Hero
Dalmilandril
- Race
- elf
- Strength (STR)
- 5
- Magic potential (MP)
- 3/4/5
- Resistance (RES)
- 3
- Agility (AGI)
- 2
- Weapons
- bow, dagger
- Proficiency
- +2 bow
- Special ability
- 2 negotiation
STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility
How they play
An elven archer who also casts: with bow +2 and agility 2, Dalmilandril wounds on every shot from the second rank, and magic potential 3/4/5 gives up to five spells. A character can't shoot and cast in the same round, so choose each turn. Negotiation 2 helps at the table and resistance 3 helps against enemy spells, but strength 5 is thin.
- Bow: wounds 100% of the time, 1.0 wounds per attack. Fired from the second rank only.
- Dagger: wounds 67% of the time, 0.7 wounds per attack. Usable from the front rank.
- Resists a spell on a 1K6 roll of 1–3 (50% of the time).
- Knows 5 spells. The dominant sun decides how many they can ready for an adventure: 3 under the red sun, 4 under the yellow sun and 5 under the blue sun. Casting costs wounds, and in a fight only the second rank may cast.
- Negotiation 2: adds 2 to the 2K6 negotiation roll.
Figures use the hero's starting stats and leave out magic items and weapon bonuses. They come straight from the rulebook tables.
Full rules: 4.0 Game Setup· Hero stats table (4.3)