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#13825083 Jul 29, 2018 at 08:40 PM · Edited 1 month ago
Oathsworn
74 Posts


HERO MODE

50 HP | Sword: 1d13+12 Spell: 1d28+9: crit on 21-28 +5

Diplomatic Roll:
  • Charm: 1d30+2>18
  • Etiquette: 1d30>18

Character Stats:
+5 Commander
  • Iron Fist [Passive]: Grants immunity to routing.
  • Extra Commander Point
  • +25 HP
Race: Sin’dorei
  • Arcanic Affinity: You have a +4 to Arcane based challenge checks.
  • Beautiful: Increases your character’s charm rolls by +2.

Background: Scholar
  • Alert: Increases your character’s perception rolls by +15
  • 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)


Virtues:
  • Envoy (Ethereal): Your character’s social challenge checks regarding that race have a -3 threshold to pass the challenge.
  • Gifted: Your character has a +1 to all challenge checks.
  • Mystical:
  • Alchemist (Blackrock Foundry Sunguard Raid Perk): Increases your potion slot by +1.
  • Berserker: When within 25% HP of your character’s maximum health, they become immune to CC.

Vices:
  • Arrogant: Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.
  • Violent: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will then violently attack someone present.
  • Hotdeaded II: Your character must always accept the challenge of a duel and will attack any that attempt to step in their way.
  • 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. (Lilarra, Vaelrin, Rythaen)
  • Stubborn: 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.
  • Wanton: Opponents have a -4 threshold for successful charm and seduction attempts against your character.

Weapons:
(3 Slots)
  • Primary: One-hand sword
  • Secondary: Spell-Barrier
  • 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.
  • 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.
  • Offensive Spell: D: 1d28+9: crit on 21-28 +5

Class: Mage
Prestige Class: Elementalist
Bonus: -10hp, +3 max and +2 mod damage. Increases Initiative by +10.

Movement Range: 30ft Walk | 50 ft Sprint

Class Abilities:
  • Arcanic Leap[2]: The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
  • Raging Inferno[3]:Summoning a living flame, the mage launches a fire blast to strike at the target. Deal 3d12+11 damage to a target and for the next three turns deal 1d12+7 damage as a burn.
  • Blazing Combustion[2]: The mage ignites the very life-force within an enemy target dealing 1d13+7 damage for three turns. At the end of the last damage tick, it deals 3d11+15 damage to every enemy within a small explosion template area.

Prestige Abilities
  • Firestorm[2]: A blazing firestorm radiates away from the caster, dealing 3d11+9 damage to all enemies in a 20ft line.
  • Molten Eruption[1]: Cracks form beneath your feet, spewing molten lava at enemies. Deal 3d15+7 damage to a target and if the roll exceeds 20, deal an additional 1d6 fire damage for three turns.

Items:

Alchemist Bag and Soldier Pack:
    This bitch empty -- YEET!

Veteran Traits: N/A


COMMANDER MODE

175HP | Damage: 4d15+10. Uses cone template on basic attacks.

Subunit: Suncasters

Rank: Emberward

Troop Choice: Arcane Construct

Troop Abilities:
  • Sentinel’s Vigil[1]:
  • The construct may activate a powerful magical shield around itself to defend it and near by enemies from powerful ranged blasts. All targets within 20ft take half damage to enemy ranged attacks for a single turn. May be used as an instant.


Movement and Range: 40 March | 60 Force March | Melee

Commander Points: 4/4
  • Self Destruction Mechanism:
  • 2 Commander PointsBonus: When dying, the Construct will explode dealing 1d150 damage to all enemy units within 10ft. The player however takes a +5 wound penalty that cannot be negated under any circumstance.
  • Temporal Displacement[1]
  • Cost: 2 Commander PointsBonus: Allows the Construct to trade place with any other allied unit on the map. This is a minor action.



