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#13399007 Aug 16, 2017 at 05:39 PM · Edited 2 months ago
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48 Posts
HERO MODE

HP | Damage Roll(s)
55 | 1d28+4: crit on 21-28 +10; HEALING: 1d28+4: crit on 21-28 +10

Character Stats: Commander 5

Race: Sin'dorei

Background: Scholar

Virtues:
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charm rolls by +2. (Negated)
Expert: Your character may choose to reroll any failed non-diplomacy challenge rolls during an event. (Can only be used once per event)
Learned: Allows your character to reroll any failed Knowledge challenge checks. (Only one success per event)
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.

Challenging Orders: You may attempt to roll a Taunt check on an enemy unit in Commander Mode by rolling 1d20>8 within 20ft.
Marathon Training: In Commander Mode, you may attempt to reroll any failed Forced March checks. Only one success per event.
Iron Command: You may attempt to rally a routing allied unit by rolling 1d20>8 within 20ft of them to restore order in their ranks. This is a minor action.
Drilled Formations: Whenever an allied unit is on both your right and left flank adjacent (touching), you become impervious to Penetrating Assaults and gain the Fortified buff.
Nature's Gift: Your character has a +4 to nature based challenge checks.
Inventive: Decreases the threshold of all challenge checks by -2.
Survivor: The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
Heraldry: Your character is well learned and know the key political players in any court they are in. They may choose to employ this knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC)
Aristocrat: Your character has a +4 to Etiquette challenge checks.
Envoy (Sin'dorei): Choose one of races listed above. Your character’s social challenge checks regarding that race have a -3 threshold to pass the challenge. Your character may have this Virtue multiple times with multiple races.

Vices:
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 fail a social challenge check against that character.
Stubborn: 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.
Old II: Doubles the mechanical debuff of wounds and increases their duration by +2 weeks.
Weakness to Fel II: (Negates Fel Tainted) Your character cannot pass fel based challenge checks.
Weakness to Shadow II: (Negates Touched by Shadow) Your character cannot pass shadow based challenge checks.
Weakness to Decay II: (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.
Achilles' Heel II: Your character has a -2 to their dueling defense dice.
Honorable Duelist II: (Negates Dirty Fighter) You must always attack second in a duel.
Over Confident II: Your character has a -1 to their dueling attack rolls and if they lose a duel they will gain a -5 modifier to their next wound roll that cannot be negated under any circumstance.
Hotheaded I: Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.
Unproven I: (Negates Fencer) Your character has a -1 dueling attack die.
Mean I: Your character's plead and persuasion attempts have a +4 to their threshold.
Plain: (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.

Diplomatic Roll(s):
Must roll 1d3 on failed social check, dueling on a 1.
Can only roll one type of social check per event.
All social rolls have +4 threshold against non-Scholars. Failures deal +1 DP damage.
+4 threshold to plead and persuasion.
-3 mod on my charm or seduction.
+4 to etiquette
-3 threshold against Sin'dorei.

Movement and Range:
30/50/35

Equipment:
Spell-One Handed: D: 1d25+2: crit on 18-25 +5
Range: Base Class
Channeling: A player may choose to channel a turn instead of casting an Offensive Spell or magical class ability, increasing the number of dice rolled for that ability by +1. Channeled Offensive Spells deal full damage to fortified.
Range: Self

Spell-shield(Spell): (Not an actual shield but an ability used by magical casters).
Spell-Barrier[1]: 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: 1d25+2: crit on 18-25 +5
Range: Base Class
Spell-Weaving: Whenever you crit on a heal, you may choose another target within 10ft and heal them for half of your total healing done.
Range: Self

Class: Mage

Class Abilities:
Mirror Image[1]: Summoning two illusions of themselves, the mage splits themselves apart magically to assail an opponent. Create two mirror images of the mage that lasts two turns. Mirror Images deal 1d12+2 damage and have 20HP. Mirror Images must remain within 20ft of the summoning player.
Action Type: Minor
Range: Self

Arcane Vortex[2]: Using a small explosion template, the mage summons a vortex of arcane power to strike at enemies in a small explosion template for 3d10+10 damage.
Action Type: Major
Range: 35ft

