The Heroes

AAA Blue Pearl transparent.gif (1186 bytes)     SPECIALISTS: Specialist heroes have pre-determined attribute values and can only be of a certain given race. These characters are usually relatively complicated to use because each of them possesses skills and abilities unique to them, but this also makes them much more challenging and fun to play with.

Ninja Wardancer Runesmith Trollslayer Duellist
Swordmaster Berserker Swashbuckler Valkyrie Paladin
Ranger Ogre

BLANK HERO SHEET

BLANK MONSTER SHEETS

Specialists aren't the only heroes around: instead of them you may use a hero from any of the professions below, and change his race to the one you prefer. There are two ways of doing this: (1) you may use predetermined attribute values and apply racial modifiers to them, or (2) you can directly go to choose a race and roll certain dice (adding appropriate modifiers) to generate your hero's attributes randomly (note that depending on the profession you chose you are entitled to reroll the dice when determining a certain characteristic). Each profession and race have certain rules unique to them, so just sum them up (a Halfling thief follows all the rules that apply to thieves, plus all the rules for Halflings). I personally always use the pre-determined heroes, as I find them to have more character than randomly generated ones.

You may want to immediately jump to RACES PAGE.

The Professions

AAAFighter.jpg (11466 bytes)

THE FIGHTER

Fighters are strong and powerful heroes, experts in the art of hand-to-hand combat and capable of slaying mighty opponents single-handed with their great swordsmanship. The Fighter is capable of inflicting reasonable damage even when unarmed, and to reflect his wrestling and punching skills he causes an extra damage dice when fighting with no weapon (i.e. using his fists). This ability comes in useful in those occasions when the heroes are stripped of all their equipment. Apart for a really high weapon proficiency, the main advantage of Fighters is the fact that they do not have any equipment limitations at all. They may use any weapon and wear any armour without additional limitations and are among the few professions that are allowed to use two-handed weapons, that are usually by far the most damaging ones.

Fighters start with a high weapon proficiency of 5.

If you choose to use pre-determined attribute values for your character, just use the following ones and apply the racial modifiers from the Races page.

WS DS BS S T Sp St Br Int Wd FA
8 8 7 6 6 8 8 9 7 4 2

If you prefer to generate randomly your hero's attributes follow the instructions on the Races page. Since Fighters are very good at handling weapons you may reroll once the dice when determining the WS. You must accept the result of the second dice roll if you chose to roll it..

THE SCOUT

The Scout uses his great speed and keen senses to advance ahead of other heroes and aid them in the exploration of the dungeon. Scouts are also valuable companions in combat situations because of their excellent marksmanship and precision in the use of bows. Encumbrance greatly harms the abilities of the Scout, and to reflect this no Scout may ever have his Speed value reduced by more than 1 point due to armour, or use two-handed weapons (except for staffs and warstaffs) in close combat. The exploration skills of the Scout mean that he is at +1 to Surprise rolls as he seeks out telltale signs of enemy ambushes (Wood elf scouts have a commulative bonus of +2). Scouts are extremely swift archers, allowing them to move and fire with a bow during their turn. Moreover any ranged attacks done with a bow and that are targeted at an enemy within 3 squares (short range) will score a critical hit on a roll of 11-12, rather than only 12. Note that these abilities only apply if the hero is using a bow, shortbow, composite bow or longbow, not a crossbow, throwing weapon or any other form of ranged weapon.

Scouts start with a Weapon Proficiency of 1.

If you choose to use pre-determined attribute values for your character, just use the following ones and apply the racial modifiers from the Races page.

WS DS BS S T Sp St Br Int Wd FA
7 7 8 6 6 9 8 8 7 4 2

If you prefer to generate randomly your hero's attributes follow the instructions on the Races page. Since Scouts are very good marksmen you may reroll once the dice when determining the BS. You must accept the result of the second dice roll if you chose to roll it.

