Category:Scouts: Difference between revisions

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Heroes of the Scout archetype.
Heroes of the Scout archetype.
{{#dpl:
  |category    = Scouts
  |namespace    =
  |include      = {Infobox hero}:name:expansion:speed:health:stamina:defense:willpower:might:knowledge:awareness:ability:feat
  |table        = class="wikitable sortable",-, Name, Exp, Spd, {{Heart}}, {{Fatigue}}, {{Shield}}, {{Willpower}}, {{Might}}, {{Knowledge}}, {{Awareness}}, Ability, Feat
  |tablerow    = [[%PAGE%¦%%]], ²{ValidateExpansionCode¦%%}², %%, %%, %%, %%, %%, %%, %%, %%, %%, %%
  |tablesortcol = 2
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[[Category:Archetypes]]
[[Category:Archetypes]]

Revision as of 07:34, 4 August 2017

Heroes of the Scout archetype.

Name Exp Spd Heart Fatigue Shield Willpower Might Knowledge Awareness Ability Feat
Ronan of the Wild DJ31 4 10 5 Gray 4 3 1 3 You have the Pico familiar. At the beginning of each encounter, place the Pico familiar token on your Hero sheet. During your turn, you may choose 1 search token within 3 spaces of you, and place Pico in it's place. Use at the start of your turn if the Pico token is in your Hero sheet.

Choose 1 other hero. You and that hero may immediately trade any Shop Item cards, Relic cards, and Search cards.