Versatility - Totemic Protector[Passive]: The shaman mage places a totem on the ground that will summon an elemental guardian to fight with them. The guardian will have 40HP and deal 2d15+4 (crit on 12-15 for +3) in melee. The pet has the same movement as the shaman mage.
Action Type: Passive
Range: Self

Prestige Class: Oakvale Warder

Bonus: +3 max +2 mod. Increased crit by +5. Increased Perception by +20. Unlocks Guardians of Oakvale(Hero Mode Only) and the Ancients of Oakvale(Commander Mode Only)

Bonus Skills:

Guardians of Oakvale: The Oakvale Warder will choose two of the following. They may pick one of the same type of Guardian.
Guardian of Woe: These primal guardians are powerful tree-ents who specialize in melee combat. They have 40hp and deal 2d12+2(Crit on 8-12 damage for +2). They come with the following ability:

  • Shatterstone[1]: The Guardian of Woe lobs out a powerful bolder at an enemy target dealing 1d30+10 damage to it and attempting to stun a non-boss target on a CC check of 1d20>8.
  • Action Type: MinorRange: 20ft

Guardian of Joy: These more spirited guardians are skilled in the healing arts of nature. They have 30hp and heal for 1d20+5(Crit on 15-20 for +5) and come with the following ability:

  • Spiritbark[1]: The Guardian of Joy targets an allied unit and protects them with a shield. Roll 2d10+7 to determine how much the shield can be applied for.
  • Action Type: InstantRange: 30ft

Guardian of the Arcane: These weirwood aspects are rare and ancient. They have been warped by the arcane and are able to attack with magic at a distance. They have 30hp and deal 1d20+5(Crit on 15-20 damage for +5). They have the following ability:

  • Arcane Storm[1]: The Guardian of the Arcane deal 3d10+5 damage in a small explosion template.
  • Action Type: MinorRange: 30ft

Ancients of Oakvale: In times of war, the Warders of Oakvale may summon upon the primal ancients of the forest. These are massive and powerful creatures whose presence is equal parts terrifying and awe-inspiring. The Oakvale Warder may choose one of the following in a Commander Mode battle. This replaces their normal troop choice. Note: If choosing an Ancient of Oakvale, they only have access to the Commander Points in the universal category of that player’s subunit.

Ancient of War: These massive creatures are built for war and on the battlefield they personify the carnage and chaos that nature can bring. They have 150hp, and deal 1d55+25 damage in melee.

  • Avatar of War[Passive]: Whenever the Ancient of War kills an enemy target. They may roll 5d10+15 to heal themselves.
  • Action Type: PassiveRange: Self

Ancient of Lore: These nomadic and enigmatic creatures wander the great many roots that stretch across the world from Oakvale. There they have learned the true arts of healing. They have 110hp and heal for 1d55+25.

  • Avatar of Life[1]: When activated the Ancient of Lore may use a large explosion template to heal allied targets within it.
  • Action Type: MinorRange: 30ft

Ancient of the Arcane: While many druids would find such a creature to be amalgamation of conflicting energies, the Warders of Oakvale have chosen to adapt their great ancients with their natural affinity to magic. They have 90HP and deal 1d55+25 ranged damage.

  • Avatar of Arcane[Passive]: Whenever an Ancient of the Arcane deals damage, they may roll 1d10>8 t.
  • Action Type: PassiveRange: Passive

