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#13859128 Sep 15, 2018 at 10:09 AM
Oathsworn
12 Posts
HERO MODE

Character Stats:
Combatant 3
⦁ Resourceful [Passive]: Grants an additional use to every class ability.
⦁ +3 damage on all basic attacks and class abilities
Politician 2
⦁ +2 DP
⦁ +2 on all diplomatic rolls.

Race: Blood Elf
⦁ Arcanic Affinity - You have a +4 to Arcane based challenge checks.
⦁ Beautiful - Increases your character’s charm rolls by +2.

Background: Noble
⦁ Noblesse Oblige - Whenever your character attempts a social roll against another, they gain a -3 threshold to the success of that roll if they are a commoner.
⦁ Born Leader - While your character is alive, players within 10ft of your character have -2 threshold for CC checks. (Does not affect self)

Virtues:
⦁ Companion - Choose another player, when they are present, your character gains a +2 to all challenge rolls while they are on the map. (Does not work on pets)
⦁ Light Kissed - Your character has a +4 to light based challenge checks.
⦁ Manipulator - Adds the social option of Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.
⦁ Envoy: Blood Elves - Choose one of races listed above. Your character’s social challenge checks regarding that race have a -3 threshold to pass the challenge. Your character may have this Virtue multiple times with multiple races.
⦁ Stern - Increases your character’s intimidation rolls by +2.
⦁ Fencer - Increases your character’s Dueling Attack die by +2.
⦁ Martinet - Your character may reroll any die that lands on a 1 during a Dueling Attack roll.
⦁ Versatile - Your character may choose one ability from another base class, replacing one of your normal class abilities.

Vices:
⦁ Implacable II - At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must do a check of 1d2 to prevent themselves from selecting another to focus upon. A 1 is considered to be successful.
⦁ 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.
⦁ Hotheaded II - Your character must always accept the challenge of a duel and will attack any that attempt to step in their way. Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.
⦁ Weakness to Shadow II - Your character cannot pass shadow based challenge checks.
⦁ Weakness to Fel II - Your character cannot pass fel based challenge checks.
⦁ Weakness to Decay II - Your character cannot pass decay magic challenge checks.
⦁ Weakness to Blood II - Your character cannot pass blood magic challenge checks.
⦁ Weakness to Arcane II - Your character cannot pass arcane based challenge checks.

HP | Damage Roll(s)
50 | Staff: D: 1d22+3: crit on 16-22+3

Diplomatic Roll:
5 DP
1d30>18
⦁ -3 threshold against Blood Elves
⦁ -2 threshold against commoners
⦁ +2 intimidation and charm
⦁ Manipulator - Adds the social option of Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.
⦁ Hotheaded II - Your character must always accept the challenge of a duel and will attack any that attempt to step in their way. Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.
⦁ 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.

Movement and Range:
30ft walk | 50ft sprint | 35ft range

Weapons:
1. Healing Spell: H: 1d25+5: 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.
Range 35ft

2. Staff: D: 1d22+3: crit on 16-22+3
⦁ Leg Sweep[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20>12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.
Range: 5ft

3. 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:
Priest

Prestige Class:
-

Class Abilities:
⦁ Combat Reflexes[Passive]: The Rogue attempts to use their attackers assault against them by rolling 1d3. If they roll a 1, then the attack deals the melee damage to themselves instead. This ability applies to melee attacks only and cannot reflect damage done by breath attacks, magical spells, etc.
⦁ Atonement[3]: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d20+8 and pick two targets - an enemy to attack and a compatriot to heal. Range: 35ft.
⦁ Power Word Dominance[2]: The priest attempts to dominate the mind of an enemy target. The priest deals 1d25+8 damage and the priest will gain dominion over the target's mind. The target will now move and attack on the Priest’s turn, but at the start of Priest’s turn, they will need to roll a 1d20>12 to attempt to retain control of the target. The initial turn where Power Word Dominance is applied does not require a roll. Cannot be used on bosses. Range: 35ft.

Equipment:
-

Alchemist Bag and Soldier Pack:
Windfury Potion x1
Health Potion x1
Sunweaver Splint x1
Darling's Grace x1

Veteran Traits:
-

COMMANDER MODE

Rank:
Emberward

Subunit:
Dawnmender

Troop Choice:
Oathsworn Cleric

Troop Abilities:
⦁ Silvermoon Confessor
Cost: 1 Commander Point
Bonus: Increases mod and max healing by 10.
⦁ Righteous Cause
Cost: 1 Commander Point
Bonus: Oathsworn Clerics are immune CC(unless noted by the DM). Increases max and mod healing by 10.

Commander Points:
0

Troop Total | Damage Roll(s)
70HP | D:1d15 | H:1d55+30

Troop Movement and Range:
40ft march | 60ft forced march | 35ft range
+0
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