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Longdog Games

Character Info

Vitals

Attribute Points Remaining: 5

Combat

Weapons

Weapon Class Abilities:
  • Axe: +1 damage. Crit: Bleed — 1d4 damage/turn for 5 turns.
  • Hammer: 2pts armor penetration. Crit: Stun — foe loses next Action/Movement.
  • Sword: +1 AD to hit. Crit: Disarm — foe drops one held item.
  • Polearm: Some have Reach. Crit: Trip — one-hex foe falls prone.
  • Ranged: Attack from distance; cannot use when Embattled. Crit: Pin — foe cannot move one turn. Crossbows fire every other turn.
  • Special: Requires a specific Discipline.
Mage Weapons (Staves & Wands): Grant benefits of Staff & Wand Disciplines for Spellcasting. No crit effect. See Disciplines for details.
Range Penalties — Ranged: 0–9 hexes: no penalty. 10–14: -1 AD. 15–19: -2 AD (+1 penalty per 5 hexes).
Range Penalties — Thrown: 0–3 hexes: no penalty. 4–6: -1 AD. 7–9: -2 AD (+1 penalty per 3 hexes).
MT Deficit: If weapon MT > hero MT, gain 1 Misfortune per point of deficit.
AD0: Attacking at AD0 hits 50% of the time.

Starting Weapons

All heroes start with a Dagger. Choose your remaining weapons:

Attack Name AD Damage Critical Effect
Ready Weapon
Second Attack
Third Attack
Grapple Weapon
Unarmed Attack

Skills

Skill 1 2 3 4 5
Athletics
Lore
Navigation
Perception
Persuasion
Scoundrel

Disciplines

Requires minimum KN. Prerequisites must be met. XP auto-deducted on learn.

Learned Disciplines

    Spells

    Requires minimum KN. Forest Elf: KN requirement -1. Odrim: Spell XP cost -1. XP auto-deducted on learn.

    Learned Spells

      Items & Treasure