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#12078669 Feb 18, 2016 at 08:46 AM · Edited 1 day ago
Oathsworn
63 Posts
Dawnward Sederis Emberheart

A survivor of countless battles, each as pointless as the last, Sederis Emberheart has nothing left to him but a death wish. Fusing both the training from his youth, with the training he received in Pandaria, he journeys from battle to battle like a pilgrim of war.

Participating heavily upon the Broken Shore, he leads a company of Legionfall, comprised of those who volunteered to fight against the end of the world.



Commander Mode

The Soldiers of Legionfall

The men and women Sederis leads into battle are volunteers who came under his command at the Broken Shore and have followed him ever since. These simple men and women stand against demons and fel-magics wielding nothing but the blades in their hands and courage in their hearts. They signed up knowing that there would be no powerful heroes to have their backs, or fancy artifacts to save them. They stayed, knowing there would be enemies unending and to fight an eternal war.

HP:145
D:1d40+25
D AoW: 1d60+25
Movement: 50 / 70

Subunit: Sunspears

Rank: Dawnward

Troop Choice: Swordmasters

Troop Abilities:

[Banner of the Flayed Demon: When active, players within 5ft are immune to routing mechanics]

Devastating Strike[1]:
Damage: 5d10+20
The Swordmasters deal a powerful burst attack upon a melee target.

Art of War [Passive]:
Before any melee attack deals damage to Swordmasters they counter attack their enemy with a basic attack. Damage dealt this way is halved.

Break Them! [Passive]:
Swordmasters gain Flanking Assault upon their first attack. This may be used when attacking from the front or flanks for +25 max damage on the charge. This skill may be only used in Commander Mode.

Movement and Range: 40 / 60 - Melee + Banner of the Broken Bulwark

Commander Points: 5
Seasoned Battlemaster
Cost: 1 Commander Point
Retainer
Bonus: +5 max and mod damage. The Seasoned Battlemaster makes the player, and those adjacent to them, immune to fear/routing whenever they have an allied unit on their right and left flank (within 5ft).
Regimental Captain
Cost: 1 Commander Point:
Bonus: Increase the mod damage by 10.
Shield Wall[1]
Cost: 2 Commander Points
Bonus: For the next turn your target will take half damage. This may be used as an instant.
Ceremonial Greatswords
Cost: 1 Commander Point
Bonus: When striking with Art of War, max damage is increased by +10 but on normal attacks it is decreased by 10.


Hero Mode

HP: 65
D: 1d26+5: crit on 19-26 +3 (Spear) 5ft
H: 1d25+2: crit on 18-25 +5
Movement: 40 / 60
Initiative: +10


Diplomatic Roll:
-3 to charm and seduction
-4 to etiquette
social challenge rolls have a +2
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.

-4 to seduction rolls against him

Character Statistics
Combatant +1 Guardian +3 Commander +1
  • +1 Damage Mod
  • +15HP
  • Taunt: 1d20. Range 10ft. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.Resolute [Passive]: You may attempt to re-roll any failed rolls that may impair your character from action.
  • +5HP in Commander Mode

Race: Sin’dorei

Background: Soldier

Virtues:

Arcanic Affinity: Race 1/1
You have a +4 to Arcane based challenge checks.
Endurance: Background 1/2
Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Disciplined: Background 2/2
Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Swift: One Chosen Trait
Increases your character’s walk and sprint by +5ft.
Reserved: Replaces Beautiful [Negated by Crass]
Seduction attempts against your character have a -4 modifier.
Brave: Vices 1/4
Decreases the required threshold to pass a fear CC check by -2.
Survivor: Vices 2/4
Decreases your character’s wound rolls by -2.
Lucky: Vices 3/4
Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
Martinet: Vices 4/4
Your character may reroll any die that lands on a 1 during a Dueling Attack roll.
Athletic: Raider
Allows your character to reroll a failed sprint check. (Only one success per event)
Adventurer: Raider
Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.
Versatile: Raider
Your character may choose one ability from another base class.

Vices:

Plain: Rank 1
(Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls
Crass: Rank 1
Your character have a -4 to etiquette challenge checks.
Shy: Rank 1
Your character's social challenge rolls have a +2 threshold.
Stubborn: Rank 2
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.
Implacable: Rank 2
At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must choose another target to defeat.

