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#13937640 Jan 08, 2019 at 07:43 AM · Edited 1 minute ago
17 Posts
Zaerise Morrowburn
Witch of the Firebreak Coven, of the Silver Ridge Mountains


Character Stats: Combatant +3, Guardian +2
  • +3 mod damage to all attacks and class abilities
  • Resourceful [Passive]: Grants an additional use to every class ability.
  • +10 HP
  • 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

Race: Sin’dorei
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charms rolls by +2. Negated by Plain II.

Background: Scholar
Alert: Increases your character’s perception rolls by +15.
Mystical: Your character has a +4 to all knowledge challenge checks.

Small: Your character is able to move through enemies even when there is no space to move around them.
Swift: Increases your character’s walk and sprint by +5ft.



Alchemist: Increases your potion slot by +1.
Lay of the Land: Increases your character’s perception rolls by +10. Allows them to reroll a perception roll once per event. They will keep the second of the two rolls.
Nature’s Gift: Your character has a +4 to nature based challenge checks.
Spirit Guide: Your character has a +4 to elemental based challenge checks.
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.

Plain II: (Negates Beautiful) Your character cannot attempt charm or seduction social challenge rolls.

Gossip I: Characters in your party have a -4 to all their etiquette challenge checks.
Pushover I: Opponents have a -4 threshold for intimidate attempts against your character.
Pariah II: Whenever your character attempts to perform a social challenge check, they will have a +4 to their threshold if the character is the same race as they are and they take double the DP damage to social options against them.
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.


Destitute I: Your character only receive 50% of essences earned from an event. (Does not include overtime essences)
Traumatized I: Whenever your character is less than 50% HP, they must pass a fear CC check of 1d20>12 to prevent them from being feared for one turn.
Weakness to Decay II: (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.
Weakness to Fel II: (Negates Fel Tainted) Your character cannot pass fel based challenge checks.

HP: 60 HP | Damage Roll: 1d22+6 (damage), 1d25+2 (heal)

Diplomatic Roll:
Intimidation, Plead, Persuasion: 1d30>18 (Other), 1d30>22 (Sin’dorei)
Seduction, Charm: Negated by Plain II.

Movement and Range:
Walk: 40 ft
Sprint: 60 ft
Range: Melee/30 ft

Staves: D: 1d22+3: crit on 16-22+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.

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: Base Class

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: Druid

Prestige Class: N/A

Class Abilities:

Wildheart[3]: The Druids shifts into its animal form for the next three turns dealing an additional +2 die to its basic attacks. This is a minor action.
Range: Self

Swipe[3]: For the next three turns, the druid will gain a cone template for their basic attacks dealing damage to all enemies within the template. This is a minor action.
Range: Melee

Combat Reflexes[Passive]: The Rogue attempts to use their attackers assault against them by rolling 1d3. If they roll a 1, then the attack deals the melee damage to themselves instead. This ability applies to melee attacks only and cannot reflect damage done by breath attacks, magical spells, etc.
Range: Self

Equipment: N/A

Alchemist Bag:
Starkvenom Poison: Used on melee weapons. Increases damage to your weapon(s) by +1 mod OR to a weapon(s) for +4 max damage.

Health Potion: Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant.

Windfury Potion: Grants an additional turn in conjunction of the potion user’s turn. Windfury Potions can only be used on other players and a player can only drink one Windfury Potion per event. Cannot be used as an instant.

Soldier Pack:
Darling’s Grace: Can be thrown to heal 5d5+5 to all targets within a small explosion template. Also applies a Grace buff healing 1d5 for the next two turns. (Use a single dot roll to determine damage on all targets impacted.)

Oil TBD by Event

Veteran Traits: N/A

Tracked on Sanarissa.

Tracked on Sanarissa.



Rank: Emberward

Subunit: Sunspear

Troop Choice: Mage-Guard

Troop Abilities:

Spell absorption[1]:
Mage-Guard may nullify a negative spell that was cast against them or an allied target. This is prevents any magical damage to the selected target. This is an instant skill.
Range: 30ft

Bouncing Glaives
Cost: 1 Commander Point
Bonus: Mage-Guards may now attack at a range of 20ft. They may also choose to attack two adjacent targets with 5ft of eachother. Damage is dealt equally between the two targets.
“The Bouncing Glaive hails from the Sin’dorei’s heritage in Ashenvale. These lightly and highly mobile weapons are thrown to strike at multiple targets before returning to its weidler.”
Range: 20ft

Cost: 1 Commander Point
Unlocked: The Ducal Appointment- The Winter of Woe campaign
Bonus: When activating Sunburst, the Suncaster may use the large explosion template to damage all targets within the template. This can only be used in conjunction of a normal attack.
Even at night, the sun never ceases to shine.

Commander Points: 2

Troop Total: 95 | Damage Roll: 1d35+15

Troop Movement and Range:

Range: Melee
March: 40 ft
Forced March: 60 ft
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