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#13932031 Dec 30, 2018 at 09:09 PM · Edited 1 minute ago
Oathsworn
76 Posts
HERO MODE

HP | Damage Roll(s)
45 HP

Character Stats: +3 combatant +2 support
Resourceful [Passive]: Grants an additional use to every class ability.

Race: Blood Elf

Background: Soldier

Virtues:
Arcanic Affinity - You have a +4 to Arcane based challenge checks.
Beautiful - Increases your character’s charm rolls by +2.
Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Impervious - When your character has 75% or higher HP, CC checks against you have a -2 threshold.
Versatile - Your character may choose one ability from another base class, replacing one of your normal class abilities.
Light Kissed - Your character has a +4 to light based challenge checks.
Adventurer - Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.
Inventive - Decreases the threshold of all challenge checks by -2.
Survivor - The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
Armored - Decreases your character’s wound rolls by -2.


Vices:
Arrogant (I) - Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character
Stubborn (II) - 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.
Wanton (I) - Opponents have a -4 threshold for successful charm and seduction attempts against your character.
Reckless (I) - (Negates Disciplined) Whenever your character fails a CC check they take an additional 1d10+5 damage.
Weakness to Decay (II) - (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.
Weakness to Shadow (II) - (Negates Touched by Shadow) Your character cannot pass shadow based challenge checks.
Gossip (I) - Characters in your party have a -4 to all their etiquette challenge checks.

Diplomatic Roll(s):

Movement and Range: 30/50ft, melee/35ft

Equipment:
(3 Slots Available)
Offensive Spell: 1d30+8: crit on 22-30+5
Range: Base Class
Channeling: A player may choose to channel a turn instead of casting an offensive spell or magical class ability, increasing the number of dice rolled for that ability by +1.
Range: Self

Staves: D: 1d27+9: crit on 20-27+3
Range: 5ft
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.


Class: Paladin

Class Abilities:
Aura of Protection[2]: 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
Dawning Glory[3]: 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 3d13+11 healing/damage.
Range: Cone
Atonement[3]: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d21+9 and pick two targets - an enemy to attack and a compatriot to heal.
Range: 35ft


Prestige Class: Sunshatter Ardent
Sunshatter Ardent
Type: Support
Classes: Druids, Monks, Paladins, Priests, Shamans

Not all healers support from the rear. Bearing heavier armor than their mender brethren and enchanted weaponry, these unusual combat-medics stand toe to toe with the foe to weave their ability.

Lore: http://sunguard.wikia.com/wiki/Sunshatter_Ardents

Bonus: -5hp. +3 max and +2 mod damage and healing. Increases perception by +20.

Bonus Abilities:
Causality[Passive]: At the start of the event, the Sunshatter Ardent may choose a single allied player to be buffed with Causality. Whenever the Sunshatter Ardent deals damage for the remainder of the event, that target player is healed for 50% of the damage dealt.
Range: Self

Crusader's Fury[1]: The Sunshatter Ardent expends their magical power to strike at all of those near them. The Sunshatter Ardent deals 3d15+10 damage to all enemies foes within 5ft. All allied players within that radius are also healed for 50% of the damage dealt.
Range: 5ft

Alchemist Bag and Soldier Pack:

Crafted Items:
[Thoribas, Spear of Dusk]
[+1 to Mod damage/healing on basic attacks and abilities]
[+2 to Max damage/healing on basic attacks and abilities]
[Life Leech: Roll 1d5 after basic attacks and abilities to heal for the amount rolled]

Veteran Traits:

COMMANDER MODE

Rank: Emberward

Subunit: Dawnmenders

Troop Choice: Sunseeker Templar

Commander Points: 3

Ley-Walker’s Escape[1]
Cost: 1 Commander Point
Bonus: The Suncaster may switch their location with another friendly target regardless of the range.
“Once you can feel and see the streams of the ley, you may swim within them the same as any river.” -Orillion Starsuge

Starfall Astromancer
Cost: 1 Commander Point
Retainer
Unlocked: Nightfallen Resistance- The Edge of Night campaign
Bonus: +5 max and mod damage. Grants the ability: Astral Walk[2]: Allows the Suncaster player to teleport to any allied unit on the map. Minor action.
“No distance is too far when we can reach the very stars themselves.” Star Augur Etraeus

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

Troop Total | Damage Roll(s)
HP: 70
Damage: 1d40+10
Healing: 1d50+20

Troop Movement and Range:
40/60ft, 35ft range

+0
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