Equipment:

Zin’jang, Guardian of the Realm
D: 1d22+3: crit on 16-22+3
Leg Sweep[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20<12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.
Life Leech: Roll 1d5 after basic attacks/healing and abilities to heal for the amount rolled
Spirit Leech: Roll 1d5 after basic attacks/healing and abilities to add to your shield up to 30hp
Range: 5ft (spear) + 5ft (item)


Healing Spell
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Range: 30ft

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

Class: Monk

Movement and Range:
Movement: 40 / 60
Range: Melee / 30ft

Class Abilities:

Inner Calm[1]: The monk reaches a point of inner peace mid battle. Remove all CC effects off of your character and give your character a 15hp chi shield. Can be used as an instant.
Range: Self

Roll[1]: The monk tucks and rolls 10ft to avoid a melee assault. May be used as an instant.
Range: 10ft

Iron Palm Punch[2]: Slamming their fist hard into a foe, the monk makes their enemy target focused on their presence. Deals 2d15+8 damage to an enemy targets and applies taunt. Deals full damage to fortified units.
Range: Melee

Prestige Class: Bladelord

Adventurer Feat: replace a single hero mode skill with one of any other base class
Threatening Shout[1]: The warrior challenges nearby foes to engage them in battle. The warrior may target up to three enemy targets within 15ft to taunt them. They do not need to roll for a taunting check.
Range: 15ft

Bladesong[Passive]: Whenever the Bladelord is attacked in melee, they may roll 1d2 to determine if they will strike the enemy attacking them before they are struck. A roll of 1 is considered to be successful. The Bladelord will always strike before they attacked. Some boss abilities will circumvent this mechanic.

Items:

Banner of the Broken Bulwark
· [+15 to Troop Total]
· [+10 to March and Forced March distance]
· [Banner of the Flayed Demon: When active, players within 5ft are immune to routing mechanics]

Zin’jang, Guardian of the Realm
· [Reach: +5ft range to basic attacks/healing and abilities]
· [Life Leech: Roll 1d5 after basic attacks/healing and abilities to heal for the amount rolled]
· [Spirit Leech: Roll 1d5 after basic attacks/healing and abilities to add to your shield up to 30hp]

Alchemist's Belt

Windfury Potionx1

Allows a player to have a second action during their turn such as two attacks. Can be used on other players. If used on a player not on their turn, that player will act on the same turn as the user of the potion. Cannot be used as an instant. Cost: 500g

Invulnerability Potionx1

Allows a player to negate all damage to their character until their next turn. Can be used on a player which stays in effect until the player’s turn. Can be used as an instant. Cost: 500g

Soldier's Pack

Flashing Star x2
Can be thrown to deal 5d5+5 damage to all targets in a small explosion template. Also causes a bright flash forcing non-boss targets to roll 1d20>11 to prevent from being stunned. Costs: 250g

Veteran Traits:
Veteran of the Winter of Woe:
1 Commander Point
Athletic: Raider
Allows your character to reroll a failed sprint check. (Only one success per event)
Adventurer: Raider
Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.
Versatile: Raider
Your character may choose one ability from another base class.

Renown:
Act IV: (2+2+1) = 5
Legion: (2+2) = 4
Pheonix Guard = -2
Bladelord = -2
Total: 5

Loot:
[Fortified Essences]x30 Zalin's Trial + Demon Hunter things + BRH Catacombs + Colony Naga Event + Will Quest + Rescue Mission + Finale + Siege of Light's Hope + Scarlet Enclave + Defence of Thalassian Pass
[Heroic Essence]x2 Finale + Siege of Light's Hope
[Mythic Essence]x2 Legionfall Start + RBG team 1600
-3 Mythic Essences: Banner of the Broken Bulwark
-3 Mythic Essences: Zin’jang, Defender of the Realm
= 0 Anything
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#12102638 Feb 25, 2016 at 07:44 AM · Edited 7 months ago
Oathsworn
63 Posts
The Death Seeker Corps

Recently folded into the 8th Emberwarden Battalion, they are a collection of volunteers from all walks of life. Each of them subscribes to their commander's philosophy: That only two things matter in battle. Chaos & Luck. These words are inscribed under the Death Seeker crest located on the left pauldron of the Death Seeker regalia. A black and white shield divided into four, black skulls on white in diagonal sections. Looking up to the Heroes of Winter's Woe, they have a proud heritage to live up to

HP:110
D:1d55+25
Movement: 45 / 60

Troop Choice: Waywatcher Assassins

Commander Points: 4

Nightshade Venom[2]
Cost: 2 Commander Points
Bonus: Increases mod damage by 5 and max damage by 15 for a turn. Assassins with active Nightshade Venom cannot be healed. Targets attacked with Nightshade Venom cannot be healed and if they are healed, they take damage equal to the heal. Can be used in conjunction of a regular attack.
“If the Amani had one thing right, it was their ability to make toxic poison.”