Alchemist Bag and Soldier Pack: None

Crafted Items: None

Veteran Traits: Veteran of Legionfall: +5 HP in Hero Mode

COMMANDER MODE

Rank: Lightward

Subunit: Suncaster

Troop Choice: Ancient of War

Troop Abilities:
Avatar of War[Passive]: Whenever the Ancient of War kills an enemy target. They may roll 5d10+15 to heal themselves.
Sunburst [1]: When activating Sunburst, the Suncaster may use the large explosion template to damage all targets within the template. This can only be used in conjunction of a normal attack.
Ley-Walker's Escape [1]: The Suncaster may switch their location with another friendly target regardless of the range.
Battle-Mage Conditioning: Whenever taking melee damage the player may roll a 1d10 to avoid the damage by blinking. A +5 is a successful dodge.
Arcanist Regalia: Increase troop total by +15 and increases max damage by 10.
Iron Fist: Grants immunity to routing.
Challenging Orders: You may attempt to roll a Taunt check on an enemy unit in Commander Mode by rolling 1d20>8 within 20ft.
Drilled Formations: Whenever an allied unit is on both your right and left flank adjacent (touching), you become impervious to Penetrating Assaults and gain the Fortified buff.
Iron Command: You may attempt to rally a routing allied unit by rolling 1d20>8 within 20ft of them to restore order in their ranks. This is a minor action.
Marathon Training: In Commander Mode, you may attempt to reroll any failed Forced March checks. Only one success per event.
Commander Points: 4

Troop Total | Damage Roll(s)
190 | 1d65+25

Troop Movement and Range:
???/???

Essence: 5 Mystical, 1 Heroic, 1 Fortified

Renown: 3
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#13484149 Oct 15, 2017 at 05:19 PM
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48 Posts
Updated 10/15/2017

Updated two-handed staff and offensive spell damage to reflect 5.1 update
Updated Cyclone and Frost Nova descriptions to reflect 5.1 update.
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#13486035 Oct 17, 2017 at 12:04 AM
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48 Posts
10/17 Battle of Orgrimmar Loot
+5 Fortified Essence
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#13493387 Oct 22, 2017 at 12:36 PM · Edited over 1 year ago
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48 Posts
Hero Mode: Swapped Cyclone (Versatility) for Stealth (Versatility)
Commander Mode: Swapped Temporal Displacement for Reinforced Armor Plating
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#13513801 Nov 05, 2017 at 01:34 PM
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48 Posts
Updated for 5.2

Updated Arcanic Leap and Frost Nova descriptions.
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#13553608 Dec 03, 2017 at 11:50 PM
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48 Posts
Updated 12/3:

4 Fortified Essence for victory over the Legion at Sundial Anchorage!
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#13574521 Dec 19, 2017 at 12:24 AM
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48 Posts
Updated 12/19

Added 1 Heroic Essence and Renown total (6)
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#13575857 Dec 20, 2017 at 12:06 AM
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48 Posts
Updated 12/20

+4 Renown
+Veteran of Legionfall bonus: +5 HP in Hero Mode
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#13596993 Jan 07, 2018 at 09:39 PM
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48 Posts
Updated 1/7
-2 Renown, Knight of Doves PClass unlock.
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#13676194 Mar 01, 2018 at 06:58 PM · Edited over 1 year ago
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48 Posts
Updated 3/1/18:

-1 Renown, redid Vices and Virtues.

+2 Renown, unmade Knight of Doves sheet.

Bought:

Flashing Star x 2

Health Potion x 2
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#13676406 Mar 02, 2018 at 12:34 AM
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48 Posts
Updated 3/2/2018

+3 Fortified Essences from Shrine of Chaos event.
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#13681612 Mar 05, 2018 at 08:16 PM
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48 Posts
3/5/2018

+2 Fortified Essence (Report)
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#13689728 Mar 11, 2018 at 01:02 PM
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48 Posts
Update 3/11
-Updated text on Manipulator, Hideous, and Stinky as per 5.4 update.
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#13710063 Mar 26, 2018 at 08:09 PM
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48 Posts
Update 3/26

+4 fortified essence, Arcan'dor Order Shrine
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#13733481 Apr 14, 2018 at 01:48 PM
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48 Posts
Update 4/14:

-2 Renown toward Gronnash for Revenant PClass
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#13744911 Apr 19, 2018 at 11:46 PM · Edited 1 year ago
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48 Posts
Update 4/19:
+2 fortified essence
+0
#13749731 Apr 22, 2018 at 06:06 PM
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48 Posts
Update 4/22:
+2 fortified essence (field report)
+0
#13800748 Jun 23, 2018 at 10:28 PM
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48 Posts
Update 6/23:
+3 Renown (Flames of War attendance)
+0
#13823875 Jul 27, 2018 at 11:43 PM
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48 Posts
Update 7/27:
-2 Renown (Gideon Greatmantle)
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#13843143 Aug 23, 2018 at 10:31 PM
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48 Posts
8/23:
+6 Renown (ToA attendance, 120 leveled in guild)
+0