Profesion Scout.jpg (9002 bytes)

AAAThief.jpg (8827 bytes)

THE THIEF

Expert in the arts of subterfuge and trickery, the Thief is mobile and sneaky in combat as he seeks to backstab his unknowing opponents. The skills of the Thief also come in handy during the exploration of the dungeon as he is trained to spot and disarm traps and unlock doors. To reflect this the Thief is at +2 to discover and deactivate traps and to all rolls for lockpicking doors or chests.The searching abilities of Thieves allow them to apply a bonus of +2 to any rolls they do on the Hidden Treasure Table, as they do have a sixth sense when it come to finding hidden items. In combat Thieves follow the rules for backstabbing and for this reason double their bonus for attacking enemies at the rear (roll 2 extra damage dice instead of one). Much sneakiness is required to be able to use this skill to the maximum (Thieves will often evade from combat with one opponent in order to attack another enemy model at the rear) so all heroes of this profession cannot have their Stealth value reduced by more than 1 point due to armour. Moreover two-handed close combat weapons are restricted to Thieves with the exception of staffs and warstaffs. Remember that Thieves may buy special items of equipment unique to them at the Thieves' Guild.

Thieves start with a Weapon Proficiency of 4.

If you choose to use pre-determined attribute values for your character, just use the following ones and apply the racial modifiers from the Races page.

WS DS BS S T Sp St Br Int Wd FA
7 8 7 6 6 8 9 8 7 4 2

If you prefer to generate randomly your hero's attributes follow the instructions on the Races page. Since Thieves are well trained in the arts of stealth you may reroll once the dice when determining the St. You must accept the result of the second dice roll if you chose to roll it.

THE WARRIOR-MAGE

Master of sword and magic alike, the Warrior-mage combines the martial prowess of Fighters with arcane skill akin to those possessed by Wizards. It is this variety of skills that, if used with wisdom, makes Warrior-mages extremely powerful. These heroes start the game with two spells (see Magic) chosen from the Wizard's 4 starting ones of a certain college (at no time may the character change college, so choose wisely). Further spell may be learned at double the normal price as Warrior-mages are not very quick learners, but at no time can spells that require two ingredients to cast be studied as they are far too complex to be mastered by these heroes. In order to cast spells components have to be used as usual, and an Intelligence test has to be passed above any the spell normally requires (so two tests have to be passed in a row to cast a spell that usually needs one). Magic items (namely scrolls, wands and spell jewels) that may usually only be used by Wizards and that contain spell charges may be used by Warrior-mages as well, but an Intelligence test is required each time the item is used. This profession is allowed to wear any non-metallic armour, use any shield and helmet and any weapon, close combat or ranged.

Warrior-mages start with a Weapon Proficiency of 3.

If you choose to use pre-determined attribute values for your character, just use the following ones and apply the racial modifiers from the Races page.

WS DS BS S T Sp St Br Int Wd FA
7 7 7 6 6 8 8 8 8 4 2

If you prefer to generate randomly your hero's attributes follow the instructions on the Races page. Since Warrior-mages come in many forms you may choose to reroll once the dice when determining the WS or the Int (you must choose which one you will reroll before you start generating your hero). You must accept the result of the second dice roll if you chose to roll it. You may not reroll both dice.

AAAWarior Mage.jpg (14247 bytes)

AAAWizard.jpg (12436 bytes)

THE WIZARD

Although weak and vulnerable in close combat, the Wizard's skills in the casting of magical spells and in the use of items of arcane power are far beyond the ones of other heroes. Wizards differ much one-another because they may belong to different colleges specialized in totally different forms of spellcasting (see Magic). Wizards do not follow any of the limitations that apply to Warrior-mages, although even they are not allowed to switch colleges during their career. Since magic is dissipated by any items worn by the Wizard, he is not allowed to wear any form of armour at all and is limited to the use of daggers, staffs and warstaffs (he must train his weapon proficiency to be able to use the latter two) in combat so that Wizards are best advised to avoid situations of close combat whenever possible. The arcane studies of Wizards offer them a moderate resistance to hostile spells, so that all Wizards start with a magic resistance of 12+. On the contrary of any other hero, Wizards are also allowed to train their magic resistance by one point for 150gc between adventures, there is no limit to how much this resistance can be trained (you may not train your magic resistance together with anything else, so you may not learn a spell at the same time or increase another attribute).

Wizards start with a Weapon Proficiency of 0.

If you choose to use pre-determined attribute values for your character, just use the following ones and apply the racial modifiers from the Races page.

WS DS BS S T Sp St Br Int Wd FA
5 5 6 4 4 8 8 8 9 3 2

If you prefer to generate randomly your hero's attributes follow the instructions on the Races page. Since Wizards focus much on their mental abilities you may reroll once the dice when determining the Int. You must accept the result of the second dice roll if you chose to roll it.