Truefeather Heralding:
Cost: 2 Commander Points
Bonus: Increases mod damage by 10 and max damage by 15 and Increases troop total by +30. Waywatcher Assassins can no longer stealth.

Leaders

Warrant Officer Frae Mal'darin.

1st Platoon:
Master Sergeant Krissen Dawnhollow

2nd Platoon:
Corporal Prendir Voidflame

3rd Platoon:
Corporal Dennerim Bloodleaf
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#12368730 May 11, 2016 at 02:50 AM · Edited 7 months ago
Oathsworn
63 Posts
5th Heartlander Honorguard

Volunteers from the Heartlands, these men are clad in bronze half-plate and shields that shine like the sunwashed shores from whence they came. Unlike their conscripted counterparts, they have been expertly drilled and trained to form different impenetrable phalanxes. Making them ideal frontliners when dealing with both infantry and cavalry forces. Their insignia found on their banner is a golden sun shining bright across a red shore.

HP:125
D:1d30+30
Movement: 40 / 60

Troop Choice: Phoenix Guard

Hold the Line[Passive]:
Phoenix Guard are unable to be penetrating assaulted, and they do not suffer from a flanking charge. They deal double damage to enemy cavalry.

Fear No More[Passive]:
Phoenix Guards are immune to fear causing spells.

Commander Points: 4

Regimental Captain
Cost: 1 Commander Point:
Bonus: Increase the mod damage by 10.
“Every good commander needs competent officers to command their soldiers. Regimental Captains keep soldiers sharp and disciplined. “

Glorious Rebirth[1]
Cost: 2 Commander Points
Bonus: On a strike that would normally defeat a unit of Phoenix Guard, you may attempt to revive your fallen unit. A roll of 1d20 is required with a 12+ to be considered successful. Revived units come back at full health.
“There is a reason that they have taken the Phoenix as their standard.”

Blazing Bulwark
Cost: 1 Commander Point
Bonus: Phoenix Guards now deal full damage to fortified units.
“The Phoenix Guard are well known for their long halberds which are prefect for stopping a charge in its tracks.”

Leaders

Major Kereth Hearthstep
Captain Corae Dayseeker

1st Platoon:
Lieutenant Dendarin Blazewind
Master Sergeant Horth Flamemeadow

2nd Platoon:
Senior Sergeant Crenthyn Sunmoor
1st Sergeant Lorick Winddancer

3rd Platoon:
1st Sergeant Laen Firebrook
2nd Sergeant Perciel Lightleaf

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#12394008 May 20, 2016 at 12:20 AM · Edited 7 months ago
Oathsworn
63 Posts
58th Kearnish Dragoons

"A phalanx is useless if flanked. So I guess we better throw our best men in protecting those flanks."

HP:75
D:1d40+20
Movement: 65 / 85
Ranged:30ft

Troop Choice: Hawkstrider Outriders

Ranged: Hawkstrider Outriders are able to cross a great distance and attack at a range.

Commander Points: 4

Hit and Run[Passive]
Cost: 2 Commander Points
Bonus: Hawkstrider Outriders are no longer subject to normal movement rules. They may Move/Attack/Move again all within the same turn.
“How can they unmount us if they never catch us?”

Quel’Dorei Husbandry
Cost: 2 Commander Points
Bonus: Hawkstrider Outriders are replaced by Quel’Dorei Outriders which are mounted on mystical Quel’Dorei steeds. This increases their max and mod damage by +10 and increases their March/Forced march range by +10.
“The Quel’Dorei bred brilliant white coursers for their armies. These hearty horses make fine heroic mounts”
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#12890823 Nov 30, 2016 at 07:36 PM
Oathsworn
63 Posts
[Updated for Character Stats]
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#12907815 Dec 08, 2016 at 10:56 PM
Oathsworn
63 Posts
[Updated for Soldier's pack Update]
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#12921860 Dec 15, 2016 at 01:28 AM
Oathsworn
63 Posts
[Updated for Helya kill perk]
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#13346244 Jul 12, 2017 at 10:13 AM
Oathsworn
63 Posts
[Updated for Virtues and Vices]
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#13471347 Oct 06, 2017 at 08:26 AM
Oathsworn
63 Posts
[Updated for Armory Changes]
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