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#13553067 Dec 03, 2017 at 01:28 PM · Edited 10 days ago
Oathsworn
11 Posts


Ceana Greyflame

Veteran of the Spellbreaker Order

COMMANDER MODE

125 HP | Damage: 1d45+25

Subunit: Sunspear

Rank: Emberward

Troop Choice: Mage-Guard

Troop Abilities:

Spell Absorption[1]:
Mage-Guard may nullify a negative spell that was cast against them or an allied target. This is prevents any magical damage to the selected target. This is an instant skill.
Range: 30ft


Movement and Range: 40 ft March | 60 ft Forced March | Melee

Commander Points: 3

Shield Wall[1]:
- Cost: 1 Commander Point
- Bonus: For the next turn your target will take half damage. This may be used as an instant.

Regimental Captain
- Cost: 1 Commander Point
- Bonus: Increase mod damage by 10.

Arcanist Regalia
- Cost: 1 Commander Point
- Bonus: Increase troop total by +15 and increases max damage by 10.


HERO MODE


60 HP | Damage: 1d10: crit on +7 for +2

Diplomatic Roll: 1d30>18
Character Stats:

Commander +3, Guardian +2
• +15 Troop Total in Commander Mode.
• +10 HP in Hero Mode.
• Iron Fist [Passive]: Grants immunity to routing in Commander Mode.
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


Vices and Virtues

Race: Blood Elf

• Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful (Negated by Plain)


Background: Soldier

• Stalwart: Whenever your character successfully passes a challenge check, gain 1d15+5 HP.
• Disciplined: Whenever your character successfully resists a CC check, they gain 1d15+5 HP.


Virtues

• Versatile: Your character may choose one ability from another base class.
• Battleborn: While engaged in combat, your character gain +8 to physical challenge checks.
• Brave: Decreases the required threshold to pass a fear CC check by -2.
• Born Leader: While your character is alive, players within 10ft of your character have -2 threshold for CC checks. (Does not affect self)
• Agile: Increases your character’s Dueling Defense die by +2.


Vices

• Traumatized I: Whenever your character is less than 50% HP, they must pass a fear CC check of 1d20>12 to prevent them from being feared for one turn.
• Old I: Increases wound duration by +1 week.
• Honorable I: Your character must always take the honorable action when given the chance.
• Plain II: Your character cannot attempt charm and seduction social challenge rolls.
• Shy I: Your character's social challenge rolls have a +2 threshold.


Equipment:

• One-Handed Sword
- 1d10: crit on 7-10+2
- Riposte[3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied.

• Shield
- Guardian[1]: Target player takes half damage until their next turn. May be used as an instant. Range: Self

• Spell-Shield
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.



Class: Warrior

Movement and Range: 30 ft Walking | 50 ft Sprinting | 35 ft Range

Class Abilities:

• Shield Bash[2]: The warrior strikes an enemy target hard with their shield. They deal 2d20+10 damage to an enemy target. This attack deals full damage to fortified enemies.

• Furious Charge[2]: The warrior bursts in speed towards an enemy target. The warrior may charge an enemy opponent within 15ft dealing 1d25+5 damage to them. The player may also attempt to stun a non-boss enemy unit by roll 1d2, where a 1 is considered successful. May be used in addition to normal movement during their turn.

• Ice Block[1]: The mage encases themselves within a powerful shield of ice giving them a 30hp shield. May be used as an instant.


Prestige Class: N/A

Items: N/A

Alchemist Bag and Soldier Pack:

• Invulnerability Potion
• Health Potion


Veteran Traits: N/A
+0
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