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#12769625 Oct 09, 2016 at 02:40 AM · Edited 1 minute ago
Oathsworn
45 Posts


Nuellen Swiftstrike
| Dawnward | Pathfinder Unit |


__________________________________________________________________________


C O M M A N D E R M O D E

Dragonhawk Riders

    Hailing from Quel’Danas, these swift and deadly beasts control the skies and are eager to lance and their prey. Dragonhawks are quick and powerful and their riders are equally fierce. Only the bravest or perhaps most foolish Blood Knights are granted the great honor of riding them into battle. They are Quel’Thalas embodied and a symbol of strength.
"Blood Knights aren't the only ones who can take to the sky, and my own Farstriders have the guts to prove it. I've trained them myself and they've the mettle to aid the Sunguard efficiently." -Farstrider Ranger-Captain Nuellen Swiftstrike


115 HP | 1d30+15 Damage
Movement: Melee/30ft, March/70ft, Forced March/110ft

Flight: All flying units with this rule cannot be damaged by ground melee units. They take double damage from physical ranged attack (i.e archers).

Commander Points: 4

Sunweaver Arrows[2] (1 Point)
Dragonhawk Riders gain a quiver of incendiary arrows to ignite their opponents in flame.
Deals the damage of the character’s basic attack with an added chance to ignite the enemy target with a roll of 1d2 dealing an extra half damage of original roll to that enemy.
A roll of 1 is considered successful.
“When the Scourge came to Quel’Thalas, they were harassed from the Farstriders on the ground and then in the sky.”

Arcane Bombs[2] (1 Point)
Dragonhawk Riders can drop arcane bombs on healers and mages to silence them for a single turn.
They must roll a 1d2 in order to silence. A roll of 1 is considered successful.
They also deal 3d10+5 damage.
This effect does not benefit from flanking charge.
“Sometimes it’s easiest to snuff out magic at its source.”

Skilled Lancer (1 Point)
Increase max and mod damage by 5.
"Lances are the greatest tool for a powerful charge."

Heroic Barding (1 Point)
Increase troop total by +20 and March/Forced March range by +10ft.
"The most heroic lancers require the most heroic mounts."


__________________________________________________________________________


H E R O M O D E

Hunter


HP: 55
Movement: Walk 30ft; Sprint 50ft
Range: Melee/45 ft


Act V: Legionfall Veteran Trait: +5 HP to Hero Mode

Character Stats:
Combatant:
  • 3 Points Spent, +3 mod damage to all attacks and class abilities. (Does not apply to Prestige Class abilities.)
  • Resourceful [Passive]: Grants an additional use to every class ability. (Does not apply to Prestige Class abilities.)
Commander:
  • 2 Points Spent, +10 Troops in Commander Mode.

Race: Sin'dorei
  • Arcane Affinity: (NEGATED - Weakness to Arcane I)
  • Beautiful: "You are easy on the eyes." Increases your character's charm rolls by +2.

Background: Soldier
  • Disciplined: "Your training has made you able to face the greatest of dangers." Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
  • Impervious: "You are naturally resilient." When your character has 75% or higher HP, CC checks against them have a -2 threshold.

Virtues:
  • Dextrous: "You are naturally gifted with your hands." Character has a +2 to physical challenge checks.
  • Reserved: "You are not easily seduced." Seduction attempts against your character have a -4 modifier.
  • Alert: "You are extremely perceptive to your surroundings." Increases your character's perception rolls by +15.
  • Born Leader: "Your presence inspires those around you." While your character is alive, players within 10ft of your character have -2 threshold for CC checks. (Does NOT affect Self.)
  • Inventive: "You know that success requires trial and error." Decreases the threshold of all challenge checks by -2.
  • Lay of the Land: "You know local superstitions, trails, and culture." Increases your character's perception rolls by +10. Allows them to reroll a perception roll once per event. They will keep the second of the two rolls.
  • Predator: "You are driven by the hunt." At the start of combat, choose one enemy unit. Your character will gain +5 max and mod damage to units of that type. This effect ends once you kill a unit of that chosen type.