Vyrah the Falconer DJ31 4 10 4 Gray 2 3 2 4 You have the Skye familiar. At the start of your turn, if Skye is not on the map, place him in your space. Action: Skye performs a Melee attack with a blue, red, and yellow die.
This attack gains: Surge: Stun
Lindel DJ27 5 10 5 Gray 3 3 3 3 Each time you perform an attribute test, roll 2 gray defense die instead of 1 gray and 1 black defense die. Action: Perform an attack. After you roll attack dice, you may change the attack die to a different result of your choice.
Tetherys DJ28 4 10 4 Gray 1 3 2 5 Each time you perform an attack, you may roll your attack dice before you declare the target. If any attack dice are added after you declare the target, roll those dice during the Roll Dice step. Use after rolling your attack dice to choose 2 additional valid targets for that attack. Each target rolls defense dice separately.
Jain Fairwood DJ01 5 8 5 Gray 2 2 3 4 When you suffer any amount of Heart from an attack, you may choose to suffer some or all of that amount as Fatigue instead; you cannot suffer Fatigue in excess of your stamina. Action: You may move double your Speed and perform an attack. This attack may be performed before, after, or during this movement.
Tomble Burrowell DJ01 4 8 5 Gray 3 1 2 5 If you are attacked while adjacent to at least one other hero, you may choose an adjacent hero and add the defense pool of that hero to your own. Action: Remove your figure from the map and place a hero token in your space. At the start of your next turn, place your figure in any empty space within 4 spaces of your hero token.
Bogran the Shadow DJ02 4 10 4 Gray 3 2 2 4 Each time you attack a monster adjacent to another hero, your attack gains +1 Heart Action: Perform an attack, then place a hero token in your space and remove your figure from the map. At the start of your next turn, replace the hero token with your figure.
Kirga DJ02 4 12 3 Gray 1 3 2 5 A monster may only target you with an attack if there are no other heroes closer to that monster and in its line of sight. Use during another figure's activation to immediately perform a move action. You may not interrupt another player's action unless it is a move action.
Red Scorpion DJ02 5 8 5 Gray 3 3 3 3 At the end of your turn, you may suffer 1 Fatigue to recover 1 Heart, or suffer 1 Heart to recover 1 Fatigue. Use when you are attacked to force the attacking monster to reroll some or all of the atack dice (you choose which dice). The new results must be applied.
Tobin Farslayer DJ02 4 12 3 Gray 2 3 2 4 Each of your attacks that targets a monster that is at least 3 spaces away from you gains:
Surge: +2 Heart
Use after attacking a monster that is at least 5 spaces away from you (after attack dice are rolled) to deal +3 Heart to that monster.
Grey Ker DJ02 4 10 5 Gray 3 2 2 4 If you perform only 1 action on your turn, then later this round you may take a second turn, during which you receive only 1 action. Your second turn must be taken after a hero's turn and before the overlord's turn. Use at the start of your turn to immediately perform 1 free action. This is in addition to your 2 actions on your turn.
Laurel of Bloodwood DJ02 4 8 3 Gray 2 2 3 4 Each time you perform a Ranged attack and the total range result is more than was necessary to reach your target, that attack gains +1 Heart. Action: Perform an attack with a Ranged weapon, ignoring the range rolled. This attack cannot miss due to rolling an X or insufficient range.
Lindel DJ02 5 10 5 Gray 3 3 3 3 When making an attribute test, you roll 2 gray defense dice instead of 1 gray and 1 black defense die. Action: Perform an attack. Rather than rolling the attack die, place it showing the face of your choice. Roll the rest of your dice as normal.
Ronan of the Wild DJ02 4 10 5 Gray 4 3 1 3 You have the Pico familiar. Start each encounter with the Pico token on your sheet. Action: Move up to 10 spaces. You must end this movement in a space adjacent to the hero that currently has Pico on his Hero sheet.
Silhouette DJ02 5 10 4 Gray 1 3 2 5 Each time you roll an X on your attack roll, you may deal 1 Heart to 1 monster adjacent to you. Action: Move double your Speed. You may search any number of search tokens you move adjacent to during this movement without performing an action to do so.
Tatianna DJ02 5 12 4 Gray 2 2 2 5 Each of your attacks gain +1 range. Each Ranged attack that targets you gains -1 range. Use after defense dice are rolled against one of your attacks. Ignore the results from the die that rolled the most Shield.
Tetherys DJ02 4 10 4 Gray 1 3 2 5 You may always roll your attack dice before your target rolls its defense dice. Each time after rolling your attack dice, you may choose to instead attack a different valid target. This new attack uses the same attack roll. Use after rolling your attack dice to choose a second valid target for your attack. Both targets are affected by the attack and roll defense dice separately.
Vyrah the Falconer DJ02 4 10 4 Gray 2 3 2 4 You have the Skye familiar. At the start of your turn, if Skye is not on the map, place him in your space. Action: Place Skye in any space in your line of sight. Skye then attacks an adjacent monster with a blue, red, and yellow die.
This attack gains Surge: Stun
Silhouette DJ29 5 10 4 Gray 1 3 2 5 Each time you perform an attack and roll an X result, choose 1 monster adjacent to you. That monster suffers Heart equal to 1 plus the number of weapons you have equipped. Action: You may move double your Speed. During this movement, each time you enter a space that contains a search token, you may suffer 1 Fatigue to search that search token.
Logan Lashley DJ04 4 10 4 Gray 2 3 2 4 You cannot be Immobilized. Additionally, immediately after you perform an attack with an Exotic weapon, you may move 1 space. Use after one of your attacks deals at least 1 Heart (after rolling defense dice). You may move up to your Speed and perform an attack. This does not require an action and the attack may be performed before, after, or during this movement.
Thaiden Mistpeak DJ21 4 10 5 Gray 2 3 1 5 Each time you perform an attack, after dice are rolled, you may cancel the attack and immediately search a search token within 3 spaces of you. Use when a monster enters an empty space adjacent to you. The monster is Immobilized, and you immediately move up to 3 spaces.
Tinashi the Wanderer DJ07 4 12 4 Grey 3 3 2 3 Each time you defeat a monster, you recover 1 Fatigue. Use during your turn to choose an empty space within 3 spaces of your figure. Remove your figure from the map and place it in the chosen space.
Laurel of Bloodwood DJ26 4 8 5 Gray 2 2 3 4 Each time you perform a Ranged attack and the total range exceeds the distance to the target, that attack gains +1 Heart. Action: Perform an attack with a Ranged weapon. If you roll an X, treat it as a blank result. This attack gains +10 Range, and adds 1 Surge to the results.
Raythen DJ16 4 14 4 Brown 1 3 2 5 Once per turn, you may suffer 1 Fatigue to allow 1 hero on the same map tile as you to reroll an attribute test. He may use your attribute value instead for the reroll. Use during your turn to search a search token adjacent to another hero. This is in addition to your 2 actions on your turn.
Arvel Worldwalker DJ34 4 10 4 Gray 3 3 3 3 Each time you fail an attribute test, you may recover 1 Fatigue.

Once per round, when you fail an attribute test, you may reroll that test instead of recovering 1 Fatigue.

Use on your turn. Return up to 2 of your Class cards to your Class deck. Then, gain any number of Class cards from your Class deck worth an equal amount of XP.
Tatianna DJ33 5 12 4 Gray 2 2 2 5 Each of your attacks gains +1 Range. Each Ranged attack that targets you requires an additional 1 Range. Use when you perform an attack, after dice are rolled. Choose 1 of your target's defense dice and change the result to another result of your choice.
Grey Ker DJ32 4 12 5 Gray 3 3 2 4 After you have performed your first action each round, you may choose to suspend your turn. If you do, resume your turn after another hero finishes his turn this round. Use at the start of your turn to receive 1 additional action this turn.
Roganna the Shade DJ05 5 10 4 Gray 4 2 2 3 Each of your attacks targeting a monster that is not adjacent to any other hero gains +1 Heart. Use at the end of your turn. Until the start of your next turn, each hero within 3 spaces of you may only be targeted by an attack if the attacking monster is adjacent to the targeted hero.
Arvel Worldwalker DJ02 4 10 4 Gray 3 3 3 3 When you fail an attribute test, you may reroll it. Limit once per round. Use on your turn to discard 1 of your hero skills. Immediately gain any number of hero skills from your Class deck worth the same amount of experience points as the discarded skill.