Hero
Paladin Glade
- Race
- human
- Strength (STR)
- 10
- Magic potential (MP)
- 0/0/0
- Resistance (RES)
- 2
- Agility (AGI)
- 4
- Weapons
- sword, throwing dagger
- Proficiency
- +2 sword
- Special ability
- 2 Hellgate
STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility
How they play
A paladin for the front rank: strength 10 and sword +2 with agility 4 wound on every swing. Hellgate 2 gives a one-in-three chance per attempt on the Gate. There is no magic and resistance 2 is average, so keep a caster nearby for Heal between fights.
- Sword: wounds 100% of the time, 1.5 wounds per attack. Usable from the front rank.
- Throwing dagger: wounds 83% of the time, 0.8 wounds per attack. Thrown from the second rank, once per fight.
- Resists a spell on a 1D6 roll of 1–2 (33% of the time).
- Not a spellcaster (magic potential 0/0/0).
- Hellgate 2: destroys the Gate on a 1D6 roll of 2 or less (33% per attempt), and every failed attempt costs a wound.
Figures use the hero's starting stats and leave out magic items and weapon bonuses. They come straight from the rulebook tables.
Citadel of Blood and Labirynt Śmierci
Called Paladyn Glade in Labirynt Śmierci.
Full rules: 4.0 The Starting Sequence· Hero stats table (4.3)