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#13573980 Dec 18, 2017 at 03:39 PM · Edited 1 minute ago
Initiate
8 Posts
COMMANDER MODE


HP | Damage Roll(s) 75HP, DR: 1d13+2: crit on 9-13+7


Subunit: Sunspear


Rank: Emberward


Troop Choice: Hawkstrider Outriders


Troop Abilities:
Damage:
1d40+20
Ranged: Hawkstrider Outriders are able to cross a great distance and attack at a range.

Movement and Range:
Range: 30ft | March: 65ft | Forced M: 85ft

Commander Points:
(2/2)
Quel’Dorei Husbandry
Cost: 2 Commander points
Bonus: Hawkstrider Outriders are replaced by Quel’Dorei Outriders which are mounted on mystical Quel’Dorei steeds. This increases their max and mod damage by +10 and increases their March/Forced march range by +10.


HERO MODE


HP | Damage Roll(s)
75HP, DR: 1d13+2: crit on 9-13+7


Diplomatic Roll: 1d30>18


Character Stats:
Guardian [5]: +25HP
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
Resolute[1]: You may attempt to reroll any failed rolls that may impair your character from action.

Race:
Sin’dorei

Your people are known for their innate magical aptitude and determination to survive.
Beautiful: Increases your character’s charm rolls by +2.

Human
Your people have grasped their destiny and are prepared to face it.
Versatile:Your character may choose one ability from another base class.

Background: Soldier
1.)Disciplined
Your training has made you able to face the greatest of dangers.
Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
2.)Impervious
You are naturally resilient.
When your character has 75% or higher HP, CC checks against you have a -2 threshold.



Virtues:

(Free)
Emerald Nightmare and Trial of Valor: Adventurer
You seize the day by any chance.
Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.

1.)Protector
You care for your allies and will fight to the end for them.
Your character is no longer has their movement hindered when carrying another player in a battlefield.

2.)Light Kissed
The Light has blessed you.
Your character has a +4 to light based challenge checks.

Vices:

1.)Pariah (2)
You were outcast by your own people.
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.

2.)Weakness to Shadow (1)
Your body cannot handle shadow magics.
(Negates Touched by Shadow) Your character suffers a -8 to shadow challenge checks.

3.)Weakness to Fel (1)
Your body cannot handle fel magics.
(Negates Fel Tainted) Your character suffers a -8 to fel challenge checks.




Equipment:
Primary:
[b]One hand sword: Swords:
Damage: 1d13+2: crit on 9-13+7
Range: Base Class
Bonus: 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.


Secondary:
Shield: [Instant]
Guardian[1]: Target player takes half damage until their next turn. May be used on an allied player within 5ft of your character. May be used as an instant.
Range: 5ft

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

Class: Paladin (Tank)

Movement and Range:
Walk:
30ft Sprint: 50ft Melee: 35ft

Class Abilities:
(Paladin)

1.)Aegis of Light[1]: Empowering themselves in holy magic, the paladin protects themselves with a brilliant shield. The paladin adds a 30hp shield to themselves to protect themselves for a single turn. On the start of their next turn the shield explodes damaging enemies up to 5ft away from the paladin for whatever the number of damage to shield was.
Range: Self

2.)Crusader’s Seal[2]: Blessing an ally, the paladin gives them great speed and purpose. The paladin blesses an ally unit by removing any CC effects on them and doubling the distance they can travel in a single turn. Can be used as an instant.
Range: 35ft


(Paladin)
3.)Vigilant Bulwark[2]: The paladin tosses forward their shield charged in holy light. The shield will strike an enemy target and up to two adjacent targets. Dealing 3d5+5 damage each enemy target. The initial target is taunted in the process. Adjacent targets must be within 5ft of the original target.
Range: 20 ft

Prestige Class:
Dawning Avenger Skills:

Dawning Strike[2]: The Dawning Avenger calls upon their martial power to vanquish an enemy. Attack a target for a roll of 4d12+5.
Range: Melee

Morning’s Vengeance[1]: An attack that would normally kill a Dawning Avenger reduces the them to 1d15hp instead of killing them.
Range: Self

Bonus: +3 max and +2 mod damage. Increases to crit damage by +5. Increases initiative by +20.



Items: (None)


Alchemist Bag and Soldier Pack:

(None)
+0
#13582408 Dec 26, 2017 at 03:29 PM
Initiate
8 Posts
Changes sheet:

Spent one Renown for human/elf changes along with virtues.
+0
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