Vices:
  • Crass I: "Your uncouth demeanor is not to be admired." Your character has a -4 to etiquette challenge checks.
  • Stubborn I: "There is only one way, your way." 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.
  • Honorable I: "You find yourself compelled to act justly." (Negates Dishonorable) Your character must always take the honorable action when given the chance.
  • Claustrophobic I: "Tight spaces make you uncomfortable." Whenever in a dungeon crawl, you character has -2ft to their vision and -15ft to their walk and sprint.
  • Implacable II: "Your tenacity narrows your vision." 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, you must choose another target to defeat.
  • Old I: "You're getting too old for this." Increases wound duration by +1 week.
  • Weakness to Arcane I: "Your body cannot handle arcane magics." (Negates Arcane Affinity) Your character suffers a -8 to arcane challenge checks.
  • Weakness to Fel II: "Your body cannot handle fel magics." (Negates Fel Tainted) Your character cannot pass fel based challenge checks.
  • Achilles' Heel II: "You have a weakness that can be exploited." Your character has a -2 to their dueling defense dice.

Equipment (Weapons/Shields): [3 Slots Max]

(2 Slots) Bow [Mythical Weapon; Thondro'Thalas, That Which Binds Us] [1d29+9] Farstrider Bonus included. (Crit on 20-27 for +4)
Range: 45 ft./Melee
  • Explosive Shot[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will fire an exploding shot onto their target with their normal basic attack and then roll 1d2 to see if the shot explodes dealing half the damage dealt to an adjacent target within 5ft. 1= Success, 2=fail.
  • Reach: +5ft Range to basic attacks/healing and abilities.
  • Life Leech: Roll 1d5 after basic attacks and abilities to heal for the amount rolled.
  • Nature's Grasp: Roll 1d3 when dealing damage with a weapon or basic offensive spell. If a 1 is rolled, then the enemy takes 1d7 damage and is Rooted in place.
(1 Slot) Healing Spell [1d25+2] (Crit on 18-25 for +5)
Range: 45ft./Melee
  • [Spell-Weaving]: Whenever you crit on a heal, you may choose another target within 10 ft. and heal them for half of your total healing done.

Abilities:

Snipe[3]: The hunter uses a steadied and deadly shot to slay an enemy at range. Deal 3d15+5(+6) damage to a single target. Damage is doubled if the target is CC’d.
Action Type: Major
Range: 45ft

Eagle Eye[2]: The hunter focuses on their elite shooting abilities to strike a target in the right spots. For the next two turns, auto(basic) attacks are guaranteed to crit despite the number rolled.
Range: Self
Player Note: Treat as a Minor Action; Use before Basic Attack.

Spirit Bond[Passive]: The hunter’s animal companion joins the hunter in the battle. These pets fight independently of the hunter. Pets have 40hp and deal 2d15+5(Crit on 12-15 for +3).
Range: Self
Note: Player must now maintain a Leashed Distance for the Pet to the Hunter, at a maximum of 30ft. When a player moves on their turn, their pets must move to make sure they maintain appropriate distance tethers.
  • Amarr (Direwolf Pet) 40 HP // Dmg: 2d15+5(+3) (Crit on 12-15 for +3)



__________________________________________________________________________


P R E S T I G E C L A S S

| Farstrider Marksman |


    Tactically important on any battlefield featuring rangers and exceptionally deadly, Farstriders selected for the role of designated marksman are carefully trained to take the legendary impeccable aim of the elven ranger to a new level.

Bonus: +4 max and +3 mod damage. Increases Initiative and Perception rolls by +20.

Bonus Skills:

Quiver [Passive]: The Farstrider Marksmen has in their quiver several special arrows that serve unique functions. The Marksmen has a total of 5 special ammunition points, and each type of arrow, when used, removes 1 point of ammunition.
Action Type & Range: Passive

Serrated Arrow [1 Ammunition Point]: The marksman chooses an arrow with razor sharp teeth that is designed to cause maximum bleeding damage onto an enemy. Your basic attack now also applies a 1d10 damage DOT onto the enemy target when struck that lasts for 3 turns.
Action Type: Major
Range: 45ft

Whistling Arrow [1 Ammunition Point]: This type of arrow is known for its strange and frightening sound, often remarked to sounding similar to a Banshee’s wail. Your basic attack this round has a chance to cause the non-boss enemy unit to flee in Fear. The Marksman rolls 1d20>12 to apply the fear CC.
Action Type: Major
Range: 45ft

Scything Arrow [1 Ammunition Point]: Using a wide blade like arrow, the Marksman is able to fire a shot that will carry through their enemy, striking an target in a direct line behind them, within 10ft, for half the damage dealt of the Marksman basic attack.
Action Type: Major
Range: 45ft

