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
Arcanic Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charms rolls by +2.Negated by Plain II.
Alert: Increases your character’s perception rolls by +15.
Mystical: Your character has a +4 to all knowledge challenge checks.
Flight: Allows your character to cross over gaps and dangerous terrain without a physical challenge roll.
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.
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.
Gullible I: Your character has a -4 threshold to Plead and Persuasion attempts against them.
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.
Shy I: Your character's social challenge rolls have a +2 threshold.
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.
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: 50 HP | Damage Roll: 1d27+9, crit on 18+ (+3) | Healing Roll: 1d27+2, crit on 18+ (+5)
Intimidation, Plead, Persuasion: 1d30>20 (Other), 1d30>24 (Sin’dorei)
Seduction, Charm:Negated by Plain II.
Movement and Range:
Walk: 40 ft
Sprint: 60 ft
Range: Melee/40 ft
Staves: D: 1d22+3: crit on 16-22+3
Impale: 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.
H: 1d25+2: crit on 18-25 +5
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.
Range: Base Class
Spell-Barrier: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Prestige Class: Elementalist
Bonus: -10hp, +3 max and +2 mod damage. Increases Initiative by +10.
Wildheart: 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.
Swipe: 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.
Inner Calm: The monk reaches a point of inner peace mid battle. Remove all CC effects off of your character and give your character a 15hp chi shield. Can be used as an instant.
Breath of Wind: Propelled forward by air, the Elementalist may choose to take the sprint action without having to roll for penalty.
Firestorm: A blazing firestorm radiates away from the caster, dealing 3d8+7 damage to all enemies in a 20ft line.
[Yellowbirch’s Last] - Mystical Staff
[+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]
[Reach: +5ft range to basic attacks/healing and abilities]
Veteran Traits: N/A
Tracked on Sanarissa.
Tracked on Sanarissa.
Troop Choice: Mage-Guard
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.
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.”
Cost: 1 Commander Point:
Bonus: Increase the mod damage by 10.
“Every good commander needs competent officers to command their soldiers. Regimental Captains keep soldiers sharp and disciplined.“
Cost: 1 Commander Point
Bonus: Increase troop total by +15 and increases max damage by 10.
“A good magister knows exactly what to wear to battle, regardless of how revealing the armor may be.”
Commander Points: 3
Troop Total: 110 | Damage Roll: 1d45+25
Troop Movement and Range:
March: 40 ft
Forced March: 60 ft