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#11915523 Jan 02, 2016 at 11:33 PM · Edited 1 hour ago
Oathsworn
62 Posts
COMMANDER MODE

HP | Damage Roll(s):

Hp: 105
Damage: 1d45+20 (flanking charge 1d70+20)
Healing: 1d45+15

Subunit:
Dawnmenders

Rank:

Dawnward

Troop Choice:
Dawnmender Guardians

Troop Abilities:
Note: Dawnmender Guardians may heal for a turn instead of doing a direct melee attack.

Battlemending:
When attacking, Dawnmender Guardians only deal half the damage of their roll and then may choose to heal an allied target/sef for the full amount of their roll.

Movement and Range:
Range: Melee/ 35ft
Movement: March: 70ft Forced March: 90ft

Commander Points: 5

Argent Vestitude[2]
Cost: 1 Commander Point
Bonus: Allows healing to be placed on an allied target to be placed as a shield instead of restoring HP. The shield’s total HP cannot exceed 50.
“We survive because we adapt. Let our ceaseless pursuits never be hindered by stubbornness.” High Confessor Abigail Reddings

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

Blacksun Wrath
Cost: 1 Commander Point
Bonus: Dawnmender Guardians can now mount Blacksun Coursers and gain the ability to use flanking charge on enemy targets and also gains penetrating assault. This increases their max March/Forced March range by 25ft. (+25max if attacking from the side/back)
“There is a reason why the Blacksun Gate has never fallen and it has nothing to do with its towering walls.”

Venerated Cleric
Cost: 1 Commander Point
Retainer
Bonus: +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.
“Any soldier can become fearless when they have the support of a powerful healer at their back.”

Nightweaver Adherent
Cost: 1 Commander Point
Retainer
Unlocked: Nightfallen Resistance- The Edge of Night Campaign
Bonus: +5 to max and mod damage/healing. Grants the ability Arcanic Barrier[1]: For one turn, all healing onto a target will be added as a spellshield with a max of 50hp per unit. Minor action.
The healers of the Nightwell use its powers to weave wounds together just as they use its power to destroy.


HERO MODE

HP | Damage Roll(s):

Hp: 45
Damage: 1d25+9, crit 19-25 +5
Healing: 1d23+5, crit 17-23+5

Diplomatic Roll:


Character Stats:
Combatant +4, Support +1
Resourceful [Passive]: Grants an additional use to every class ability.

Race: Sin’dorei

  • Agile - Increases your character’s Dueling Defense die by +2.
  • Arcanic Affinity - You have a +4 to Arcane based challenge checks.

Background: Soldier
  • Disciplined - Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
  • Impervious - When your character has 75% or higher HP, CC checks against you have a -2 threshold.

Virtues:
  • Adventurer (Raid) - Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.
  • Athletic (Raid) - Allows your character to reroll a failed sprint check. (Only one success per event)
  • Versatile (Raid) - Your character may choose one ability from another base class.
  • Night Vision (Raid) - Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception.
  • Unbroken (RBG) - Your character may rerolled any failed physical challenge rolls. (One success per event).
  • Alchemist (1800 3s) - Increases your potion slot by +1.
  • Amphibious - Allows players to cross or move through water without a challenge check or a movement penalty.
  • Brave - Decreases the required threshold to pass a fear CC check by -2.
  • 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)
  • Learned - Allows your character to reroll any failed knowledge challenge checks. (Only one success per event)
  • Stern - Increases your character’s intimidation rolls by +2.

Vices:
  • Crass (I) - Your character have a -4 to etiquette challenge checks.
  • Frail (I) - Your character has a +4 to wounds and suffers an +1 to wound duration.
  • Hotheaded (I) - Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.
  • Plain - (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
  • Shy (I) - Your character's social challenge rolls have a +2 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.
  • Weakness to Shadow (II) - (Negates Touched by Shadow) Your character cannot pass shadow based challenge checks.

