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