I've added one new item to this set, as well as my other two:
I've listed which skills are combat-oriented, and which are not. The non-combat-oriented skills
are more for role-playing, and can be used to round out your character a bit more. If your group
wishes, you can even allow one combat-oriented skill AND one non-combat oriented skill each time
you're allowed a skill card.
This set includes, among others:
Skill: Tracking 1
Use: Ranger Heroes
The hero rolls 1 combat die once per hour. If enough skulls are rolled, the tracks are either found, or the hero has successfully continued to follow the tracks.
**Also have hide tracks
Skill: Maximum Spell Power
Use: Magical Heroes
Once per quest, the hero may cast a spell in which all variables are at maximum value. If combat dice (or red dice) are to be rolled by the caster, all are to be consider successful. This does not apply to rolls outside of the spell, or to dice the target would roll. This does not apply to spells from other sources (wands, staves, etc.).
Skill: Spell Scroll Writing
Use: Magical Heroes
Once, between quests, the hero may write a spell scroll of any spell he knows. Any of the chosen spells are not usable for the next quest. Writing a scroll requires a special quill (25 gold), special ink (75 gold), and special parchment (100 gold). The quill is reusable; the amount of ink and parchment is enough for one scroll.
Skill: Great Leader 1
Use: All Heroes
Once per quest, the hero may hire a single mercenary at 2/3 of the usual cost (round up to nearest whole number). If the hero does anything during a quest that would cause others to question his leadership ability, all Great Leader cards are reduced (for example, 3's must be traded for 2's, 2's must be traded for 1's, and 1's are removed from the hero).
**I have four levels of this - the fourth level actually allows a hero to hire a mercenary that is a hero also - a lower level hero, that is.
Skill: Stab in the Back
Use: Sneaky Heroes
Once per quest, if the hero finds himself behind a target (i.e. the target is facing completely away from the hero), the hero may attack the target. This attack cannot be defended against. The attack, however, must be completed with a light, quick weapon...nothing bulky that is cumbersome to use.
Skill: Dwarf Bloodline: Resist Poison
Use: Bloodline Heroes
Once per quest, hero may call upon the special abilities of his bloodline and resist 1 point of poison damage.
Skill: Damaging Spell 1
Use: Magical Heroes
Once per quest, the hero may cast a spell which causes damage and may add 1 additional combat die to the damage roll.
**Six levels of this.
skill cards set 3.pdf
As always - enjoy. I welcome comments.
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