Duskward Tyleril Silversword
Art by Industry13
Art by Industry13
HP: 60 / Mace: D: 1d10: crit on 7-10+2 Range: Melee, Pulverize: 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.
- +4 Support
- +1 Guardian
[*]Lucky-Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
- Charming-Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
- Arcanic Affinity- You have a +4 to Arcane based challenge checks.
Beautiful-Increases your character’s charm rolls by +2.Negated by Plain
- Endurance- Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
- Light Kissed- Your character have a +4 to light based challenge checks.
- Plain- [II]Your character cannot attempt charm or seduction social challenge rolls.
- Rejuvenation-Decreases your character’s wound duration by -1 week.
- Agile- Increases dueling defense die by +2
- Versatile- Tyleril may chose one ability from another base class , replacing one of his normal class abilities.
- Girth- A bulky man from his work as a blacksmith, the threshold to pass a physical CC check is reduced by -2 for Tyleril
- Shy (II)- Social challenge rolls have a +2 threshold and DP damage against Tyleril doubles its impact.
- Wanton (II)- 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.
- Weakness to Fel (I)- Tyleril suffers a -8 to fel challenge checks.
- Weakness to Decay (2) -Tyleril cannot pass decay magic challenge checks.
- Weakness to Blood Magic (2)- Tyleril cannot pass blood magic challenge checks.
- Weakness to Shadow (2)- Tyleril cannot pass Shadow based challenge checks
Speed: 30’/50’ | Range: Melee/35’
Spell-shield(Spell): 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. Range: Self
Healing Spell: H: 1d30+8: crit on 22-30+8
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
- Channeled Healing: The priest calls upon intense concentration to heal a target. The priest can heal a single target for 3d10+10 and if the roll exceeds 20, the targets gains a 15HP shield. Range: 35ft
- Saving Grace: The priest attempts to save an allied player/character by pulling them to their location with light magic within 15ft. May be used as an instant!Range: 35ft
- Sacred Grace: The paladin attempts to internalize their healing abilities as pure holy magic. The paladin heals a target for 3d10+12 HP. Does +10 healing on targets under 10 HP.
Born out of a fierce need to protect those they love the most, the few who walk the path of the Altruist are renowned for their ability to place their sole focus upon those who need their skills the most. Without care or concern for their own health, these healers bring to the battlefield a powerful, almost desperate need to ensure that each of their allies survive to walk off the field at their side. Willing to sacrifice all to save another, the gifts of an Altruist comes at a heavy cost.
+5 base and +2 mod healing. Increases crit healing by +3. Cannot use offensive abilities. +20 to Perception
Divine Sacrifice: Altruist sacrifices all their remaining HP in order to heal the entire party. The Altruist is then rendered defeated and cannot be resurrected.
Seraph’s Grace[Passive]: The Altruist gains an aura where units within the aura may roll for 1d10 healing on their turn for remaining within it.
When traveling to the outskirts of a battlefield, one would almost always come upon a train of merchants— each lined up with their own tent and supplies, ready to provide a number of services for a small fee. Chief among them are the Merchant-Princes. The numerous campaigns of the Sunguard have attracted such suppliers from their various trade routes across Azeroth, and those who fall under the banner of the Horde have been so bold as to venture into Quel’Thalas. Each is more eager than the next to provide goods of medicine, armor, weaponry, and spare parts to the wave of soldiers passing through, yet on more than one occasion has a tent been struck by a hostile forces’ artillery and scattered to the wind. These brave merchants continue to return to the battlefield time and time again; whether to make a quick buck or to help turn the tides of the battle personally varies.
Bonus: +2 Diplomacy Points. Increase Charm, Plead, and Seduction rolls by +3. Increases initiative rolls by +30.
Expert Artificer [Passive]: If a Merchant-Prince is within the party, all loot bonuses are doubled. They cause extra loot to drop as well.
Glimmering Distraction: The Merchant-Prince throws a handful of coins towards two enemies for a turn. They can roll a 1d20 with a +12 to distract a target. Targets that are distracted cannot attack or move for a turn but if they are damaged it will break the CC effect. CC’d enemies take double damage when attacked while CC’d.
- Windfury- Grants an additional turn in conjunction of the potion user’s turn. Windfury Potions can only be used on other players and a player can only drink one Windfury Potion per event.
- Revitalization Potion- roll 1d25+10 to determine their HP after being raised from defeat.
- Dawnmending Bandages-Dawnmending bandages can be used on self or other players to heal the targeted player to max health. Major Action.
- 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 healing on all targets impacted.)
Troop Choice: Priests of Belore
Troop Abilities: Channeling: Priests of Belore may choose to channel during a turn to double their healing or damage.
Commander Points: [4/4]
- Final Sacrament Cost: 2 Commander PointsBonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. May be used as an instant.The last rites are the most important.
- Emberlight Heralding Cost: 1 Commander PointBonus: Instead of healing a target, the player may choose to give a player a shield. They will roll their normal healing roll and the total amount healed will add a shield to the target.“The Priests of Belore are most common within the Emberlight where they guide the spirits of the dead to the afterlife.”
- Desperate Intervention[Passive] Bonus: Dawnmender Guardians may choose to heal two targets in their turn instead of one. Healing done between the targets are spread equally.[i]“Heroic deeds bring out the best of us all.”
HP: 85| March: 40ft | Force March: 60ft | Range: Melee/35ft
D: 1d10 | H: 1d30+10
Participated in the Legionfall campaign-: +5hp in Hero Mode
- 0 Fortified essences
- 0 heroic Essence
- 1 Mystic Essences
- Renown x13