Rejuvenating Arrow [1 Ammunition Point]: Using this unique arrow type, the Marksman is able to fire a basic attack onto an allied player healing them for the amount rolled. The Marksman may choose to attach a potion onto the end of this arrow type instead, allowing them to fire the potion onto an allied player at an increased ranged instead of the normal 20ft throw.
Action Type: Major
Range: 45ft


__________________________________________________________________________


GEAR & ITEMS


ALCHEMIST'S BELT

[2 Slots]

  • x1 Revitalization Potion


SOLDIER'S PACK

[2 Slots]

  • x1 Dawnmending Bandage
  • x1 Sunweaver's Splint


UNEQUIPPED/BAG SPACE

Essences are Bound to Account
  • x2 Mystic Essence
  • x0 Heroic Essence
  • x15 Fortified Essence


Renown in Possession: 3 (Updated 10/26/2018)
(For Player's Own Record-keeping)

||Formatting and Style Inspired by Vaelrin Firestorm's CS.||
||Portrait art by Rishnea||
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#12897397 Dec 04, 2016 at 03:54 PM · Edited 1 minute ago
Oathsworn
45 Posts
NUELLEN ROLL BREAKDOWN


DAMAGE
Commander:
  • -Basic- 1d30+15
  • -Sunweaver Arrows- 1d30+15 (Roll 1d2 to successfully add 1/2 damage as Ignite to target. 1=Success)
  • -Arcane Bombs- 3d10+5 (Roll 1d2 for Stun. 1=Success)
Hero:
  • -Basic- 1d29+9 (Crit on 21-29 for +4)
  • -Explosive Shot- 1d29+9 (Roll 1d2 for Chance to do 1/2 dmg roll to adjacent target. 1=Success)
  • -Snipe- 2d15+11 (Damage x2 if Target is CC'd.)
  • -Pet "Amarr"- 2d15+5 (Crit on 12-15 for +3)
Prestige:
  • -Serrated Arrow- 1d29+9 (Plus 1d10 dmg DOT for 3 Turns.)
  • -Whistling Arrow- 1d29+9 (Roll 1d20>12 for Chance to Fear Target.)
  • -Scything Arrow- 1d29+9 (Apply 1/2 rolled damage to enemy behind Target within 10 ft.)
  • -Rejuvenating Arrow- Heal Allied Player for 1d29+9 OR Attach Health Potion (1d50+15) for Player to use.


HEALING
  • 1d25+2 (Crit on 18-25 for +5)


INITIATIVE
  • 1d100+20


PERCEPTION
  • 1d100+45
  • Lay of the Land: May Reroll Perception roll once per event. Player must take the 2nd of the 2 rolls.


DIPLOMATIC
  • 1d30>18
  • Charm: 1d30+2>18 (Beautiful)
  • Any Seduction rolls made AGAINST Nuellen have -4 modifier. (Reserved)
  • Only 1 kind of Diplomatic Roll may be used against a character in an event. (Stubborn I)


CHALLENGE CHECKS
  • Inventive: Decreases the threshold of all Challenge Checks by -2.
  • Etiquette: 1d20-4>10 (Crass I; Inventive)
  • Knowledge: 1d20>10
  • Physical: 1d20+2>10
  • Light: 1d20>10
  • Shadow: 1d20>10
  • Nature: 1d20>10
  • Arcane: 1d20-8>10 (Weakness I)
  • Fel: Always Fail Check (Weakness II)


CROWD CONTROL
Dodge:
  • -If Nue's HP is At or Above 75% (37 HP)- 1d20>10
  • -If Nue's HP is Below 75%- 1d20>12
  • Disciplined: Any Resisted CC checks will gain 1d15+5 HP.
  • Born Leader: Players within 10ft of Nuellen will have -2 applied to their CC Check Threshold. This does NOT effect Nuellen.
Break:
  • 1d20>12
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#12907643 Dec 08, 2016 at 09:30 PM · Edited 2 years ago
Oathsworn
45 Posts
Updated New Character Stats.

MOVED UPDATE AND INFO BELOW FROM EARLIER POST.
Using said post as new Roll Breakdown Sheet.
Holding update here for record keeping.

