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#12078763 Feb 18, 2016 at 09:10 AM · Edited 2 days ago
Oathsworn
80 Posts
Supply Officer, Duskward Beathyn Val'cinder

Commander Mode

Oathsworn Fusiliers
HP:115
D:1d45+30
Movement: 40 / 60
Ranged:30ft
Rotating Fire[1]:
Damage: Adds two additional die to their next basic attack. Requires the fusiliers to reload on the following turn. This is considered to be a Minor Action.

Direct Fire[Passive]:
Fusiliers must fire straight upon an enemy target and cannot fire over an allied unit or fire over an enemy unit to strike something beyond them.

Commander Points: 4

Blackwood Silversmithing
Cost: 1 Commander Point
Bonus: Increases the mod damage by 10.

Rainwood Heraldry
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and increases max and mod damage by 5.

Sharpened Stakes
Cost: 1 Commander Point
Bonus: All cavalry charges against Oathsworn Fusiliers deal 5d10+15 damage to the attacker if attacking from front. Oathsworn Fusiliers with sharpened stakes cannot be penetrating assaulted.
“The best way to stop a cavalry charge is with a lot of really sharp sticks.”

Trick Shot[1]
Cost: 1 Commander Point
Bonus: You may attempt to reroll any attack roll once per event. The higher of the two rolls will be kept.
“Do not underestimate the resolve of a sin’dorei soldier in war.”


Hero Mode

HP: 50
D: 1d29+3: crit on 21-29+4 (Rifle)
Movement: 35 / 55
Range: 30ft
Diplomacy Points: 5
Initiative: +30

Diplomatic Rolls:
Persuasion: 1d30+6>16. Attempt to persuade a target with logic.
Charm: 1d30+9>16. Attempt to win a target with charm or charisma.
Seduce: 1d30+7>16. Attempt to appeal to the target’s individual tastes with flirtation.
Plead: 1d30+9>16. Sometimes a good groveling might win the heart of a target.
Intimidation: 1d30+8>16. Attempt to force a target to see your way by frightening them.

  • 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. A roll of 1 is considered to be a success.
  • -2 threshold when target is not a noble.
  • Reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
  • Your character may spend fortified essences to increase your social rolls by +2 for each essence used. Your character may also attempt to calm an enraged NPC if outside of a diplomatic engagement by rolling a 1d20>12 etiquette roll

Character Statistics
Politician +2 Commander +3
  • +2 to Diplomatic Rolls
  • +15HP In Commander mode
  • +1 Commander Point
  • Iron Fist [Passive]: Grants immunity to routing.

Race: Sin’dorei

Background: Merchant

Virtues:
  • Arcanic Affinity: Race 1/2
  • You have a +4 to Arcane based challenge checks.
  • Beautiful: Race 2/2
  • Increases your character’s charm rolls by +2.
  • Bribery : Background 1/2
  • Your character may spend fortified essences to increase your social rolls by +2 for each essence used. Your character may also attempt to calm an enraged NPC if outside of a diplomatic engagement by rolling a 1d20>12 etiquette roll
  • Thrifty: Background 2/2
  • Whenever purchasing an item during an event, your character may purchase it for 1 less essence of its value.
  • Charming: Free Virtue 1/1
  • Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
  • Stern: Vices 1/6
  • Increases your character’s intimidation rolls by +2.
  • Raconteur: Vices 2/6
  • Increases your character’s persuasion rolls by +2.
  • Cunning : Vices 3/6
  • 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. A roll of 1 is considered to be a success.
  • Gifted : Vices 4/6
  • Your character has a +1 to all challenge checks.
  • Inventive : Vices 5/6
  • Decreases the threshold of all challenge checks by -2.
  • Lucky: Vices 6/6
  • Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)

Vices:
  • Old: Rank 1
  • Increases wound duration by +1 week.
  • Traumatized: Rank 1
  • Whenever your character is less than 50% HP, they must pass a fear CC check of 1d20>12 to prevent them from being feared for one turn.
  • Weakness to Decay: Rank 2
  • (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.
  • Weakness to Light Rank 2
  • (Negates Light Kissed) Your character cannot pass a light based challenge check.
  • Achilles’ Heel: Rank 2
  • Your character has a -2 to their dueling defense dice.
  • Honorable Duelist: Rank 2
  • (Negates Dirty Fighter) You must always attack second in a duel.
  • Lumbering: Rank 2
  • (Negates Agile) Your character will always go second in a duel.

Equipment:

Rifle: 1d25+3: crit on 18-25 +4
Bodkin Bolt[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will fire a heavy piercing shot towards a target for their normal basic attack allowing them to deal full damage to fortified enemy units.

