The Witch Hunter
Stats:
· Attack: 2
· Defend: 2
· BP: 7
· MP: 3
· Starting Weapon: Shortsword, Pistol
Witch Hunter’s Pistol: Witch Hunters have a revolver with six shots. Each shot is represented by a Bullet Token. A player can spend a Bullet Token as an Action to fire the revolver.
The Pistol: 4 Attack dice, Range 8.
The Mercenary
Stats:
· Attack: 2
· Defend: 2
· BP: 7
· MP: 3
· Starting Weapon: Shortsword
Gold-Greed: When drawing treasure, the Mercenary can draw twice, discarding one.
The Grail Knight
Stats: As Elf
Chivalry: A Grail Knight may spend a Mind Point to make a Defense roll for an ally he is adjacent to.
The Cleric
Stats: As Elf
Clerical Magic
Clerics know 4 Divine Spells. They have 6 Spell Tokens. To cast a spell, a player spends a Spell Token as an Action.
· Cure Wounds: This spell may be cast on any one Hero, including yourself. The angels smile upon you, and restore up to 4 lost Body Points. You can never be healed for more BP than you start with.
· Deathbane: All Undead monsters in the same room you are in (that you can see) take 1 BP of damage.
· Guidance: When you cast this spell, choose an ally. They can make an action immediately after you cast this spell.
· Guardian Angel: Choose an ally. They get a re-roll token. At any time they may spend that token to re-roll a failed dice roll. Note that if the character does not spend the re-roll token within 6 turns, they lose it.
The Elven Wardancer
Stats: As Dwarf
· You may attack diagonally.
· If you have a second one-handed weapon, you may attack twice.
· You may not wear chainmail or platemail.
The Duelist
Stats: As Dwarf
Duelists may not wear chainmail or platemail. They can’t use two-handed weapons.
Duelists have 4 Skill Tokens. To use a Duelist Skill, a player spends a Skill Token.
· Lunge: You roll an extra movement die, but you must move towards a foe.
· Parry: You may roll your Attack in place of your Defense dice when being attacked.
· Riposte: When an enemy attacks you, you get a free attack against them after they roll.
The Thief
Stats
· Attack 2
· Defend 2
· BP 5
· MP 4
· Starting Weapon: Shortsword
· Starting Armor: None
· Starting Equipment: Tool Kit
Thief Skills
· Trap Breaker: When disabling traps, roll twice and choose the better result.
· Dodge: You can spend a Mind Point to re-roll Defense