Berserker

Vitality: 14

Spells Known: 0

Starting Inventory: 3

Expertise: 4

special ability: reckless swing

Berserker may use Heavy weapons with a single action. Berserkers take double damage from all non-magic source of damage.

 

Knight

Vitality: 12

Spells Known: 0

Starting Inventory: 9

Expertise: 2

special ability: armor leverage

A knight is able to move 4 squares per action in Medium armor, and 3 squares per action in Heavy armor. A knight adds her half of her armor value into her melee weapon damage.

 

Soldier

Vitality: 11

Spells Known: 0

Starting Inventory: 8

Expertise: 3

special ability: Preparation

A soldier may switch his weapons without spending an action once per turn.

 

Monk

Vitality: 10

Spells Known: 2

Starting Inventory: 3

Expertise: 3

special ability: Mobility

If a monk is not wearing any armor, then he gains 1 bonus move action each turn.

 

Hunter

Vitality: 9

Spells Known: 0

Starting Inventory: 6

Expertise: 5

special ability: Wilderness mastery

Whenever a hunter rolls a 6 on his weapon dice roll, he adds a 6 to the dice total and rolls another dice. A hunter may move full speed through rough terrain.

 

Merchant

Vitality: 8

Spells Known: 1

Starting Inventory: 8

Expertise: 3

special ability: Inventory guru

Every item costs only half, and a merchant may purchase items away from towns at full price.

 

 

Dancer/Songstress

Vitality: 7

Spells Known: 3

Starting Inventory: 3

Expertise: 3

special ability: Inspiration

A dancer/songstress is able to grant a bonus action for an ally within 6 squares of her each turn. She cannot pick herself with this ability, and multiple dancers cannot pick a same target to inspire.

 

Priest

Vitality: 6

Spells Known: 3

Starting Inventory: 4

Expertise: 3

special ability: Relic

A priest can use designated item known as a relic in their item slot to maintain a spell without spending actions. A priest may only use 1 relic. 

 

Thief

Vitality: 5

Spells Known: 0

Starting Inventory: 6

Expertise: 7

special ability: Sleight of hand

A thief may enter stealth without using up an action, and moves full speed in stealth.

 

Scholar

Vitality: 4

Spells Known: 4

Starting Inventory: 3

Expertise: 3

special ability: Stratagem

Any spell that scholar starts casting, will automatically gain 1 action to completion at the beginning of the scholar's turn. Scholar also receives bonus 4 hit points for every point in Mana.

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