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#10813159 Mar 17, 2015 at 05:57 PM · Edited 3 months ago
110 Posts

Dawnward Adrianal Novastorm
The Valiant

Commander Mode:

HP 65 | Healing: 1d55+40 | Range: 35ft


Troop Choice:
Priests of Belore

“When the High Elves founded Quel’Thalas, they constructed a massive well of magical energies in secret. They named this font of power the Sunwell. The Priests of Belore are the stewards and guardians of this sacred place. They have over time learned to use the magic there to mend the terrible wounds of war. This caste of healers are lightly armored in ceremonial robes and are steeped in mysticism.”

Troops’ Abilities:

The Priests of Belore channel the energies of the Sunwell through haunting chants and powerful invocation. Priests of Belore may choose to channel during a turn to double their healing or damage.

Movement and Range:
Range: 35ft
Walk: 40ft
Forced March: 60ft

Commander Points:
5 Points

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.”

Runic Markings
Cost: 1 Commander Point
Bonus: Priests of Belore increases troop total by +15 and max and mod healing by 5.
“The Priests of Belore mark their entire bodies with runic tattoos to increase their ability to channel. It’s a tradition that was established before the founding of Quel’Thalas.”

Emberlight Heralding[2]
Cost: 1 Commander Point
Bonus: Instead of healing a target, the player may choose to give a player a shield. They will roll their normal healing roll and the total amount healed will add a shield to the target.
“The Priests of Belore are most common within the Emberlight where they guide the spirits of the dead to the afterlife.”

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.”

Hero Mode:

HP 55 ll Healing 1d25+5: crit on 15-20 +8 ll +30 Perception

Character Stats:
+3 Support
+2 Commander


Primary: Mace
Secondary: Shield



Movement Range:
Range: 35ft
Walk: 30ft
Sprint: 40ft

Class Abilities:

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.

Archmage’s Blessing [Passive]: When taking melee damage, roll 1d5 if you roll a 1, then your character will blink behind the enemy target and dodge the assault

Spell-weaving[Passive]: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Range: 35ft

Seraph’s Grace[Passive]: The Altruist gains an aura where units within the aura may roll for 1d10 healing on their turn for remaining within it.
Range: Self

Athletic[Passive]: Players may attempt to reroll failed sprinting checks. They can successful resolve a failed sprint roll once per event.

Adventurer[1]: The player may choose to reroll an initiative roll once per event. They will keep the second of the two rolls.

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

Aura of Protection[2]: The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant.
Range: 15ft

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+12 healing/damage.
Range: Cone

Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Range: Self

Guardian[1]: Target player takes half damage until their next turn. May be cast on self.
Range: Self

Divine Sacrifice[1]: Altruist sacrifices all their HP in order to heal the entire party. The Altruist is then rendered defeated and cannot be resurrected.
Range: Self

Prestige Class:

Born out of a fierce need to protect those they love the most, the few who walk the path of the Altruist are renowned for their ability to place their sole focus upon those who need their skills the most. Without care or concern for their own health, these healers bring to the battlefield a powerful, almost desperate need to ensure that each of their allies survive to walk off the field at their side. Willing to sacrifice all to save another, the gifts of an Altruist comes at a heavy cost.

Bonus: +5 base and +2 mod healing. Increases crit healing by +3. Cannot use offensive abilities. +20 to Perception


The Water Priest Regalia
  • Archmage’s Blessing: When taking melee damage, roll 1d5 if you roll a 1, then your character will blink behind the enemy target and dodge the assault
  • +5 to HP
  • Begin Combat with a 10hp shield

1 [Fortified Essence]
0 [Heroic Essence]
0 [Mystical Essence]

Alchemist Bag and Soldier Pack

Darling’s Grace:
Can be thrown to heal 5d5+5 to all targets within a small explosion template. Also applies a Grace buff healing 1d5 for the next two turns. (Use a single dot roll to determine damage on all targets impacted.) Costs: 250g

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. Cost: 500g

Veteran Traits:

Act IV Veteran: +1 Commander Point (Earned for participating in Act IV: The Winter of Woe).

Virtues and Vices

Raid Perks
  • Adventurer: The player may choose to reroll an initiative roll once per event. They will keep the second of the two rolls. (For raiding with the Sunguard in Emerald Nightmare and Trial of Valor) "You seize the day at any chance."
  • Athletic: Allows your character to reroll a failed sprint check. (Only one success per event) (For raiding with the Sunguard in Nighthold). "You have high stamina."

Race: Sin'dorei "Your people are known for their innate magical aptitude and determination to survive."
  • Beautiful: Increases your character’s charm rolls by +2. "You're easy on the eyes."
  • Arcanic Affinity: You have a +4 to Arcane based challenge checks. "You are naturally gifted with Arcane magics."

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) "You have mastered a particular area of study."
  • Mystical: Your character has a +4 to all Knowledge challenge checks. "The great mystics are not beyond you."

  • Companion: Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map. (Does not work on pets) "You have developed a strong bond with another." - Companion - Felo'thore Novastorm
  • Light Kissed: Your character have a +4 to light based challenge checks. "The Light has blessed you."
  • Lay of the Land: Increases your character’s perception rolls by +10. Allows them to reroll a perception roll once per event. They will keep the second of the two rolls. "You know local superstitions, trails, and culture."
  • Survivor: Decreases your character’s wound rolls by -2. "You are not easily defeated."
  • Night Hunter: increasing the distance they can see in the dark by +2 and increases their perception rolls while in the dark by +10.

  • Blind: Your character has a -30 to perception rolls and -5ft to range. [i]"You can't see that much."
  • Mean [II]: Your character can no longer plead or persuade other characters. "You're kind of a jerk."
  • Weakness to Shadow [II]: Your character cannot pass shadow based challenge checks. "Your body cannot handle shadow magics."
  • Shy: Your character's social challenge rolls have a +2 threshold. [i]"You tend to avoid social interactions."
"Don't look behind you."
#13753266 Apr 25, 2018 at 08:47 PM
110 Posts
Updated on 04/25/2018 at 8:47pm [ST]
"Don't look behind you."
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