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#13916866 Dec 06, 2018 at 06:10 PM · Edited 4 days ago
Oathsworn
27 Posts


HERO MODE


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
• Noblesse Oblige
• Reverent


Challenge Roll: {1d30}>18
• +4 to knowledge, arcane, 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.


Virtues

• Envoy (Sin'dorei): -3 to the threshold to pass social challenge checks against blood elves.
• 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.
• Reverent: Characters have a +2 required threshold when attempting a social challenge check against your character.
• 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.
• Nature's Gift: Your character has a +4 to nature based 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)


Vices14 needed

• 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.
• Weakness to Blood Magic I: Your character suffers a -8 to blood magic checks.
• Clumsy I: Your character's has a +4 threshold to physical challenge checks.
• Inexperienced I: Your character has a -30 to initiative rolls.
• Old II: Doubles the mechanical debuff of wounds and increases their duration by +2 weeks.
• 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.



Equipment:

• 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.


Prestige Class: Troubadour
Bonus: +2 Diplomacy Points. Increase Charm, Persuasion, and Plead rolls by +2. Increases Initiative and Perception rolls by +20.

Invigorating Crescendo[1]: Troubadours inspire their allies to great feats of strength. Using their song they inspire an ally to act once more. Target play will gain additional turn. If used on a player during the Troubadours turn, they will be able to act immediately.
Action Type: Instant
Range: 30ft

Masters of the Word[Passive]: Whenever a troubadour posts their emote for their skill/diplomacy roll in a rhyme they will gain an additional +2 mod to their roll.
Action Type: Passive
Range: Self

Silver Tongued[1]: A troubadour may use their gilded tongue to reduce the cost impact of a failed attempt of diplomacy. The troubadour may negate a critical fail forcing a player who failed to re-roll their diplomacy attempt.
Action Type: Instant
Range: Self


Items

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]


COMMANDER MODE

90 HP | Healing: 1d50+25 | Damage: 1d40+15

Subunit: Dawnmenders

Rank: Emberward

Troop Choice: Squallshapers

Troop Abilities:

Blood Waves [2]:
Damage and healing spells gain a +20 max for a single turn and the Squallshaper may choose to either damage or heal two different targets. The damage or healing is spread equally between each target. May be used as an instant.


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

Commander Points: 3

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

Blacksquall Astral Charts
- Cost: 1 Commander Point
Bonus: Increases troop total by +15 and increases max and mod healing/damage by +5.

Dawnbreaker Waveweaving
- Cost: 1 Commander Point
Squalshapers gain a new ability called Waveweaving. This allows the Squalshapers to give an allied unit or itself another turn. If used on an ally unit, they will use their extra turn in the same turn as the Squallshaper.
+0
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