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#12787241 Oct 16, 2016 at 07:35 PM · Edited 4 months ago
Officer
196 Posts


COMMANDER MODE

70 HP | 1d60+20

Troop Choice:

Illidari Master: Ashtongue Assassins

Troop Abilities:
Ashtongue Assassins are able to enter the battlefield stealthed. Attacking an opponent will allow them to deal an additional +25 max damage and will cause them to unstealth.
Vanish: At the end of a turn, Ashtongue Assassins may attempt to restealth by rolling 1d3. A roll of 1=success.

Commander Points:

  • 5 Points to Spend

Mounted Fel Bat: Increases march distance by 20 and forced march distance by 40. Unit gains the Flying Trait.
Cost: 1 Commander Point

Exalted Hunter [Retainer]: +5 max and mod dmg. When dealing damage to a demonic unit, roll 1d3 to see if the unit becomes banished, stunning it in place for one turn. Banished units take double damage from all sources.
Cost: 1 Commander Point

Ashtongue Assassins: Upgrades the Greyheart Broken into Ashtongue Assassins, decreasing their troop total by 40, but increasing their max damage +30 and +5 mod.
Cost: 1 Commander Point

Power Overwhelming: The Illidari player now deals full damage to fortified units.
Cost: 1 Commander Point

Vanguard: The Illidari player may choose to enter the battle at any edge of the map on the start of the second turn.
Cost: 1 Commander Point

Movement:
March: 60ft
Forced March: 100ft
Attack: Melee/Flying


HERO MODE

60 HP | 2d17+6, crit on 13-17 +5 or 2d20+5/3d20+5/4d20+5/5d20+5, crit +5 on 15-20

Stats:

Combatant:
4 points spent
Resolute [Passive]: Gives each class ability an additional use

Guardian:
1 point spent
+5 HP
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

Race: Sin’dorei
  • Arcanic Affinity: You have a +4 to Arcane based challenge checks.
  • Beautiful: Increase your character’s charm rolls by +2.

Background: Commoner
  • Swagger: Increases your character’s seduction rolls by +2.
  • Lay of the Land: Increases your character’s perception rolls by +10. Allows your character to reroll a perception roll once per event, keeping the second of the two rolls.


Virtues:
  • Athletic: Allows your character to reroll a failed sprint check, with only one success per event. (Raiding)
  • Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll. (Free)
  • Swift: Increases your character's walk and sprint by +5ft.
  • Cunning: 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.
  • Manipulator: Grants Lie ability. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.
  • Battleborn: While engaged in combat, your character gains +8 to physical challenge checks.
  • Berserker: When within 25% HP of max health, your character becomes immune to CC.
  • Demonic: Your character may negate all campaign wound penalties by rolling 1d3. 1 = success.
  • Fel-tainted: +4 to fel based challenge checks.
  • Predator: 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.
  • Agile: Increases dueling defense die by +2.
  • Fencer: Increases dueling attack die by +2.
  • Fighting Dirty: Your character's opponent has a -15 to their dueling initiative rolls.
  • Night Hunter: Increases the distance your character can see in the dark by +2 and increases perception rolls in the dark +10. (Raiding)

Vices:
  • Crass II: Your character cannot successfully pass an etiquette challenge check.
  • Unlucky II: At the start of combat roll 1d2 where a 1 is considered to be successful. If your character rolls a 2 then they will go last on the turn order and have a -30 to perception rolls.
  • Mean II: Your character can no longer plead or persuade other characters.
  • Pariah II: 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 and they take double the DP damage to social options against them.
  • Dishonorable II: When the party chooses the honorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.
  • Reckless II: Whenever your character fails a CC check they will take an additional 1d10+5 damage and the duration of the CC is doubled.
  • Violent II: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d3. If they roll a 3, then they will violently attack someone present, allied player or otherwise.
  • Implacable II: 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, they must choose another target to defeat.
  • Insanity II: Whenever your character enters an overly stressful situation, then they must roll a 1d2. A roll of 1 means they will be stunned for a turn, a roll of 2 will mean they will attack the closest character to them.
  • Weakness to Light I: Your character suffers a -8 to light challenge checks.
  • Weakness to Shadow I: Your character suffers a -8 to shadow 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.



Movement/Range:

Walk - 40ft
Sprint - 60ft
Range - Melee

Weapons:


Glaive - 1d10: crit on 7-10+2
Pulverize: Always deal full damage to fortified targets
Glaive - 1d10: crit on 7-10+2
Pulverize: Always deal full damage to fortified targets
Thrown - 1d8: crit on 6-8+2
Range: 20ft

Class:

Demon Hunter


Class Abilities:

Metamorphosis[2]: 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. Minor action.
Chaos Blades[2]: Channeling their demonic magics into their weapons, the Demon Hunter unleashes powerful sweeping attacks on their enemies for the next two turns. All basic attacks now strike everything within a cone template. May be used as an instant.
Dark Flight[2]: Using demonic speed and shadowy magic, the Demon Hunter immediately closes in on its prey. The Demon Hunter may teleport themselves to any visible enemy unit on the map dealing 1d20+9 damage in the attack. (1d20+14 while Meta is on)


Prestige Class:

Warbringer

Bonus: +3 max and +2 mod damage. Increases crit damage by +3.

