Shadowmender, mental health therapist, orphanage matron
Character Stats: Support +5
- +5 mod 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.
Race: Dragonkin (Sin’dorei Illusion)
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charms rolls by +2.
Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.
Transformation: Your character may transform for 2 turns, giving you a 20hp shield and increases the mod and max of your attacks and abilities by +5 and flight. Your character is extra vulnerable while transformed however, taunting all those around them and gaining a +10 to all wound rolls that cannot be negated under any circumstances. Limited to Arakkoa and Dragonkin characters.
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.
Lucky: Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)
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.
Swift: Increases your character’s walk and sprint by +5ft.
Thrifty: Whenever purchasing an item during an event, your character may purchase it for 1 less essence of its value.
Reserved: Seduction attempts against your character have a -4 modifier.
Alert: Increases your character’s perception rolls by +15.
Alchemist: Increases your potion slot by +1.
Gifted: Your character has a +1 to all challenge checks.
Rejuvenation: Decreases your character’s wound duration by -1 week.
Touched by Shadow: Your character has a +4 to all shadow based challenge checks.
Gullible I: Your character has a -4 threshold to Plead and Persuasion attempts against them.
Pushover II: You cannot intimidate and have a -8 threshold for intimidate attempts against your character.
Shy II: Your character's social challenge rolls have a +2 threshold and DP damage against your character doubles its impact.
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.
Inexperienced I: Your character has a -30 to initiative rolls.
Traumatized II: Whenever your character is less than 50% HP or an allied character is defeated within 10ft of them, they must pass fear check of 1d20>16 to prevent them from being feared for one turn.
Weakness to Fel II: (Negates Fel Tainted) Your character cannot pass fel based challenge checks.
Weakness to Light II:(Negates Light Kissed) Your character cannot pass a light based challenge check.
HP: 50 | Healing Rolls: 1d25+7, crit on 18+ (+5) | Damage Rolls: 1d22+3, crit on 16+ (+3)
Seduce, Plead, Persuasion: 1d30>20
Intimidation:Negated by Pushover II.
Movement and Range:
Walk: 35 ft
Sprint: 55 ft
Range: 35 ft
(Spell-One Hand)One Equipment Slot:
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.
Range: Base Class
Spell-shield(Spell): (Not an actual shield but an ability used by magical casters).
Spell-Barrier: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Staves: D: 1d22+3: crit on 16-22+3
Leg Sweep: 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.
Prestige Class: N/A
Saving Grace: The priest attempts to save an allied player/character by pulling them to their location with light magic within 15ft. May be used as an instant.
Atonement: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d20+5 and pick two targets - an enemy to attack and a compatriot to heal.
Mass Dispel: The priest acts upon the power of the holy light to purge corruption from their allies. Allies within a 10ft radius of a chosen target are purged of magical effects.
Health Potion: Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant.
Revitalization Potion: Allows the resurrection of a fallen player. The player will roll 1d25+10 to determine their HP after being raised from defeat. Cannot be used as an instant.
Mindvenom Poison: Used by spellcasters and healers. Increases healing/offensive spells by +1 mod OR +4 max damage.
Dawnmending Bandages: Dawnmending bandages can be used on self or other players to heal the targeted player to max health. Using a Dawnmending Bandage takes a major action and cannot be used on a player engaged in melee combat.
Oil of the Man Slayer: Increases +2 mod damage/healing to all basic attacks/healings and class abilities against all humanoid enemies.
Veteran Traits: N/A
Tracked on Sanarissa.
Tracked on Sanarissa.
Troop Choice: Priests of Belore
The Priests of Belore channel the energies of the Sunwell through haunting chants and powerful invocation. Priests of Belore may choose to channel during a turn to double their healing or damage.
Cost: 1 Commander Point
Bonus: Instead of healing a target, the player may choose to give a player a shield. They will roll their normal healing roll and the total amount healed will add a shield to the target.
“The Priests of Belore are most common within the Emberlight where they guide the spirits of the dead to the afterlife.”
Cost: 1 Commander Point
Bonus: Priests of Belore increases troop total by +15 and max and mod healing by +5.
“The Priests of Belore mark their entire bodies with runic tattoos to increase their ability to channel. It’s a tradition that was established before the founding of Quel’Thalas.”
Commander Points: 2
Troop Total: 85 HP | Damage Roll: 1d10 | Healing Roll: 1d40+20
Troop Movement and Range:
Range: 35 ft
March: 40 ft
Forced March: 60 ft