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#13927012 Dec 22, 2018 at 02:55 PM
5 Posts
Ellatrois Lunyre
Emberward, Chronomancer

~*--------------------- Hero Mode ---------------------*~

HP | Damage Roll | Healing Roll
60 HP | 1d10 (7-10 +2) | 1d25+5 (18-25 +5)
+10 HP (Guardian)
+3 Mod Healing (Support)

Character Stats:
+3 Support
+2 Guardian
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.

Taunt: Guardians may now taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.
Range: 10ft


  • Versatile
    • Your character may choose one ability from another base class.
  • Arcanic Affinity
    • You have a +4 to Arcane based challenge checks.
  • Dexterous
    • Your character has a +2 to physical challenge checks.
  • Disciplined
    • Whenever your character successfully resists a CC check, they gain 1d15+5 HP
  • Stalwart
    • Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP
  • Brave
    • Decreases the required threshold to pass a fear CC check by -2.
  • Swift
    • Increases your character’s walk and sprint by +5ft
  • Rejuvenation
    • Decreases your character’s wound duration -1 week.
  • Gifted
    • Your character has a +1 to all challenge checks.

  • Gullible (Rank 2)
    • Your character has a -8 threshold to Plead and Persuasion attempts against them.
  • Stubborn (Rank 2)
    • At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
  • Honorable (Rank 2)
    • 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.
  • Honorable Duelist (Rank 2)
    • You must always attack second in a duel.

Diplomatic Roll:

Movement and Range:
35 | 55 | 35ft
+5 Walk (Swift)
+5 Sprint (Swift)


  • 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: 35ft
  • Spell-Shield
    • 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
  • Wand (1d10 crit on 7-10+2)
    • Explosive Shot[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player will fire an exploding shot onto their target with their normal basic attack and then roll 1d2 to see if the shot explodes dealing half the damage dealt to an adjacent target within 5ft. 1= Success, 2=fail.
    • Range: 20ft


Prestige Class:

Class Abilities:
  • Channeled Healing[2]:
    • The priest calls upon intense concentration to heal a target. The priest can heal a single target for 3d10+2 and if the roll exceeds 20, the targets gains a 15HP shield.
    • Range: 35ft
  • Saving Grace[1]:
    • 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
  • Arcanic Leap[1]:
    • The mage blinks through time and space up to 10ft to evade danger or advance in battle. May be used as an instant. (Versatile)
    • Range: 10ft


Alchemist Bag and Soldier Pack:

Veteran Traits:

~*---------------------- Commander Mode ----------------------*~


Troop Choice:
Dawnmender Guardian

Troop Abilities:
  • Battlemending:
    • When attacking, Dawnmender Guardians only deal half the damage of their roll and then may choose to heal an allied target/sef for the full amount of their roll.
  • Arcanic Barrier[1]:
    • For one turn, all healing onto a target will be added as a spellshield with a max of 50hp per unit. Minor action.
    • The healers of the Nightwell use its powers to weave wounds together just as they use its power to destroy. (Nightweaver Adherent)

Commander Points: 2/2
Nightweaver Adherent
Cost: 1 Commander Point
Unlocked: Nightfallen Resistance- The Edge of Night campaign
Bonus: +5 to max and mod damage/healing. Grants the ability Arcanic Barrier[1]: For one turn, all healing onto a target will be added as a spellshield with a max of 50hp per unit. Minor action.
“The healers of the Nightwell use its powers to weave wounds together just as they use its power to destroy.”

Thalassian Scribe
Cost: 1 Commander Point
Bonus: Increases troop total by +15 and max healing by 5.
“Who else do you think will be carrying all of those scrolls? I certainly won’t”. -Cidfidous, High Priest of Belore

HP | Damage Roll | Healing Roll
90 Troops | 1d40+10 | 1d40+10
+ 15 Troops (Thalassian Scribe)
+ 5 Max Healing (Thalassian Scribe) + 5 Max Healing (Nightweaver Adherent)
+ 5 Max Damage (Nightweaver Adherent)
+ 5 Mod healing (Nightweaver Adherent)

Movement and Range:
45ft March | 60ft Forced March | Melee/30ft Range

~*---------------------------------- Essences ----------------------------------*~

Tracked on Absolain's Character Sheet: [Link]

~*---------------------------------- Changelog ----------------------------------*~

Sheet created

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