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#13937640 Jan 08, 2019 at 07:43 AM · Edited 1 month ago
29 Posts

Zaerise Morrowburn
Witch of the Firebreak Coven, of the Silver Ridge Mountains


Character Stats: Combatant +3, Guardian +3
  • +3 mod damage to all attacks and class abilities
  • Resourceful [Passive]: Grants an additional use to every class ability.
  • +15 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
  • Resolute [Passive]: You may attempt to reroll any failed rolls that may impair your character from action.

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.

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: 65 HP | Damage Roll: 1d27+9, crit on 18+ (+3) | Healing Roll: 1d27+2, crit on 18+ (+5)

Diplomatic Roll:
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
Range: 10ft
Impale[3]: When used while attacking an enemy target, they may also strike any enemy unit(s) within 10ft directly behind that original target.
Action Type: Minor

Healing Spell:
H: 1d25+2: crit on 18-25 +5
Range: 40 ft
Channeled Healing Spell: A player may choose to channel a turn instead of casting a basic Healing Spell increasing the number of dice rolled for that basic Healing Spell by +1. Channeled basic Healing Spells give the healed target 50% of the amount healed as a shield up to 30hp.
Range: Self
Action Type: Minor

Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken.
Range: Self
Action Type: Instant

Class: Druid

Prestige Class: Elementalist
Bonus: +3 max and +2 mod damage. Increases Initiative by +20.

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.
Action Type: Minor
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.
Action Type: Minor
Range: Self

Inner Calm[2]: (Versatile) 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.
Action Type: Instant
Range: Self

Breath of Wind[2]: Propelled forward by air, the Elementalist may choose to take the sprint action without having to roll for penalty.
Action Type: Major
Range: Self

Lavabeam[2]: A blazing firestorm radiates away from the caster, dealing 3d8+7 damage to all enemies in a beam line.
Action Type: Major
Range: Beam

[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]

Alchemist Bag:

Soldier Pack:

Veteran Traits:
Phoenix Knight: Grants one additional stat point.

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 each other. 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

Regimental Captain
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.“

Arcanist Regalia
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:

Range: Melee
March: 40 ft
Forced March: 60 ft
#13949727 Jan 22, 2019 at 07:06 PM · Edited 1 month ago
29 Posts
Change Log:

- Gained Elementalist Prestige Class (Story)

- Gained [Yellowbirch's Last] - Mystical Staff

- [Veteran Trait] Phoenix Knight: Grants one additional Stat Point.
#13963098 Feb 11, 2019 at 11:17 AM
29 Posts
Updated for 5.6, part 1.
#14174948 Jul 12, 2019 at 06:35 PM
29 Posts
Updated for 5.7
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