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#13838568 Aug 17, 2018 at 12:37 PM
Oathsworn
74 Posts
Updated 8-17-18
  • Ability swap
  • Vice + Virtue update
  • Image swap

+0
#13965855 Feb 15, 2019 at 02:17 PM
Oathsworn
74 Posts
Update 9-15-18
  • Adjusted new potion rules
  • Adjusted P-class usages

+0
#13981873 Mar 09, 2019 at 11:55 PM
Oathsworn
74 Posts
NORMAL SHEET - Temp Discontinued. 1 Renown spent to respec on 3/10/19




HERO MODE

50 HP | Sword: 1d13+12 Spell: 1d28+9: crit on 21-28 +5

Diplomatic Roll:
  • Charm: 1d30+2>18
  • Etiquette: 1d30>18

Character Stats:
+5 Combatant
  • Resourceful [Passive]: Grants an additional use to every class ability.
Race: Sin’dorei
  • Arcanic Affinity: You have a +4 to Arcane based challenge checks.
  • Beautiful: Increases your character’s charm rolls by +2.

Background: Scholar
  • Alert: Increases your character’s perception rolls by +15
  • 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)


Virtues:
  • Envoy (Ethereal): Your character’s social challenge checks regarding that race have a -3 threshold to pass the challenge.
  • Gifted: Your character has a +1 to all challenge checks.
  • Mystical:
  • Alchemist (Blackrock Foundry Sunguard Raid Perk): Increases your potion slot by +1.
  • Berserker: When within 25% HP of your character’s maximum health, they become immune to CC.

Vices:
  • Arrogant: Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.
  • Violent: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will then violently attack someone present.
  • Hotdeaded II: Your character must always accept the challenge of a duel and will attack any that attempt to step in their way.
  • 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. (Lilarra, Vaelrin)
  • Stubborn: 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.
  • Wanton: Opponents have a -4 threshold for successful charm and seduction attempts against your character.

Weapons:
(3 Slots)
  • Primary: One-hand sword
  • Secondary: Spell-Barrier
  • 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.
  • 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.
  • Offensive Spell: D: 1d28+9: crit on 21-28 +5

Class: Mage
Prestige Class: Elementalist
Bonus: -10hp, +3 max and +2 mod damage. Increases Initiative by +10.

Movement Range: 30ft Walk | 50 ft Sprint

Class Abilities:
  • Arcanic Leap[2]: The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant.
  • Raging Inferno[3]:Summoning a living flame, the mage launches a fire blast to strike at the target. Deal 3d12+11 damage to a target and for the next three turns deal 1d12+7 damage as a burn.
  • Blazing Combustion[2]: The mage ignites the very life-force within an enemy target dealing 1d13+7 damage for three turns. At the end of the last damage tick, it deals 3d11+15 damage to every enemy within a small explosion template area.

Prestige Abilities
  • Firestorm[2]: A blazing firestorm radiates away from the caster, dealing 3d11+9 damage to all enemies in a 20ft line.
  • Molten Eruption[1]: Cracks form beneath your feet, spewing molten lava at enemies. Deal 3d15+7 damage to a target and if the roll exceeds 20, deal an additional 1d6 fire damage for three turns.

Items:

Alchemist Bag and Soldier Pack:
    This bitch empty -- YEET!

Veteran Traits: N/A


COMMANDER MODE

150HP | Damage: 4d15+10. Uses cone template on basic attacks.

Subunit: Suncasters

Rank: Emberward

Troop Choice: Arcane Construct

Troop Abilities:
  • Sentinel’s Vigil[1]:
  • The construct may activate a powerful magical shield around itself to defend it and near by enemies from powerful ranged blasts. All targets within 20ft take half damage to enemy ranged attacks for a single turn. May be used as an instant.


Movement and Range: 40 March | 60 Force March | Melee

Commander Points: 2/3
  • Self Destruction Mechanism:
  • 2 Commander PointsBonus: When dying, the Construct will explode dealing 1d150 damage to all enemy units within 10ft. The player however takes a +5 wound penalty that cannot be negated under any circumstance.



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