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#13887248 Oct 26, 2018 at 04:45 PM · Edited 1 minute ago
Oathsworn
14 Posts
Emberward Arandar Goldleaf

HERO MODE

Character Stats:
Commander 3
⦁ +1 commander point.
⦁ +15hp commander mode.
⦁ Immune to routing.
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: Acolyte
⦁ Stern - Increases your character's intimidation rolls by +2.
⦁ Reverent - Characters have a +2 required threshold when attempting a social challenge check against your character.

Virtues:
⦁ Light Kissed - Your character has a +4 to light based challenge checks.
⦁ Heraldry - Your character is well learned and know the key political players in any court they are in. They may choose to employ this knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC)
⦁ 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.
⦁ 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.
⦁ Cunning - Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP from the target. A roll of 1 is considered to be a success.
⦁ Versatile - Your character may choose one ability from another base class, replacing one of your normal class abilities.
⦁ 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.
⦁ Agile - Increases your character's Dueling Defense die by +2.

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.
⦁ 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.
⦁ Weakness to Nature II - Your character cannot pass nature based challenge checks.
⦁ Mean I - Your character's plead and persuasion attempts have a +4 to their threshold.
⦁ Heavy I - Players attempting to carry your character in combat suffer -60% reduction to their movement. This includes players with flight.
⦁ Stubborn I - 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.

HP | Damage Roll(s)
60 (+5 armor, +5 legionfall vet) | Staff: D: 1d22+3: crit on 16-22+3

Diplomatic Roll:
5 DP
1d30>18
⦁ +2 threshold against Arandar for all social rolls
⦁ -3 threshold against Blood Elves
⦁ -3 threshold against Commoners
⦁ +4 threshold for plead and persuasion
⦁ +4 intimidation and charm
⦁ +2 plead, persuade, seduce, lie
⦁ 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.

Whenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP from the target. A roll of 1 is considered to be a success.

Your character is well learned and know the key political players in any court they are in. They may choose to employ this knowledge on a single character during an event. (DM assisted knowledge to allow you to assist the players on the background and personality of a specific NPC)

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 within 10ft and heal them for half of your total healing done.
Range 35ft

2. Staff: D: 1d22+3: crit on 16-22+3
⦁ Impale[3]: Minor Action(can also be used with other minor actions on a given turn). When used while attacking an enemy target, they may also strike any enemy unit(s) within 10ft directly behind that original target.
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:
Paladin

Prestige Class:
Bloodsworn

+8 max and +8 mod damage when fighting undead or demon units. Increases initiative by +20.
⦁ Art of War [1]: In the midst of battle, the Knight may find inspiration to drive their forces to victory. This increases base damage/healing by +10 for three turns. This skill may be used in Commander Mode.
Range: Self
⦁ Battle-Hardened[Passive]: Rigorous training has left each knight more than capable of standing their own. If defeated in combat with minor wounds or less, the player will be able to continue to the fight with 10hp. A player may only be resurrected this way once per event.
Range: Self


Class Abilities:
⦁ Atonement[2]: 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.
⦁ Dawning Glory[2]: Charging up holy magic, the paladin showers all of those before them with a magical blast. The paladin heals all allied units or damages enemy units within a cone for 3d12+7 healing/damage.
Range: Cone
⦁ Aura of Protection[1]: The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant.
Range: 15ft

Equipment:
Golden Embrace Inquisitor Raiments
⦁ [+5 to HP]
⦁ [Begin Combat with a 10hp shield]
⦁ [+1 to Dueling Saving die]


The Inquisitor Raiments of a Golden Embrace agent is quite the armor to behold, the fabrics and metal making up the suit infused with the holy light itself when made. Rarely will you see an agent in this armor for they travel in simple priests robes but when they are called to face a foe they don their fearsome plate mask as they become a living avatar for the Light's judgment on those who are unlucky enough to make their list.

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

Veteran Traits:
Legionfall Veteran - +5 hp hero mode

COMMANDER MODE

Rank:
(Auxilliary/Retainer) Emberward

Subunit:
Dawnmender

Troop Choice:
Oathsworn Cleric

Troop Abilities:
⦁ Lightweaver Discipline[1]
Cost: 1 Commander Point
Bonus: Increase troop total by +15. The player may choose to reroll one healing spell and the higher to the two rolls will be kept.
⦁ Righteous Cause
Cost: 1 Commander Point
Bonus: Oathsworn Clerics are immune CC(unless noted by the DM). Increases max and mod healing by 10.
⦁ Thalassian Scribe
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and max healing by 5.
⦁ Anatomical Training[1]
Cost: 1 Commander Point
Bonus: Increases max and mod healing by +5. Oathsworn Clerics can reduce a wound roll by 3. This can be used as an instant.

Commander Points:
0

Troop Total | Damage Roll(s)
115HP | D:1d15 | H:1d55+25

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