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: 70
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
Re-roll your character’s wound rolls once.
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)
Stalwart: Vices 4/4
Whenever your character successfully passes a challenge check, gain 1d15+5 HP
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.
Night Vision: Tomb of Sargeras
Your character can see in the dark.
Scryer: Heroic Tomb of Sargeras
Re-roll failed perception checks.
Protector: RBGs S23
Your character is no longer has their movement hindered when carrying another player in a battlefield.
Unbroken: RBGs S22 You do not easily bow, bend, or break.
Your character may reroll any failed physical challenge rolls. (Only one success per event)
Martinet: 1800 Arena Season 20
Your character may reroll any die that lands on a 1 during a Dueling Attack roll.
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. Minor Action.
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 Potionx2
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
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.
Legionfall: Heroic KJ
+5 HP in Hero Mode
Proven: 1800 Arenas S20.
One free virtue.
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
[Fortified Essence]x6 Battle of the Ruins of Eldarath
[Mythic Essences]x4 1600RBG Season 22, 1800 Arenas Season 23