Hero

Gislan

Race
dwarf
Strength (STR)
10
Magic potential (MP)
4/4/4
Resistance (RES)
3
Agility (AGI)
4
Weapons
axe, hammer
Proficiency
+2 axe
Special ability
3 traps

STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility

How they play

The all-rounder dwarf: strength 10, resistance 3, axe +2 and four spells under every sun. Traps 3 makes Gislan the party's trap-breaker, with a one-in-two chance per attempt. The catch is rank: casting happens in the second rank and swinging the axe in the front, so decide before the fight which job Gislan does.

  • Axe: wounds 100% of the time, 1.5 wounds per attack. Usable from the front rank.
  • Hammer: wounds 100% of the time, 1.2 wounds per attack. Usable from the front rank.
  • Resists a spell on a 1K6 roll of 1–3 (50% of the time).
  • Knows 4 spells and can ready all of them whichever sun is dominant. Casting costs wounds, and in a fight only the second rank may cast.
  • Traps 3: disarms a trap on a 1K6 roll of 3 or less (50% of the time).

Figures use the hero's starting stats and leave out magic items and weapon bonuses. They come straight from the rulebook tables.

Play now

Full rules: 4.0 Game Setup· Hero stats table (4.3)

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