TEAM 1 PLAYSHEET

Team 1's main strategy is to survive.  They use healing spells and Soak augmentation to outlast there opponents. 

Three strong fighters take point with two healers as backup and one Treasure-hunter thrown in to make sure new equipment is gathered.

 

 

Name

Act

At

Stk

Dm

HP

Sk

Df

Rs

Spells

MP

Abilities

 

Euipment

Paladin

4

3

3

3

30

1

0

5

Absorb,

10

Hipocratic Oath

0

Mace(1d6), Spellbook

 

 

 

 

 

 

 

 

 

Heal

 

 

 

 

This character is meant to be self-sufficient.  While backup will make him even harder to kill, his own healing ability (amplified by Hippocratic Oath)

and Absorb should give min everything he needs.  If he’s attacked before his first turn use healing to keep him in the fight,

otherwise simply have him cast absorb on himself and attack the nearest enemy.

 

Paladin 2

4

3

2

3

30

1

0

4

Teleport,

14

Feint

0

Mace(1d6), Spellbook

 

 

 

 

 

 

 

 

 

Invigorate

 

 

 

 

The most versatile fighter in the game, this character can teleport to a chosen target, invigorate and still attack four times. 

Use one of your two backup characters to make sure she lives through the fight.

 

Fighter

4

3

4

5

30

1

0

4

 

0

Weathered

2

Sword(2d4)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This character abandons all magic for attack strength.  The Weathered ability allows him to step up to any enemy and be assured he will survive the first round of attacks. 

This is a definite advantage and following up with a backup character should make him one of the most dangerous characters in the game.

 

Priest

4

1

0

0

37

1

0

7

Heal, Invigorate

25

Hippocratic Oath

0

Spellbook

 

 

 

 

 

 

 

 

 

Absorb, Teleport

 

 

 

 

Twenty five is the maximum number of spell points a starting character can have and this character puts them to good use. 

Teleport to any of your three fighters and cast invigorate and absorb on them.  With the magic that regenerates at the end of the turn this will leave

you with enough magic for a heal next turn, if needed.

 

Priest 2

6

1

0

0

29

1

0

7

Heal, Invigorate

25

Hippocratic oath

0

Spellbook

 

 

 

 

 

 

 

 

 

Absorb, Gate

 

 

 

 

The set up is close to the same for this character.  The difference here is the ability to Gate.  Placing the three gates you open well will allow one

of your fighters to use them to move to the action.

 

Thief

7

1

0

0

29

1

0

5

Invigorate

23

Weathered

2

Spellbook

 

 

 

 

 

 

 

 

 

Absorb, Teleport

 

 

 

 

Last but not least comes this character.  He can also be used to backup a fighter but his relatively high movement and ability to invigorate also make him an ideal treasure hunter.

 

 

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