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#12620742 Aug 13, 2016 at 10:14 AM · Edited 9 months ago
71 Posts
Dawnward Arrenir Silversun

Usually avoiding combat at all costs, thinking that they very act of killing is a great waste. Arrenir has been recently dragged into the front lines by an urge to look out for his fellow Dawnmenders. One of them in particular.

Commander Mode

Dawnmender Guardian

Dawnmender Guardians are heavily plated warriors of the light. These faithful battle-menders fight on the front line with their brothers. Armored in thick plate and wielding heavy maces, they sing a song of light and carnage. Dawnmender Guardians channel their healing abilities in battle while going toe to toe with their enemies.

D: 1d40+15
H: 1d35+10
Movement: 70 / 90
Range: 30ft

Subunit: Dawmender

Rank: Duskward

Troop Choice: Dawnmender Guardian

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.

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 then able to move through enemy ranks in the same turn.

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.

Movement and Range: 70 / 90 - Melee / 30ft

Commander Points: 5

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.

Duty Above All[1]
Cost: 1 Commander Point
Bonus: Dawnmender Guardians may intervene the damage of an adjacent ally unit and take it instead. That ally unit is healed for the damage dealt to the the Dawnmender Guardian. May be used as an instant.
Venerated Cleric
Cost: 1 Commander Point
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.
Desperate Intervention[Passive]
Cost: 2 Commander Points
Bonus: Dawnmender Guardians may choose to heal two targets in their turn instead of one. Healing done between the targets are spread equally.
“Heroic deeds bring out the best of us all.”

Hero Mode

HP: 65
D: 1d24+4: crit on 15-20 +4 (2H Sword)
D: 1d37+4: crit on 27-37 +5
H: 1d33+5: crit on 24-33 +5
Movement: 30 / 50
Range: 35ft
Initiative: +15

Diplomatic Roll:
charm rolls by +2.
+4 to Etiquette
Seduction attempts against your character have a -4 modifier.

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.
-8 threshold for intimidate
When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.

Character Statistics
Support +3 Guardian +2
  • +3 Healing Mod to all Spells
  • ]Battle-Mending[/b][Passive]: Support characters may choose to have their heals be split between two players healing either equally. Healers must declare the two targets selected prior to rolling to qualify.
  • +10HP
  • Taunt: 1d20. Range 10ft. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.

Race: Sin’dorei

Background: Soldier

Arcanic Affinity: Race
You have a +4 to Arcane based challenge checks.
Beautiful: Race
Increases your character’s charm rolls by +2.
Aristocrat: Background
Your character has a +4 to Etiquette challenge checks.
Heraldry: Background
Your character is well learned and know the key political players in any court they are in. They may choose to employ this knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC)
Reserved: Chosen One
Seduction attempts against your character have a -4 modifier.
Athletic: Vices 1/3
Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Girth: Vices 2/3
Decreases the required threshold to pass a physical CC check by -2
Companion: Vices 3/3
Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map. (Does not work on pets)

Arogant: Rank 1
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.
Pushover: Rank 2
You cannot intimidate and have a -8 threshold for intimidate attempts against your character.
Stubborn: Rank 1
When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.
Dependant: Rank 2
(Must have companion as a prerequisite). Pick a non-pet character. If they do not attend an event or are wounded during an event, your character must roll 1d2, where a 1 is considered successful, each turn to prevent themselves from wallowing in loneliness. Your character's actions will also only deal half damage/healing while they are not present/wounded.


2H Sword
Cleave[3]: Minor Action(can also be used with other minor actions on a given turn). When used while attacking an enemy target, the player may also strike an additional target within 5ft of the original enemy attacked.

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: 35ft

Offensive Spell
Channeling: A player may choose to channel a turn instead of casting an offensive spell. Your next offensive spell or ability will double in damage.
Range: 35ft

Class: Paladin

Movement and Range:
Movement: 30 / 50
Range: Melee / 35ft

Class Abilities:

Justice Will Be Done[Passive]: At the beginning of the battle, the paladin may select an allied player. If that player were to become defeated at any point during the battle, the paladin will gain an additional two die to all attacks for the remainder of the event. If that defeated player is at any point resurrected, the passive will be nullified.
Range: Self

Crusader’s Seal[2]: Blessing an ally, the paladin gives them great speed and purpose. The paladin blesses an ally unit doubling the distance they can travel in a single turn. Can be used as an instant.
Range: 35ft

Divine Retribution[2]: The paladin calls upon holy magic to lash out at an enemy target. This skill can be used at a range. Deals 3d10+5 damage. If the total damage dealt exceeds 25, heal yourself for 10 HP.
Range: 35ft

Prestige Class: Sunshield

Bonus Abilities:
Abjurer[1]: The Sunshield tempers the magical energies used to protect them into a hardened shield. When activated, all healing done to the Sunshield will be added as a shield instead. May be used as an instant. Not usable in Commander Mode.
Range: Self

Righteous Barrier[1]: The Sunshield calls down a protective barrier centered on themselves to shield their allies. Create an aura centered on the Sunshield that absorbs 50 damage directed at any target within the aura. Lasts 2 rounds or until shield is depleted.
Range: Personal

Alchemist's Belt

Used by spellcasters and healers. Increases healing/offensive spells by +1 mod OR +4 max damage. Cost 250g

Soldier's Pack

Darling's Grace
Can be thrown to heal 5d5+5 to all targets within a small explosion template. Also applies a Grace buff healing 1d5 for the next two turns. (Use a single dot roll to determine damage on all targets impacted.) Costs: 250g

Veteran Traits:

Veteran of the Winter of Woe:
1 Commander Point
#12890830 Nov 30, 2016 at 07:40 PM
71 Posts
[Updated for Character Stats]
#12907817 Dec 08, 2016 at 10:59 PM
71 Posts
[Updated for Soldier's Pack]
#13346240 Jul 12, 2017 at 10:12 AM
71 Posts
[Updated For Virtues and Vices]
#13471372 Oct 06, 2017 at 08:47 AM
71 Posts
[Updated For Possible Sunshield Prestige Class]
#13472229 Oct 06, 2017 at 09:55 PM
71 Posts
[Updated for Promotion]
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