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

Offensive Spells(Spell): 1d30+9, crit 22-30 +5

Jai’Belore, Shaft of Sunlight: Mystic Item
[Spirit Leech: Roll 1d5 after basic attacks/healing and abilities to add to your shield up to 30hp]
[+1 to Mod damage/healing on basic attacks and abilities]
[+2 to Max damage/healing on basic attacks and abilities]
Damage: 1d15+7, crit 11-15, 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.

Class: Priest

Movement and Range:

Range: Melee/ 35ft
Movement: Walk 30ft/Run 50ft

Class Abilities:
Call of the Light[2]: The priest succumbs to the overwhelming power of the Light, increasing their spell power while simultaneously degrading their health. Deal 4d17+13 to an enemy target. Half of the damage rolled is also dealt to the priest. A player cannot kill themselves with their own spell. (Reflavoured Call of the Void)
Range: 35ft

Atonement[3]: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d22+10 and pick two targets - an enemy to attack and a compatriot to heal

Dawning Glory[3]: 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 3d14+12 healing/damage.
Range: Cone

Prestige Class: Sunshatter Ardent

-5hp. +3 max and mod by +2 damage and healing.

Perception passive: +20 to perception

Causality[Passive]: At the start of the event, the Sunshatter Ardent may choose a single allied player to be buffed with Causality. Whenever the Sunshatter Ardent deals damage for the remainder of the event, that target player is healed for 50% of the damage dealt.
Range: Self

Crusaders Fury[2]: The Sunshatter Ardent expends their magical power to strike at all of those near them. The Sunshatter Ardent deals 3d17+15 damage to all enemies foes within 5ft. All allied players within that radius are also healed for 50% of the damage dealt.
Range: 5ft

Alchemist Bag and Soldier Pack:
Potions/Poisons (3 slots):
2x Invulnerability potion ( 1x E)
1x Windfury potion (E)
1xMindvenom (E)
Bandage/Oil (2 slots):
1x Splint
1x Oil of the Demonslayer (E)
1x Darlings Grace (E)

Veteran Traits:
Demon Slayer- Adds the trait of Versatile, which allows players to pick a skill from another class. Awarded to the Sunguard raid team for clearing Hellfire Citadel.
Act IV Veteran- +1 Commander Point (Earned for participating in Act IV: The Winter of Woe).
Adventurer- The player may choose to reroll an initiative roll once per event. They will keep the second of the two rolls.
Athletic- The player may reroll a failed sprint roll once per event.
Night Hunter - Night vision trait

Campaign points (Account wide)

Act 4: 5 (2+2+1)
Legion: 6 (2+2+2)
Rank Dawnward: 5
Spent: 4
Current: 12
Crafting: Fortified Essence x4, Heroic Essence x0, Mystic Essence x5
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#12889298 Nov 30, 2016 at 05:39 AM
Oathsworn
62 Posts
Updated 30/11/16 with Character Stats
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#12928160 Dec 17, 2016 at 08:10 PM
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Updated 11/12/16 with Raiding perk
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#13112472 Mar 06, 2017 at 09:24 PM
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Updated 07/03/17 with raiding perk and renown from Legion campaign turn 3.
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#13220199 Apr 30, 2017 at 08:39 PM
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Updated 01/05/17 with 4.4 update.
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#13346197 Jul 12, 2017 at 09:35 AM
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Updated 13/07/17 with 5.0 and virtues and vices
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#13368692 Jul 26, 2017 at 09:48 PM
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Updated with normal KJ perk and 1 Mystical essence.
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#13384518 Aug 06, 2017 at 10:29 PM
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Updated 07 August 17 with RBG perk and 1 mystical essence
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#13391628 Aug 11, 2017 at 10:15 AM
Oathsworn
62 Posts
Updated 12 August 17 with 1800 3s extra virtue.
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#13468255 Oct 04, 2017 at 06:40 AM
Oathsworn
62 Posts
Updated 04/10 with system update
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#13647270 Feb 08, 2018 at 08:47 PM
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62 Posts
Updated 09/02/19
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