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

HP | Damage Roll(s):
75 | DAMAGE: 1d20+5 | HEALING: 1d50+20

Subunit:
Dawnmender

Rank:
Lightward

Troop Choice:
Oathsworn Cleric

Troop Abilities:
Venerated Cleric - Retainer:
Bonus: +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.

Black Templar Champion
Bonus: Allows the player to swap their healing dice to be damage dice for two turns.

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

Movement and Range:
40ft/60ft

Commander Points:
3

HERO MODE:

HP | Damage Roll(s)
50 | DAMAGE: 1d24+6 | HEALING: 1d25+2
Damage Crit Range: 19-24+7
Healing Crit Range: 20-25+5

Diplomatic Roll:
-3 to Charm and Seduction rolls.
+4 threshold on ALL social challenge checks if character is an ORC.

Character Stats:
Combatant +3, Guardian +2

Race:
Orc

Background:
Soldier

Virtues:

Baseline:
Battleborn (Racial): While engaged in combat, your character gains +8 to physical challenge checks..

Berserker (Racial): When within 25% HP of your character’s maximum health, they become immune to CC.

Endurance (Background): Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)

Disciplined (Background): Whenever your character successfully resists a CC check, they gain 1d15+5 HP.

Versatile (Free - Spirit Bond): 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.

Stalwart: Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP.

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

Speaker of the Dead: Your character has a +4 to decay based challenge checks.

Blessed: Allows your character to reroll any failed challenge checks. (Only one success per event).

Granted by the Memory of Akhlain
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. Your character will also gain solid red eyes in their appearance.
Sanguine: Your character has a +4 to blood based challenge checks.

Vices:

Weakness to Light II: (Negates Light Kissed) Your character cannot pass a light based challenge check.

Weakness to Nature II: (Negates Nature's Gift) Your character cannot pass nature based challenge checks.

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.

Honorable Duelist II: (Negates Dirty Fighter) You must always attack second in a duel..

Plain I: (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.

Pariah I: 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.

Granted by the Memory of Akhlain
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.

Equipment:

Primary:
Healing Spell: H: 1d25+2: crit on 18-25 +5
Spell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.

Staves (One-Handed): D: 1d24 + 6: crit on 16-22+7
Range: 5ft

Secondary:
Staves (Two-Handed): D: 1d22+3: crit on 16-22+3
Range: 5ft

Class:
Shaman

Movement and Range:
30/50 - Melee/35

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 30hp 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

(Versatility) Spirit Bond[Passive]: The hunter’s animal companion joins the hunter in the battle. These pets fight independently of the hunter. Pets have 30hp and deal 2d15+5(crit on 6-8 for +2).
Range: Self

Prestige Class:
Revenant (-10 HP. +2 MAX, +2 MOD DMG. +4 CRIT DMG. +20 Perception.

Spirit Host[Passive]: At the start of each turn, the player will roll 1d3 to attempt to summon one of the following based on their roll.
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 40hp.
Spirit of Woe: On a roll of 2. The player summons forth a Spirit of Woe, a magical caster who deals 1d25+3 (Crit on 19-25 for +3) with 25hp.
Spirit of Balance: On a roll of 3. The player summons forth a Spirit of Balance, a spirit healer who heals for 1d25+3 (Crit on 19-25 for +3) with 25hp.

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

Items:
Tome of the First Death

Alchemist Bag and Soldier Pack:
None

Veteran Traits:
None

Essences
+2 Fortified

Renown
None
+0
#13754650 Apr 26, 2018 at 11:29 PM · Edited 4 months ago
Initiate
26 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
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