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#13695147 Mar 15, 2018 at 12:08 AM · Edited 6 months ago
Initiate
2 Posts



Angelarria Dawnstriker

COMMANDER MODE

Subunit: Dawnmender

Rank: Initiate
• HP: 90
• Damage Roll(s): 1d15
• Healing Roll(s): 1d45+10

Troop Choice: Oathsworn Clerics:

Troop Abilities: Cost: 1 Commander Point
• Thalassian Scribe

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

• Anatomical Training
Bonus: Increases max and mod healing by +5. Oathsworn Clerics can reduce a wound roll by 3. This can be used as an instant.
“Dawnmenders know all the various parts of their anatomy and even some of others.”

Movement and Range:
Self:
• Walking: 30ft
• Sprinting: 50ft
• Range: 35ft
Commander:
• Range: 35ft
• Movement: March: 40ft Forced March: 60ft

Commander Points: Two Spent (Freebies).

HERO MODE

HP | Damage Roll(s): HP 50
Perception Roll(s): 1d100+15.
Diplomatic Roll: +3 Persuasion

Character Stats:
Support:
• 3 points spent, +3 mod damage healing on all spells and class abilities.
• Battle-Mending [Passive]: Support characters may choose to have their heals be split between two players healing either equally. Healers must declare the two targets selected prior to rolling to qualify.
Politician:
• 1 points spent, +1 mod on all diplomatic rolls. (Persuasion.)
Combatant:
• 1 point spent, +1 mod damage to all attacks and class abilities.

Race: Blood Elf (Sin’dorei)
Background: Scholar
1. Alert: Increases your character’s perception rolls by +15.
2. 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) (Knowledge.)
Virtues:
1. Arcane Affinity: +3 mod to all arcane checks. (Nature.)
2. Beautiful: +2 to all social checks. (Persuasion.)
3. Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.
4. 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.
5. Light Kissed: Your character has a +4 to light based challenge checks.
6. Sanguine: Your character has a +4 to blood based challenge checks.
7. Undead: Decreases your character’s wound rolls by -3.
8. Vampiric: Your character attacks will heal them for 25% of damage that you deal. They also take +10 mod damage from Light magic or Light Kissed characters. They cannot be healed with Light magic (negated by Light-kissed). Your character will also gain solid red eyes in their appearance.
9. Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities. (Priest)
Free: Touched by Shadow; +4 to all void based challenge checks. (Nature.)

Vices:
1. Violent Rank I: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, then they will violently attack someone present.
2. Stubborn Rank I: When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.
3. Shy Rank II: Your character's social challenge rolls have a +2 threshold and DP damage against your character doubles its impact.
4. Honorable Rank II: (Negates Dishonorable) 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.
5. Gullible Rank II: Your character has a -8 threshold to Plead and Persuasion attempts against them.
6. Claustrophobic Rank II: Whenever in a dungeon crawl, your character has -2ft to their vision and -15 to their walk and sprint. They must also perform a challenge check of 1d2 a turn to prevent from being stunned. A 1 is considered to be successful.
7. Honorable Duelist Rank II: You must always attack second in a duel.
8. Weakness to Decay Rank II: Your character cannot pass decay magic challenge checks.
Equipment:
Primary: One handed sword; 1d10+1: crit on 7-10+2 Range: 5ft.
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.
Healing Spells: 1d25+5: crit on 18-25 +8 Range: 35 ft..
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.

Offensive Spells: 1d25+3: crit on 18-25 +8 Range: 35 ft.
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 to increase by +1

Class: Holy/Shadow Priest

Movement and Range: 30 ft (walk), 50 ft (sprint), 35 ft (range)

Class Abilities:
• Holy Renewal [2]: The priest calls upon the grace of the light to renew a targets vigor. The priest can heal a target for 1d15+8 and for the next three turns the target can roll 1d15+3 for additional healing. Range: 35 ft
• Light’s Grace[1]: After praying to the gods, the priest finds the inspiration to push their capacity to wield the light to the limits. Healing dealt to an allied target will also heal all other allied targets within 5ft of the ally selected. Lasts three turns. Range: Self
• Call of the Void[1]: The priest succumbs to the tantalizing power of the void, increasing their spell power while simultaneously degrading their health. Deal 4d15+9 to an enemy target. Half of the damage rolled is also dealt to the priest. A player cannot kill themselves with their own spell. Range: 35 ft.

Prestige Class: N/A

Items: 4 Fortified Essence, 2 Mystical Essence, 2 Renown Points from AOTC Raid, 2 Renown Points from RBGs, 2 Renown from FoW Ashenvale, 2 Renown from FoW Tirisfal - 8 total ((Didn't know I had to put dates, so I put the events and there are people who know that I attended))

Alchemist Bag and Soldier Pack:

• Health Potions:
• Revival Potions:

Veteran Traits: N/A.
+0
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