Spell-shield(Spell): (Not an actual shield but an ability used by magical casters).
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

Class: Rogue

Movement and Range:
Movement: 35 / 55
Range: Melee / 30ft

Class Abilities:

Stealth[Passive]: All rogues start stealthed at the beginning of a battle. They deal an additional +5 modifier on attacks against a target when coming out of stealth. They may attempt to restealth at the end of their turn by rolling 1d3. A roll of 1 is considered successful.
Range: Self

Smoke Screen[1]: The rogue throws blasting power to obscure a location using a small explosion template. They cannot be targeted by enemy ranged attacks while within the smoke and if there are not enemy units within the smoke they may re-enter stealth without a roll check. May be used as an instant. Moving out of the smoke screen cancels its effect.
Range: 20ft

Eviscerate[2]: The rogue attempts to strike a target with a flurry of attacks. At the start of the turn, it will roll 1d3, based on that roll, it will determine how many additional die the will gain to its next basic attack rolls.
Range: Self
Range: 30ft

P-Class: Merchant-Prince: +2 Diplomacy Points. Increase Charm, Plead, and Seduction rolls by +3. Increases initiative rolls by +30.
Bonus Skills:

Expert Artificer [Passive]: If a Merchant-Prince is within the party, all loot bonuses are doubled. They cause extra loot to drop as well.
Range: Self

Glimmering Distraction[2]: The Merchant-Prince throws a handful of coins towards two enemies for a turn. They can roll a 1d20 with a +12 to distract a target. Targets that are distracted cannot attack or move for a turn but if they are damaged it will break the CC effect. CC’d enemies take double damage when attacked while CC’d.
Range: 25ft

Equipment

Heart of Silverbrook
  • +1 All Social Rolls
  • +2 Plead
  • +2 Intimidate

Alchemist's Belt: 2 Slots

Wind Fury Potion: x 1
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. Adds a Diminishing Return debuff on the target character that lasts for the remainder of the event. Cost: 500g
Withervine Poison: x 1
Used on ranged weapons. Increases ranged weapon damage by a +1 mod OR +4 max damage. Cost 250g

Soldier's Pack

Sunweavers Splint: x 1
Can be used on a wounded player to reduce their wound severity by a full tier. (Such as reducing heaving wounds to minor wounds). Can be used on other players/self. Cost: 500g

Flashing Star: x1
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
+0
#12396608 May 21, 2016 at 12:16 AM · Edited over 2 years ago
Oathsworn
80 Posts
Rainwood Snipers

Troop Choice: Oathsworn Fusiliers:

Rotating Fire[1]:
Damage: 5d10+15
Oathsworn Fusiliers fire a series of repeating volleys upon a target. They must wait a turn to reload after using this skill.

Direct Fire[Passive]:
Fusiliers must fire straight upon an enemy target and cannot fire over an allied unit or fire over an enemy unit to strike something beyond them.

Commander Points: 3

Blackwood Silversmithing
Cost: 1 Commander Point
Bonus: Increases the mod damage by 10.

Rainwood Heraldry
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and increases max and mod damage by 5.

Sharpened Stakes
Cost: 1 Commander Point
Bonus: All cavalry charges against Oathsworn Fusiliers deal 5d10+15 damage to the attacker if attacking from front. Oathsworn Fusiliers with sharpened stakes cannot be penetrating assaulted.
“The best way to stop a cavalry charge is with a lot of really sharp sticks.”
+0
#12401767 May 23, 2016 at 01:26 AM · Edited 24 days ago
Oathsworn
80 Posts
Silverbrook Dragoons

HP:80
D:1d50+30
Movement: 75 / 95
Ranged:30ft

Troop Choice: Hawkstrider Outriders

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

Commander Points: 5

Heroic Barding
Cost: 1 Commander Point
Bonus: Increase troop total by +20 and March/Forced March range by +10ft.
“The most heroic lancers require the most heroic mounts.”

Wildwood Weaponry
Cost: 1 Commander Point
Bonus: Hawkstrider Outriders are equipped with powerful wildwood weaponry that increases max and mod damage by +10 but decreases troop total by -20.
“Elven lances often require a free hand to balance, but their ability to break through armor is legendary.”

Hit and Run[Passive]
Cost: 1 Commander Point
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”
+0
#12890842 Nov 30, 2016 at 07:45 PM
Oathsworn
80 Posts
[Updated for Character Stats]
+0
#12907819 Dec 08, 2016 at 11:02 PM
Oathsworn
80 Posts
[Updated for Soldier's Pack]
+0
#13471445 Oct 06, 2017 at 09:55 AM
Oathsworn
80 Posts
[Updated for Weapon Damage Stats and Hunter Ability]
+0
#13926478 Dec 21, 2018 at 08:20 PM
Oathsworn
80 Posts
[Updated for Phoneix Wars]
+0
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