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#13733507 Apr 14, 2018 at 02:24 PM · Edited 2 months ago
Initiate
48 Posts
HERO MODE

HP | Damage Roll(s)

50 | HEALING: 1d25+2: crit on 18-25 +5

Character Stats: Combatant 3, Guardian 2

Race: Orc

Background: Acolyte

Virtues:
Battleborn: While engaged in combat, your character gains +8 to physical challenge checks.
Berserker: When within 25% HP of your character’s maximum health, they become immune to CC.
Blessed: Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.
Impervious: When your character has 75% or higher HP, CC checks against them have a -2 threshold.
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.

Undead: Decreases your character’s wound rolls by -3.
Speaker of the Dead: Your character has a +4 to decay based challenge checks.
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.
Lay of the Land: Increases your character’s perception rolls by +10. Allows your character to reroll a perception roll once per event. They will keep the second of the two rolls.
Scryer: Allows a character to reroll any failed perception check. (Only one success per event)
Alert: Increases your character’s perception rolls by +15.

Granted by the Memory of Ahklain
Vampiric: (Must have Undead or Demonic as a prerequisite) 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. Your character will also gain solid red eyes in their appearance.
Sanguine: Your character has a +4 to blood based challenge checks.

Vices:
Honorable 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.
Plain II: (Negates Beautiful) Your character cannot attempt charm or seduction social challenge rolls.
Weakness to Light II: (Negates Light Kissed) Your character cannot pass a light based challenge check.
Honorable Duelist II: (Negates Dirty Fighter) You must always attack second in a duel.
Weakness to Nature I: (Negates Nature's Gift) Your character suffers a -8 to nature challenge checks.
Hideous I: (Negates Beautiful) Your character's party has a +4 threshold to charm social challenge checks.
Destitute I: Your character only receive 50% of essences earned from an event. (Does not include overtime essences)
Achilles' Heel I: Your character has a -1 to their dueling defense dice.

Granted by the Memory of Ahklain
Violent II: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d3. If they roll a 3, then they will violently attack someone present, allied player or otherwise.
Frail II: Your character has a +6 to wounds and suffers a +2 to wound duration.
Jealous II: Choose a player(s) and whenever Charm or Seduction rolls are rolled against that character, your character must roll a 1d30>18 to prevent your character from challenging the opponent to a duel.

Diplomatic Roll(s):
Must go the honorable route.
Cannot charm or seduce.
Party has +4 threshold to charm.

Movement and Range:
30/50/Melee/35

Equipment:
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

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: Shaman

Class Abilities:
Totemic Protector[Passive]: The shaman 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.
Range: Self

Totem of Rushing Rivers[1]: The shaman blesses a totem to heal their allies in battle. The shaman places a totem on the ground that lasts for three turns with an aura. Players that end their in the range of the totem are healed for 1d20.
Range: Self

Versatile - Shadowfiend[Passive]: The priest is accompanied by a creature born of shadow and void to do their bidding. Shadowfiends deal for 2d10+4 damage in melee and have the same movement as the priest. The Shadowfiend will heal the priest for half the damage dealt.
Range: Self

Prestige Class: Revenant

Bonus: -10hp. +2 max and +3 mod damage. Increases crit damage by +4. Increases Perception by +20.
Spirit Host[Passive]: At the start of each turn, the player will to summon a spirit of War to fight alongside with the Revenant.
Range: Self
  • Spirit of War: On a roll of 1. The player summons forth a Spirit of War, a melee fighter who deals 2d12+4 (Crit on 8-12 for +2) with 20hp.
Bone Shield[1]: The Revenant calls on spirits of the dead to protect an allied character by giving them a 20hp Shield. Cannot be used on self. May be used as an instant.
Range: Self

Alchemist Bag and Soldier Pack: None

Crafted Items: None

Veteran Traits: None

COMMANDER MODE

Rank: Emberward

Subunit: Dawnmender

Troop Choice: Oathsworn Cleric

Troop Abilities:
Anatomical Training[1]: Increases max and mod healing by +5. Oathsworn Clerics can reduce a wound roll by 3. This can be used as an instant.

Argent Vestitude[2]: Allows healing to be placed on an allied target to be placed as a shield instead of restoring HP. The shield’s total HP cannot exceed 50.

Righteous Cause: Oathsworn Clerics are immune CC(unless noted by the DM). Increases max and mod healing by 10.

Commander Points: 3

Troop Total | Damage Roll(s)
75 | 1d15 | 1d50+25

Troop Movement and Range:
40/60/35
+0
#13754650 Apr 26, 2018 at 11:29 PM · Edited 1 year ago
Initiate
48 Posts
4/26

As Gronnash grasped the seal the flood of memories came back. Here was a place of reflection. How Akhlain tried to prevent the plagues of the Legion to ravage his people. How in his great wisdom he could not save his daughter. How in his desperation he raised her into undeath. Gronnash could feel the call of the first necromancer and how it has now bound itself to the orc's soul.

+MEMORY OF AKHLAIN VIRTUES AND VICES

+TOME OF THE FIRST DEATH

+2 Fortified Essence
+0
#13899942 Nov 14, 2018 at 03:33 PM
Initiate
48 Posts
11/14:

Updated for Phoenix Wars patch formatting
+0
#13978967 Mar 06, 2019 at 12:17 AM
Initiate
48 Posts
Updated for patch.
+0
#14150575 May 22, 2019 at 12:37 AM
Initiate
48 Posts
+3 fortified essences
+0
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