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#13651847 Feb 12, 2018 at 07:07 AM · Edited 1 minute ago
6 Posts

Ameniel Shadowlily
[2 Renown]


80 HP | 1d55+25 Melee

Subunit: Sunspears

Rank: Initiate

Troop Choice: Swordsmen

Movement and Range: 40 ft. March; 60 ft. Forced March

Commander Points:

Runic Fencer [1 Commander Point]: +5 max and mod damage. The Runic Fencer allows the player to Blink behind any enemy unit they are currently engaged in melee combat with at the start of their turn! They cannot move into combat and blink behind that enemy in the same turn.

Dual Wield [1 Commander Point]: Increases the damage dealt by +10 max and +10 mod but reduces troop total by -20.

Penetrating Charge [1 Commander Point]:
Increase your roll max by 10 points and gain Penetrating Charge.


60 HP | 3d15+6, Crit on 10-15/+7 Damage

Diplomatic Roll:

Diplomatic Points: 2

Character Stats:
Combatant: 3 Points Spent
Resourceful [Passive]: Grants an additional use to every class ability.
Guardian: 2 Points Spent
Taunt [Passive]: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.
Range: 10 ft.


Primary: Unarmed 1d10 Crit on 7-10/+2;
Ripsote [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: Unarmed 1d10 Crit on 7-10/+2;
Blade Dance [3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may deal half the damage dealt by their basic attack to an adjacent target within 5ft.
Ranged/Other: Spell-Shield [1]: Add a spell barrier to self that absorbs 15 hp of damage. Lasts until broken. Can be used as an instant.
Range: Self

Class: Monk

Movement and Range: 40 ft. Walk; 60 ft. Sprint

Class Abilities:

Inner Calm [2]: The monk reaches a point of inner peace mid battle. Remove all CC effects off of your character and give your character a 15hp chi shield. Can be used as an instant.
Range: Self

Mirror Image [2]: 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. The mirror images roll the same basic attack dice as the mage, but their damage is halved of the rolled value. This is a minor action.
Range: Self

Roll [2]: The monk tucks and rolls up to 10ft away. May be used as an instant.
Range: 10ft

Prestige Class: Battle-Mage
+3 max and +3 mod damage. Increases +5 crit. Increases Initiative by +20.

Phantom Blade [Passive]: The Battle-Mage summons a blade of mana to mimic their attacks. This allows the Battle-Mage to add an additional die to all of their basic attack rolls.
Range: Self

Temporal Defenses [Passive]: When taking damage in melee, the Battle-Mage may roll 1d10 to phase out of the strike negating all damage. A 7+ is required to prevent damage.
Range: Self


[Arcane Armory]: Spirit Leech 1d5 on Basic Attacks, +2 max damage on Basic Attacks and Abilities, -1 Crit Threshold. Hero Mode.

Alchemist Bag:

Windfury Potion x2: Allows a player to have a second action during their turn such as two attacks. Can be used on other players. If used on a player not on their turn, that player will act on the same turn as the user of the potion. Cannot be used as an instant. Adds a Diminishing Return debuff on the target character that lasts for the remainder of the event. (500g)

Starkvenom Poison: Used on melee weapons. Increases damage to a single weapon by +1 mod or +4 max. (250g)

Soldier's Pack:

Sunweaver's Splint:
Can be used on a wounded player to reduce their wound severity by a full tier. (Such as reducing heaving wounds to minor wounds). Can be used on other players/self. (500g)

Oil of the Demonic Slayer: Increases +2 mod damage/healing to all basic attacks/healing and class abilities against demonic enemies. (250g)


Arcane Affinity: You have a +4 to Arcane based challenge checks.
Source: Racial (Shal'dorei)

Battleborn: While engaged in combat, your character gains a +8 to physical challenge checks.
Source: 2 Vice points

Dexterous: Your character has a +2 to physical challenge checks.
Source: Racial (Shal'dorei)

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)
Source: Background (Scholar)

Gifted: Your character has a +1 to all challenge checks.
Source: Free Virtue

Impervious: When your character has 75% or higher HP, CC checks against them have a -2 threshold.
Source: 2 Vice Points

Mystical: Your character has a +4 to all Knowledge challenge checks.
Source: Background (Scholar)

Protector: Your character is no longer has their movement hindered when carrying another player in a battlefield.
Source: 3 Reknown

Swift: Increases your character’s walk and sprint by +5ft.
Source: 2 Vice Points

Versatile: Your character may choose one ability from another base class.
Source: 3 Reknown


Honorable: When the party chooses the dishonorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.
Source: Vice (2 ranks)

Honorable Duelist:
You must always attack second in a duel.
Source: Vice (2 ranks)

Old: Doubles the mechanical debuff of wounds and increases their duration by +2 weeks.
Source: Vice (2 ranks)
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