TAEONTHRIAL LEAFBINDER – RESTORATION DRUID
Damage: Stave - 1d25+8: crit on 16-22+3
Healing: Spell – 1d28+6: crit on 18-25+5
Support x2: +2 mod healing to all attacks and class abilities
Combatant x3: +3 mod damage to all attacks and class abilities
Resourceful [Passive]: Grants an additional use to every class ability.
Impervious – When your character has 75% or higher HP, CC checks against them have a -2 threshold.
Nature’s Gift – Your character has a +4 to nature based challenge checks.
Alert – Increases your character’s perception rolls by +15.
Expert - Your character may choose to reroll any ability used in combat. They will keep the second of the two rolls. (Only once per event)
Animalistic - You may calm hostile non-boss beasts by rolling a Nature challenge check. (Once per event)
Spirit Guide - Your character has a +4 to elemental based challenge checks.
Versatile - Your character may choose one ability from another base class.
Night Vision - 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.
Athletic - Allows your character to reroll a failed sprint check. (Only one success per event)
Protector (RBG Season 23): Your character is no longer has their movement hindered when carrying another player in a battlefield.
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.
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.
Stubborn II - At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
Weakness to Decay II - (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.
Diplomatic Roll(s): 1d30>18
Movement and Range: (melee/30ft)/35ft/55ft
Healing Spell: 1d28+: crit on 18-25+5
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.
Range: Base Class
Staves: Stave - 1d25+8: crit on 16-22+3
Class: Restoration Druid
Brilliant Tranquility: The druid calls upon the power of nature to restore their allies. Heal up to three targets for 2d13+14 healing. Healing is equally dispersed among all selected targets.
Bramblethorn Aura[Passive]: The druid summons powerful thorn like armor to protect itself and those within short range of it. All allied units within the aura’s radius will deal 25% of all damage taken back to any melee attackers.
Elemental Fury: The shaman uses its elemental mastery to strike a target. This skill can be used at range. Deal 3d11+10 damage but if the roll lands on an if the rolls exceeds 25, deal an additional +10.
Prestige Class: Elementalist (Hero Mode)
There are some who step in tune with the raw power of the elemental furies, forging a deep connection and being blessed with their primordial might. These warriors sometimes take on some of the traits of their patron elements, proof of the connection that runs deeper than mere study.
Bonus: -10hp, +3 max and +2 mod damage. Increases Initiative by +10.
Bonus skills: Elementalists may choose two skills from the list.
Stonebind: The earth itself rises up, trapping enemies within a 5ft radius within its grasp. Roll 2d15+13 damage split between targets. Targets are snared for one turn, cannot be used on bosses.
Flash Flood: The elementalist calls on the spirits of water to protect them, healing all friendly units in a 10ft radius for 2d10+7 and pushing all enemy units outside of the effect.
Prestige Class: Oakvale Warder (Commander Mode)
With the destruction of House Silvermourn, more traditional teachings of druidic nature have begun emerge from the woodwork in Oakhall. These old Quel’dorei hid away within the hundreds of burrows inside the great forests of Oakvale. Half religious zealot, half avatar of nature itself, the Oakvale Warders wish to share with the world their sacred arts of druidic magic. With them comes their powerful allies, the ancients of the forest who have remained hidden for so long.
Bonus: -15hp. Unlocks Guardians of Oakvale(Hero Mode Only) and the Ancients of Oakvale(Commander Mode Only)
Guardians of Oakvale: The Oakvale Warder will choose two of the following. They may pick one of the same type of Guardian.
Alchemist Bag and Soldier Pack:
Health 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.
Revitalisation 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.
Flashing Star Grenade: Can be thrown to deal 5d5+5 damage to all targets in a small explosion template. Also causes a bright flash forcing non-boss targets to roll 1d20>11 to prevent from being stunned. Range: 20ft
Crafted Items: N/A
Survived Legionfall Finale
Troop Choice: Ancient of Lore
Avatar of Life[Passive]: The Avatar of Life may choose to heal two targets and half their total healing roll. If a target is at 25% HP, then their roll for that target is increased by a +10 base. If a Ancient of Lore is present on the field, all wound rolls to players are decreased by 1.
Commander Points: 3
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.
“Any soldier can become fearless when they have the support of a powerful healer at their back.”
Cost: 1 Commander Point
Bonus: Increases mod and max healing by 10.
“Some confessors are easier to open your heart to than others.”
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and max healing by 5.
“Who else do you think will be carrying all of those scrolls? I certainly won’t”. -Cidfidous, High Priest of Belore
Troop Total (HP): 105
Healing Roll: 1d60+25
Movement and Range: (melee/35ft)/40ft/60ft