These massive sea creatures are spawned in the very depths of the ocean and tamed through the raw cunning of the naga. Their powerful jaws and corrosive poison make them extremely effective in combat, but in melee and as an artillery piece. Deals full damage to fortified.
Useable: Dying Sun characters
Corrosive Bile[Passive]: Bleaklight Hydra poisons deal full damage to fortified units.
Bile Bolt: The Bleaklight Hydra may fire a bolt of concentrated bile upon an enemy target, dealing 4d10+15 in a small explosion template.
Cost: 2 Commander Points
Bonus: Whenever the player uses a Bile Bolt on an enemy target, it leaves behind a pool of Blackblooded Bile, dealing 1d30 damage to any enemy targets that enters it.
“The hydras are dangerous and nasty creatures. Their blood makes for an extremely formidable toxin.”
55HP (50 Default + 15 Guardian +5 Legionfall Passive - 15 Pclass)
D: 2d14+4 Crit on 10-14 +7
Character Stats: +3 to Guardian, +2 to Combatant
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: 10ft
Resolute [Passive]: You may attempt to reroll any failed rolls that may impair your character from action.
- Arcanic Affinity: You have a +4 to Arcane based challenge checks.
- Beautiful: Increases charm and seduction rolls by +2.
- Born Leader: While your character is alive, players within 10ft of your character have -2 threshold for CC checks. (Does not affect self)
- Aristocrat: Your character has a +4 to Etiquette challenge checks.
- Alchemist (Purchased): Increases your potion slot by +1.
- Adventurer (Emerald Nightmare and Trial of Valor raiding perk): Allows the player to reroll an initiative roll once per event. They will keep the of the two rolls.
- Athletic (Nighthold raiding perk): Allows your character to reroll a failed sprint check. (Only one success per event)
- Night Vision(Tomb raiding perk): Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception
- Armored: Decreases your character’s wounds rolls by -2.
- Endurance: Whenever your character’s wound roll lands on “no wound” you may return to battle with 1hp. (Only one success per event)
- Survivor: The player may attempt to reroll a wounding roll. They will keep the second of the two rolls
- Demonic: Your character may negate all campaign wound penalties by roll 1d3, where a 1 is considered successful.
- Alert: Increases your character’s perception rolls by +15
- Rejuvenation: Decreases your character’s wound duration by -1 week.
- Agile: Increases your character’s Dueling Defense die by +2
- Fencer:Increases your character’s Dueling Attack die by +2.
- Fighting Dirty: Your character’s opponent has -15 to their Dueling Initiative rolls.
- Martinet: Your character may reroll any die that lands on a 1 during a Dueling Attack roll.
- Claustrophobic I: Whenever in a dungeon crawl your character has -2ft to their vision and -15 to their walk and sprint.
- Fool II: You have a -4 to your persuasion rolls and a -2 to any other social challenge roll.
- Arrogant II: 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. You also take 1DP damage if you unsuccessful pass a social challenge check against that character.
- Mean II: Your character can no longer plead or persuade other characters.
- Pariah I: Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are.
- Reckless II: (Negates Disciplined) Whenever your character fails a CC check they will take an additional 1d10+5 damage and the duration of the CC is doubled.
- Wanton II: Opponents have a -4 threshold for successful charm and seduction attempts against your character.If an opponent rolls a successful charm or seduction roll, it deals double the DP damage during diplomacy. In combat, it stuns your character for a turn
- Unresolved I: Your class/prestige class abilities have a -1 to their usage (cannot be less than one).
- Weakness to Light I: (Negates Light Kissed) Your character suffers a -8 to light challenge checks.
- Weakness To Nature II: (Negates Nature's Gift) Your character cannot pass nature based challenge checks.
- Hotheaded II: Your character must always accept the challenge of a duel and will attack any that attempt to step in their way.
One-Handed Sword: x2
Riposte (On both blades): Whenever attacked in melee, roll a 1d10 for riposte, if you roll a 6+ then you immediately counterattack your opponent for a normal melee roll.
Spell-shield(Spell): (Not an actual shield but an ability used by magical casters).
Spell-Barrier: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Equipped: Ketsueki and Tamashi the Hungering Blades
[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]
Healing Potion: Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant.
Starkvenom Poison: Used on melee weapons. Increases damage to a single weapon by +1 mod OR to a single weapon for +4 max damage.
Alchemist: Revitalization Potion:Allows the resurrection of a fallen player. The player will roll 1d25+10 to determine their HP after being raised from defeat. Cannot be used as an instant. Fallen players cannot used Revitalization Potions on themselves. Adds a Diminishing Return debuff on the target character that lasts for the remainder of the event. A player can only take a single Revitalization Potion to an event.
Dawnmending Bandages: Dawnmending bandages can be used on self or other players to heal the targeted player to max health. Using a Dawnmending Bandage takes a major action and cannot be used on a player engaged in melee combat.
Prestige Class: Mana-Eater
Bonus: -15hp. +4 max and +2 mod damage. Increases crit by +5.
Resolute[Passive]: You may attempt to re-roll any failed rolls that may impair your character from action.
Taunt: Tanks may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.
Metamorphosis: Unlocking the beast within, the Demon Hunter transforms into a demonic monster for the next two turns. They gain a 15hp shield and a +5 modifier on all basic attacks and abilities. May be used as an instant.
Illidari Imprisonment: The Demon Hunter attempts to stun an enemy unit by blasting them with fel energy and dealing 1d15+5 damage to them from a range. They may also attempt to stun the enemy by rolling 1d2, where a 1 is considered successful.
Nemesis: The Demon Hunter enters their enemies mind forcing them to engage against them. This skill is always considered a successful taunt and deal 1d15 damage to the enemy target. Last for 1 turn.
Consume [Passive]: When attacking an enemy magical user the Mana-Eater may roll 1d2 after their attack. If a 1 is rolled, they are silenced for one turn and the Mana-Eater’s base damage is increased their next turn by +3. Enemy bosses cannot be silenced.
Curse of Ravenousness: Hex an enemy target with a curse that inflicts 1d15+5 damage every time they cast a spell. This effect persists until they are cleansed or are defeated.