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#13916866 Dec 06, 2018 at 06:10 PM · Edited 1 minute ago
21 Posts


35 HP | Healing: 1d31+6: crit on 23-21 +10

Initiative Roll: 1d100-10

Perception Roll: 1d100
Diplomatic Roll: {1d30+2}>18
• Persuasion +2
• Envoy: Sin'dorei
• Charming

Challenge Roll: {1d30+1}>16
• +4 to knowledge, arcane, light and nature checks.
• Reroll on failed knowledge checks (one success).

Character Stats:

Combatant +3
• +3 mod damage on all attacks and class abilities
Resourceful [Passive]: Grants an additional use to every class ability

Politician +2
• +2 on all diplomacy.
• +2 DP

Vices and Virtues

Race: Blood Elf

• Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful (Negated by Plain I)

Background: Scholar

• Learned: Allows your character to reroll any failed Knowledge challenge checks. (Only one success per event)
• Mystical: Your character has a +4 to all Knowledge challenge checks.


• Envoy (Sin'dorei): -3 to the threshold to pass social challenge checks against blood elves.
• Light Kissed: Your character has a +4 to light based challenge checks.
• Nature's Gift: Your character has a +4 to nature based challenge checks.
• Inventive: Decreases the threshold of all challenge checks by -2.
• Gifted: Your character has a +1 to all challenge checks.
• Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.
• Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.
• Heraldry: Your character is well learned and know the key political players in any court they are in. Your character 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)
• Raconteur: Increases your character’s persuasion rolls by +2.
• Charming: Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.


• Weakness to Blood Magic II: Your character cannot pass blood magic challenge checks.
• Weakness to Shadow II: Your character cannot pass shadow based challenge checks.
• Weakness to Fel II: Your character cannot pass fel based challenge checks.
• Honorable II: 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.
• Clumsy I: Your character's has a +4 threshold to physical challenge checks.
• Inexperienced I: Your character has a -30 to initiative rolls.
• Old I: Increases wound duration by +1 week.
• Unproven II: Your character has a -2 dueling attack die.
• Achilles' Heel II: Your character has -2 dueling defense die.
• Plain I: Your character has a -3 to charm and seduction social challenge rolls.


• Healing Spell (Spell | One Hand)
H: 1d29+6: crit on 21-29 +8
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.

• Shield
Guardian [1]: Instant. Target player takes half damage until their next turn. May be used on an allied player within 5ft of your character. May be used as an instant.

• Spell-shield (Spell)
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.

Class: Priest

Movement and Range: 30 ft Walking | 50 ft Sprinting | 40 ft Range

Class Abilities:

• Saving Grace [2]: The Keeper attempts to save an allied player/character by pulling them to their location with temporal magic within 15ft. May be used as an instant.

• Mass Dispel [3]: The Keeper acts upon the power of the Tree of Time to erase corruption from their allies. Using a large explosion template, the priest removes all magical CC effects or DOTs from allied targets.

• Crusader’s Seal [3]: Blessing an ally, the Keeper gives them a rush of quickened time. The Keeper blesses an ally unit by removing any CC effects on them and doubling the distance they can travel in a single turn. Can be used as an instant. Range: 35 ft

Prestige Class: Treesinger Mystic
-15hp. +4 max and +2 mod healing. Increases crit damage/healing by +3. Increases Initiative by +20

• Blessed Resurrection[1]: The Treesinger Mystic may resurrect a fallen ally while in combat to full health. Not usable in Commander Mode. Range: 30ft

• Vermillion Catalyst[2]: The Treesinger Mystic channels natural healing powers on a formidable spell. Roll 1d5 to determine how many times the Treesinger Mystic can cast basic healing spells for the next 3 turns. The Treesinger Mystic may break up their healing spells between multiple targets. May be used in the same turn as a normal healing spell.


Ma Vhelas'an
• [+2 to Max damage/healing on basic attacks and abilities]
• [+2 to Crit damage/healing on basic attacks/healing]
• [Reach: +5ft range to basic attacks/healing and abilities]


100 HP | Healing: 1d55+30 | Damage: 1d10

Subunit: Dawnmenders

Rank: Emberward

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.

Movement and Range: 40 ft March | 60 ft Forced March | 35 ft Range

Commander Points: 2

Silvermoon Confessor
- Cost: 1 Commander Point
Bonus: Increases mod and max healing by 10.

Runic Markings
- Cost: 1 Commander Point
Bonus: Priests of Belore increases troop total by +15 and max and mod healing by +5.

Thalassian Scribe
- Cost: 1 Commander Point
Bonus: Increases troop total by +15 and max healing by 5.
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