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#12197623 Mar 23, 2016 at 08:59 AM · Edited 4 months ago
87 Posts


HP: 70
Damage: Sword – 1d10: crit on 7-10+2

Character Stats:
Guardian x2: +10HP
Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.
Range: Melee

Commander x3: +15 Troops
Iron Fist: Grants immunity to routing.

Race: Sin’dorei
Background: Soldier

Arcanic Affinity – You have a +4 to Arcane based challenge checks.
Beautiful - Increases your character’s charm rolls by +2.

Disciplined -Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)

Brave - Decreases the required threshold to pass a fear CC check by -2.
(Nighthold) Atheletic - Allows your character to reroll a failed sprint check. (Only one success per event)
(Uldir) Immunity - When targeted by Damage Over Time abilities, roll 1d3 to prevent the DOT from applying to your character. A roll of 1 is considered to be successful.

Survivor - The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event).
Iron Command - You may attempt to rally a routing allied unit by rolling 1d20>8 within 20ft of them to restore order in their ranks. This is a minor action.
Companion - Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map.
  • Companion - Iiloridan Sunshard

Arrogant I - Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.
Weakness to Fel II - Your character cannot pass fel based challenge checks
Wanton I - Opponents have a -4 threshold for successful charm and seduction attempts against your character.
Unproven I - Your character has a -1 dueling attack die.
Achilles’ Heel I - Your character has a -1 to their dueling defense dice.
Jealous 1 - Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from going into a fit of jealousy. If you fail that roll then you are stunned for a turn or take a -1DP.
  • Jealousy - Kalyanar Brightquill
Dependant I - Pick a non-pet character. If they do not attend an event or are wounded during an event, your character's actions will deal only half damage/healing.
  • Dependant - Iiloridan Sunshard

Diplomatic Roll: 1d30>18: crit on 27-30, fail on 1-3
+2 to charm rolls.
-4 threshold for successful charm and seduction attempts against your character.
+4 threshold against characters of a different social background.
-4 threshold against characters when lying.

Movement and Range: Melee/30ft/50ft

Primary: One-Handed Sword
Pulverize[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player’s basic attacks can deal full damage to enemy Fortified targets.
Range: Base Class

Secondary: Mythic Crafted Armor - [Grace of the Anori]
• [+5 to HP]
• [+2 to Avoiding CC attempts]
• [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]
Guardian[1]: Target player takes half damage until their next turn. May be used as an instant.
Range: 5ft

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: Protection Paladin

Prestige Class: N/A

Class Abilities:
Aura of Protection [1]: 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

Vigilant Bulwark [2]: The paladin tosses forward their shield charged in holy light. The shield will strike an enemy target and up to two adjacent targets. Dealing 3d5+5 damage each enemy target. The initial target is taunted in the process. Adjacent targets must be within 5ft of the original target.
Range: 20ft

Aegis of Light[1]: Empowering themselves in holy magic, the paladin protects themselves with a brilliant shield. The paladin adds a 30hp shield to themselves to protect themselves for a single turn. On the start of their next turn the shield explodes damaging enemies up to 5ft away from the paladin for whatever the number of damage dealt to the shield was.
Range: Self

Alchemist Bag and Soldier Pack:
Revitalization Potion[1]
Health Potion [1]
Sunweaver Splint [1]

Veteran Traits:
Survived Act IV: The Winter of Woe
+2 Commander Points

Survived the Legionfall Finale
+5 HP


Rank: Dawnward

Subunit: Sunspear

Troop Choice: Blood Knight Lancers

Troop Abilities:
Penetrating Assault:
Lancers are able to drive through enemy infantry upon an attack. Their heavy lances and horses can plough through most opposing infantry(save spearmen etc). They are able to then roll a 1d3 where a roll of 1 is considered successful, to attempt to continue their remaining movement through an enemy target.

Flanking Charge:
If attacking an enemy target from the sides or rear then you max damage on that attack is increased by +25 from its original total.

Commander Points: 5
Sanguine Traditions
Cost: 1 Commander Points
Bonus: at the end of each turn, blood knight lancers may roll for a self-heal of 1d20
“The blood knights have a long tradition of manipulating the light for their purposes. Even when it comes to healing wounds.”

Wedge Formation
Cost: 1 Commander Point
Bonus: When using penetrating assault upon a target, add a +10 to your max roll that round.
“The first thing that mounted lancers learn is how to ride together. The wedge formation is a pinnacle of that training.”

Skilled Lancer
Cost: 1 Commander Point
Bonus: Increase max and mod damage by 5.
“Lances are the greatest tool for a powerful charge.”

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.”

Light Mastery
Cost: 1 Commander Point
Bonus: Blood Knight Lancers may heal targeted player for 1d35+10.
“Sometimes in order to bend the light to your will, you have to use it for its true purpose.”

HP: 120
Damage: 1d45+15

Movement and Range: melee/65ft/85ft
#12394011 May 20, 2016 at 12:22 AM · Edited 2 years ago
87 Posts
19/05/16: Gained [Fortified Essence] x2 for helping Orillion Starsurge reclaim his homeland.
09/01/17: Gained [Fortified Essence] x2 for attending Nightfallen Resistance event 1.
03/02/17: Gained [Fortified Essence] x2 for attending Phoenix Guard event 1.
13/03/2017: Gained [Fortified Essence] x5 for attending Volcanius Rescue Mission.
27/03/2017: Gained [Fortified Essence] x3 for attending Oakvale Wardens event 2.

[Fortified Essence] x11
#12635582 Aug 18, 2016 at 04:31 PM · Edited over 2 years ago
87 Posts
Change Log
18/08/16: Updated for 4.0. Gained +2 Commander Points.
18/08/16: Added +2 Commander Points for attending +50% of Act IV pt 2.

#12897619 Dec 04, 2016 at 04:35 PM
87 Posts
change log: 04/12/2016 - updated to include Stats System changes.
#13367070 Jul 25, 2017 at 09:23 PM
87 Posts
Change Log:
26/07/2017 - updated for Virtues and Vices patch.
#13462364 Sep 29, 2017 at 05:37 PM
87 Posts
Change Log:

29/09/2017 - system update.
#13632517 Feb 01, 2018 at 06:42 PM
87 Posts
#13887336 Oct 26, 2018 at 08:45 PM
87 Posts
System Update: 5.5
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