Notify Message
Page 1
#13867687 Sep 27, 2018 at 04:36 PM · Edited 16 days ago
23 Posts
Emberward Alarion D’hrvati
Shadowmender, mental health therapist, orphanage patron


Character Stats: Combatant +3, Support +2
  • +3 mod damage to all attacks and class abilities
  • Resourceful [Passive]: Grants an additional use to every class ability.
  • +2 mod healing on all spells and class abilities

Race: Sin’dorei
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charms rolls by +2.

Background: Commoner
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.

Reserved: Seduction attempts against your character have a -4 modifier.

Alert: Increases your character’s perception rolls by +15.

Gifted: Your character has a +1 to all challenge checks.
Inventive: Decreases the threshold of all challenge checks by -2.
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 II: Your character has a -8 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.

Inexperienced I: Your character has a -30 to initiative rolls.

Traumatized I: Whenever your character is less than 50% HP, they must pass a fear CC check of 1d20>12 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+4, crit on 18+ (+5) | Damage Rolls: 1d22+3, crit on 16+ (+3)

Diplomatic Roll:
Charm: 1d30+2>20
Seduce, Plead, Persuasion: 1d30>20
Intimidation: Negated by Pushover II.

Movement and Range:
Walk: 35 ft
Sprint: 55 ft
Range: 35 ft

Healing Spell: H: 1d25+2: crit on 18-25 +5
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: Base Class

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

Staves: D: 1d22+3: crit on 16-22+3
Range: 5ft
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.

Class: Priest

Prestige Class: N/A

Class Abilities:
Saving Grace[2]: 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.
Range: 15ft

Atonement[3]: 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.
Range: 35ft

Light’s Grace[2]: After praying to the gods, the priest finds the inspiration to push their capacity to wield the light to the limits. Healing dealt to an allied target will also heal all other allied targets within an aura of the ally selected. Lasts three turns.
Range: Self

Equipment: N/A

Alchemist Bag:

Soldier Pack:

Veteran Traits: N/A

Tracked on Sanarissa.

Tracked on Sanarissa.



Rank: Emberward

Subunit: Dawnmender

Troop Choice: Priests of Belore

Troop Abilities:
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.

Emberlight Heralding[2]
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.”

Runic Markings
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
#13867688 Sep 27, 2018 at 04:37 PM
23 Posts
Change Log:
#13963101 Feb 11, 2019 at 11:19 AM
23 Posts
Updated for 5.6, part 1.
Page 1