"Dec 04, 2016 at 03:54 PM
CS Update. Character Promotion to Emberward.
Different Commander Troop Choice."
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#13060746 Feb 12, 2017 at 10:02 PM
Oathsworn
45 Posts
CS Update.
Character promotion to Lightward.
Updated Commander Mode Stats.
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#13160538 Mar 29, 2017 at 05:45 PM · Edited 7 months ago
Oathsworn
45 Posts
CS Update; Reformatted for legibility.

Last Updated - 10/26/2018
ESSENCE PROCUREMENT BASED ON EVENT/ATTENDANCE/CREATION:


Mystic Essences: 2
x2 Pre-Phoenix Wars: Merged Fort. and Heroic Essences to 5 Mystic Essences

Heroic Essences: 0

Fortified Essences: 0

-----------

Earned Essences Spent:

(Mystic)
x1 Loot Box Roll - Turn 1: Cenarion "Investigating the Corruption"

(Heroic)
x1 Edge of Night Campaign Finale
x1 Turn 1: Legionfall - Siege of Light's Hope

(Fort)
x2 Character's Will
x2 Turn 1: Cenarion "Investigating the Corruption"
x2 Turn 2: Phoenix Guard - VOID SNAIL
x3 Turn 4: Cenarion Dream Machine
x2 Turn 4: Queen's Hand - D-Day
x4 Turn 5: Nightfallen Resistance *Commander*
x2 Turn 1: Legionfall - Siege of Light's Hope
x4 Turn 1: Legionfall - Battle of Quel'Lithien
x5 Turn 1: Legionfall - Siege of Stratholme
x4 Turn 3: Legionfall - Battle of Evergrove
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#13183918 Apr 10, 2017 at 11:53 AM
Oathsworn
45 Posts
CS Update; Changes made to reflect upcoming Prestige Class addition.
P-Class not yet added as of 4/10/2017, being worked on.
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#13186765 Apr 11, 2017 at 10:32 PM · Edited 2 years ago
Oathsworn
45 Posts
CS Update:

  • P-Class added and appropriate changes made.
  • Commander Point added for having P-Class and spent appropriately.
  • Purchased x1 Health Potion and x2 Sunweaver's Stints, 1500g added to guild bank.
  • Rearranged Equipped items.
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#13216415 Apr 28, 2017 at 12:08 PM
Oathsworn
45 Posts
CS Update:

  • Rank Promotion: Duskward.
  • 1 Commander Point added.
  • New point choice for Commander Mode.
  • Updates stats where appropriate.
+0
#13343875 Jul 11, 2017 at 01:13 AM
Oathsworn
45 Posts
CS Update:

  • Reformatting.
  • Added Vices & Virtues
  • Added Character Roll Breakdown.
+0
#13410425 Aug 25, 2017 at 01:56 AM
Oathsworn
45 Posts
CS Update:

  • Added x5 Fortified Essences for 8/24 Event.
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#13466249 Oct 02, 2017 at 07:14 PM
Oathsworn
45 Posts
CS Update:

  • Changed Abilities to reflect new changes made.
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#13652439 Feb 12, 2018 at 05:11 PM · Edited over 1 year ago
Oathsworn
45 Posts
CS Update:

  • Updated Hero Mode and Prestige-Class changes made by Update 5.3
  • Promoted to Dawnward, changed to reflect that.
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#13838601 Aug 17, 2018 at 02:41 PM · Edited 9 months ago
Oathsworn
45 Posts
CS Update:

  • Updated Hero and Commander Modes to reflect new changes for Phoenix Wars Campaign.
  • Changed 3rd Equipment Slot to Healing Spell, to reflect character's current story flavor changes.
  • Updated Roll Sheet to Reflect same changes.
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#13887227 Oct 26, 2018 at 04:36 PM · Edited 7 months ago
Oathsworn
45 Posts
CS Update:

  • Added appropriate changes regarding new Mythical-level made through Essences.
  • Changed amount of Essences in possession.
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#13965895 Feb 15, 2019 at 05:05 PM
Oathsworn
45 Posts
CS Update:

  • Updated language to reflect changes made in recent System Update (5.6, pt 1)
  • Updated Roll Sheet to reflect the same changes.
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#14151931 May 22, 2019 at 03:49 PM
Oathsworn
45 Posts
CS Update:

  • Overall changes made to reflect changes made to Commander and Prestige Class.
  • Updated Essence list for gained Fortified Essences and spent 1 to acquire Windfury Potion for Mellarue.
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