. E.g. 2 orbs = 2d
[Oblivion’s Edge]:
  • +2 max dmg
  • +1 mod dmg
  • Spirit Leech: Roll 1d5 after basic attacks/healing abilities to add to your shield up to 30hp.

Alchemist’s Belt:
1. Health Potion
2. Mindvenom Poison: +4 max damage

Veteran Traits:
Act III Veteran: +5 HP in Hero Mode
Act IV Veteran: +1 Commander Point
Legionfall Veteran: +5 HP in Hero Mode


Rank: Officer

Unit: Suncasters

Troop Choice: Mage-Guard

Troop Abilities:
Spell Absorption [1]: Mage-Guard may nullify a negative spell that was cast against them or an allied target. This prevents any magical damage to the selected target. This is an instant skill. Range: 30ft.

Commander Points: 6 Available
  • Master Arcanist: +5 max and mod damage. Grants the Channel ability, allowing player to channel their magic to bolster their next attack by an additional die.
    • Cost: 1 Commander Point
    • Isidorian Spellcleaver is the renowned Lieutenant-Commander of the Mage-Guard assigned to Lady Azriah Thelryn as a gift from the House of Netherstar. A seasoned veteran, Spellcleaver is known for his deadly talent in shattering malicious magic and wise tactical decisions on the battlefield. His flame-wild hair distinguishes him from the rest of his ebony and violet clad compatriots, where it can be seen gathered in a plait beneath his ominous helm.
  • Arcane Affinity: Increases max and mod damage by 5.
    • Cost: 1 Commander Point
  • Arcanist Regalia: Increases troop total by +15 and max damage by 10.
    • Cost: 1 Commander Point
  • Bouncing Glaives: Mage-Guards may now attack a range of 20ft. They may also choose to attack two adjacent targets within 5ft of each other. Damage is then dealt equally between the two targets.
    • Cost: 1 Commander Point
  • Runic Nullification: Spells that are negated through the Mage-Guard’s Spell Absorption now heal the Mage-Guard unit for half of the spell’s total roll.
    • Cost: 1 Commander Point

Troop Total and Damage Roll:140 HP | 1d55+25

Movement: Melee-20ft Attack | 40ft March | 60ft Forced March
Ever Ascending
#13630667 Jan 31, 2018 at 01:52 PM
198 Posts
Updated to reflect 5.3 changes
Ever Ascending
#13823581 Jul 27, 2018 at 12:40 PM
198 Posts
Updated for 5.4 changes.
Ever Ascending
#13838529 Aug 17, 2018 at 11:28 AM
198 Posts
Updated to reflect 5.5 changes
Ever Ascending
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