Notify Message
Forums
Page 1
Search
#12687946 Sep 06, 2016 at 09:01 PM
15 Posts
CTRL+F to find what you need.

Table of Contents
  1. D20 Sheet Template (as of HG Patch 1.5.4)
  2. Highguard Sentry Sheet (as of HG Patch 1.5.4)
  3. Division Perks (as of HG Patch 1.5.4)
+0
#12687951 Sep 06, 2016 at 09:02 PM · Edited 5 years ago
15 Posts
D20 Sheet Template

LEVEL: XX
PREFERRED WEAPON: XXXX
SKILL POINTS: XX/110

WEAPON SKILLS
Sword and Board:
Hand to Hand:
Bladed:
Blunt:
Axes:
Warglaives:
Pole weapons:
Bows:
Crossbows:
Firearms:
Wands:

SCHOOLS OF MAGIC
Nature:
Spirit:
Water:
Earth:
Arcane:
Shadow:
Necromantic:
Air:
Fire:
Fel:
Light:

TECHNOLOGY SKILLS
Khaz Modani:
Thalassian:
Goblin:
Naaru:
Mo'Arg:
Ethereal:

SUPPORT SKILLS
First aid:
Endurance:
Magical Defense:
Physical Defense:
Command:
Perception:
Bromance:
+0
#12687955 Sep 06, 2016 at 09:03 PM
15 Posts
Highguard Sentry Sheet


Weapon Skills:
Hand to Hand: 20

Schools of Magic:
Arcane: 20

Technology Skills:
Thalassian: 10

Support Skills:
Endurance: 10
Magical Defense: 20
Physical Defense: 15
Command: 11

Abilities:
Arcane Zap: Blasts a target with a handful of Arcane. [Arcane modifier]
Pummel: Exactly what it says on the tin. [Hand-to-Hand modifier]
Stomp: Yep. [Hand-to-Hand modifier]
Smash: Mhm. [Hand-to-Hand modifier]
Arcane Explosion: Like the mage ability, deals damage to all around. [Arcane modifier]
Taunt: Says something rude at a target to get its attention. Not guaranteed to be rude. [Command modifier]
+0
#12687959 Sep 06, 2016 at 09:04 PM
15 Posts
Division Perks

SPELLBREAKER:

Arcaneborne: Upon rolling a successful D20 defense against a magical attack, roll an additional D10 above 4 to reflect the spell back at the attacker for full damage.

MERCY SECT:

Divine Intervention: When reduced to 50% HP, first revive 1 KO'd member to half of their HP. Then, while at 50% HP or lower, your successful heals now effect 1 additional member on the field.

BATTLEMAGI:


Ley Advantage: After 3 successful spell hits, roll an additional D10 above 3 on your fourth successful spell to split it into 3 bolts, dealing 3x damage to 1 target.

SILVER HAND:

Avenging Wrath: When 30% of allies are KO, successful Attack Phase rolls give an additional hit/heal.

812TH:

Rangers -Windrunner's Legacy: Every successful defense roll in a wooded area grants a counter attack for normal damage.

Outrunners - Cannot Touch This: Advantage on physical defense rolls due to agility.

Skyguard - Danger Zone: Your mount has an attack against opponents and can attack with you on attack phases. Can also be attacked by hostiles. Mount attack/defense modified by your Command skill.

Spellbows no longer need to put points into Bow for attacks, they rely upon their casting skill.

SUN KNIGHTS:

Solar Flare: (If the sun can be seen) Every successful attack landed, also /roll 12 and if it is over 7, a burst of Solar energy slams down from the sky at your same target. Calculate the damage by /roll 6, twice, adding both numbers up. (This is called a 2d6!)

HELLGUARD:

Horadrim:
When demons are near, you gain advantage on perception checks. Illidari take no fel damage and once every 5 turns may use Spectral Sight for a guaranteed flawless perception check from the DM.
+0
#13207499 Apr 23, 2017 at 10:08 PM · Edited over 4 years ago
15 Posts
Racials:


High Elf

  • + 5 Arcane Skill
  • Advantage on sound-based perception checks.



Half Elf

  • + 3 Magical Defense
  • Can cast magical Cantrips.



Human

  • + 5 All bladed weapons
  • One re-roll per event.



Highborne

  • + 8 Arcane
  • Advantage on magic-based perception checks.



Night Elf

  • + 5 Nature
  • Calm 1 animal per event. Calmed animal will go from Hostile to Neutral.


Worgen

  • + 5 On bite/claw attacks (which use hand-to-hand modifier)
  • Immune to curses.



+0
#13457825 Sep 26, 2017 at 11:58 PM
15 Posts
Healing Dice

5 or less skillpoints: /roll 4, that's how much you heal.
6-11 skillpoints: /roll 8
12-16 skillpoints: /roll 12
17-19 skillpoints: /roll 16
20 skillpoints (maxed): /roll 12-20
+0
Page 1