Bonus Skills:
Battle Frenzy[2]: The Warbingers thrive in battle and their wounds only push them to fight harder. The Warbringer can activate their Battle Frenzy, changing their die to 1d20+5 (crit on 15-20 for +5), and addition to an additional die at the following threshold marks. 1 additional die at 100%, 2 additional die at 75% health, three additional die at 50% health, and 4 additional die at 25% health. Lasts for Two Turns. Can be used as an instant
Range: Self

Immortal Spirit[2]: Whenever the Warbringer is defeated, they may draw upon their intense resolve to shrug off what would be a fatal injury. When rolling for wounds, if the roll lands on minor or no wounds, the Warbringer may fight once again with 10hp.


Potions/Bandages/Poisons:

Starkvenom Poison: Increases Max Damage + 4

Items:

[Demonhide Leathers]
  • -1 to wound rolls
  • +2 to avoiding CC attempts
  • [Barkskin Armor]: When taking damage in melee, deal 10% of damage taken back to the source
They probably smell terrible, but somehow, these scanty scraps of leather are very effective.

Veteran Traits:

Legionfall Campaign: +5hp in hero mode





Ever Ascending
+0
#13367218 Jul 26, 2017 at 12:49 AM · Edited 4 months ago
Officer
196 Posts
Diplomatic:
1d30>18

Cunning: When you have a successful diplomatic roll, roll 1d3 to see if it removes an additional DP from the target. 1 = Success.
  • Lie: 1d30>14 (Belf: 1d30>18)
  • Charm: 1d30+2>18 (Belf: 1d30+2>22)
  • Seduction: 1d30+2>18 (Belf: 1d30+2>22)
  • Intimidate: 1d30>18 (Belf: 1d30>22)

Takes double DP dmg from social rolls by Blood Elves and +4 to threshold to pass. (Pariah II)

Damage:
Basic: 2d17+6, crit +5 on 13-17
  • Basic + Predator: 2d22+11, crit +5 on 16-22
  • Basic + Meta: 2d17+11, crit +5 on 13-17
  • Basic + Meta + Predator: 2d22+16, crit +5 on 16-22
Battle Frenzy:
  • 2d20+5, crit +5 on 15-20
  • 3d20+5, crit +5 on 15-20
  • 4d20+5, crit +5 on 15-20
  • 5d20+5, crit +5 on 15-20
Battle Frenzy + Predator:
  • 2d25+10, crit +5 on 20-25
  • 3d25+10, crit +5 on 20-25
  • 4d25+10, crit +5 on 20-25
  • 5d25+10, crit +5 on 20-25
Battle Frenzy + Meta:
  • 2d20+10, crit +5 on 15-20
  • 3d20+10, crit +5 on 15-20
  • 4d20+10, crit +5 on 15-20
  • 5d20+10, crit +5 on 15-20
Battle Frenzy + Meta + Predator:
  • 2d25+15, crit +5 on 20-25
  • 3d25+15, crit +5 on 20-25
  • 4d25+15, crit +5 on 20-25
  • 5d25+15, crit +5 on 20-25
Dark Flight: 1d20+9
  • Dark Flight + Predator: 1d25+14
  • Dark Flight + Meta: 1d20+14
  • Dark Flight + Meta + Predator: 1d25+19

Dueling:
  • Initiative: 1d100 (enemy -15 to init from Fighting Dirty)
  • Attack: 7d10>6
  • Defend: x+2d10>7
Must always accept a duel challenge (Hotheaded II)

Initiative:
1d100

Perception:
  • 1d100+10 (Lay of the Land, permits 1 reroll)
  • 1d100+20 (Night Hunter)
  • 1d70+10 (Unlucky II)

Challenge Checks:
  • Etiquette: Automatic fail from Crass II
  • Knowledge: 1d30>18
  • Physical: 1d30+8>18
  • Arcane: 1d30+4>18
  • Light: 1d30-8>18
  • Fel: 1d30+4>18
  • Shadow: 1d30-8>18
  • Nature: 1d30>18

CC Checks:
  • Demonhide Leathers: +2 to avoid CC attempts
  • Immune to CC when at 25% of max health.
  • Whenever character fails a CC check, they will take 1d10+5 dmg and double duration of the CC

Wound Rolls:
  • 1d20-1
  • Demonic: May negate all campaign wound penalties by rolling 1d3, where 1 = success.

Situational:
  • Athletic: Reroll failed sprint, only 1 success allowed per event.
  • Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.
  • Unlucky II: Roll 1d2 at the start of combat, where 1 = success. If character rolls a 2, they go last on the turn order and have -30 to perception.
  • Dishonorable II: When the party chooses the honorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader on the direction of the action - challenge can be verbal or a duel.
  • Violent II: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d3 - if they roll a 3, they attack someone present allied or otherwise.
  • Insanity II: Whenever your character enters a situation that is overly stressful, they must roll a 1d2. A roll of 1 means they will be stunned for a turn, and a roll of 2 means they will attack the closest character to them.
Ever Ascending
+0
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