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#14021214 Apr 07, 2019 at 01:43 PM · Edited 5 days ago
27 Posts

60 HP | Damage: 1d28+7: crit on 21-28 +10

Character Stats:

Combatant +3
• +3 mod damage on all attacks and class abilities
• Resourceful [Passive]: Grants an additional use to every class ability

Guardian +2
• +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

Vices and Virtues

- Race: Pandaren
• Dexterous: Your character has a +2 to physical challenge checks.
• Mystical: Your character has a +4 to all knowledge challenge checks.

- Background: Soldier
• Stalwart: Whenever your character successfully passes a challenge check, gain 1d15+5 HP.
• Endurance: Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)

- Virtues
• Swift: Increases your character’s walk and sprint by +5ft.
• Protector: Your character is no longer has their movement hindered when carrying another player in a battlefield.
• Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.
• Inventive: Decreases the threshold of all challenge checks by -2.
• Arcanic Affinity: You have a +4 to Arcane based challenge checks.
• Battleborn: While engaged in combat, your character gains +8 to physical challenge checks.
• Expert: Your character may choose to reroll any failed non-diplomacy challenge rolls during an event. (Can only be used once per event).

- Vices

• Honorable II: 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.
• Blind II: Your character has a -50 to perception rolls and -10ft to range.
• 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.
• Weakness to Fel II: Your character cannot pass fel based challenge checks.
• Heavy I: Players attempting to carry your character in combat suffer -60% reduction to their movement. This includes players with flight.
• Plain I: Your character has a -3 to charm and seduction social challenge rolls.
• Wanton I: Opponents have a -4 threshold for successful charm and seduction attempts against your character.
• Old I: Increases wound duration by +1 week.


• Offensive Spell (Spell | One Hand)
D: 1d25+2: crit on 18-25 +5
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. Channeled Offensive Spells deal full damage to fortified.

• Shield (One Hand)
Guardian[1]: Instant. Target player takes half damage until their next turn. May be used on an allied player within 5ft of your character. May be used as an instant.

• Spell-shield (Spell)
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.

Class: Monk

Movement and Range: 40 ft Walking | 60 ft Sprinting | Melee/20 ft Range

Class Abilities:
• Inner Calm [2]: The monk reaches a point of inner peace mid battle. Remove all CC effects off of your character and give your character a 15hp spellshield. Can be used as an instant.

• Roll [2]: The monk tucks and rolls up to 10ft away. May be used as an instant.

• Eviscerate [3]: The monk attempts to strike a target with a flurry of attacks. At the start of the turn, it will roll 1d3, based on that roll, it will determine how many additional die the will gain to its next basic attack rolls.

Prestige Class: Pugilist
Bonus: +3 max and +2 mod. Increases crit damage by +5.

Kinetic Energy[Passive]: At the start of each turn, a pugilist will roll 1d3 to build up kinetic energy. The roll will determine how much they have gained to spend on certain skills. Kinetic Energy may be stored but it cannot exceed a base of three points. Note: The player must keep track of their current energy mark. Passive.

Stonefist Jab [1 Kinetic Energy]: The Pugilist throws a hard jab. Increases crit damage to normal attacks by +10 this round. Major action.

Doomseeker Haymaker [2 Kinetic Energy]: The Pugilist throws all its weight into a hard punch stunning the target for one turn and dealing 3d15+15 damage. Major action.

Champion’s Uppercut [3 Kinetic Energy]: The Pugilist rockets an uppercut towards its enemy to knock them off their feet preventing movement and dealing 2d20+7 damage. Targets struck with Champion’s Uppercut cannot move for a turn and will knock back non-boss creatures 10ft. Major action.


70 HP | Damage: 1d50+30

Subunit: Sunspear

Rank: Emberward

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

Movement and Range: 40 ft March | 60 ft Forced March | Melee Range

Commander Points: 2

Sunreaver Archmage
Cost: 2 Commander Points
Bonus: Removes any troop option making the player fight the battle solo. They will be given a set health pool (70) and does an increased max and mod damage by 15. Your base damage to apply these bonuses to will be based off your troop choice and any additional Commander Point options you take in conjunction with it. The Archmage will gain whatever additional abilities are granted by the troop choice and commander point choices.

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