• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Barbarian Quest Pack, Elf Quest Pack and other Solo Heroes

Discuss the creation of new Heroes and share Heroes you've created.

Barbarian Quest Pack, Elf Quest Pack and other Solo Heroes

Postby WiseOne » March 29th, 2014, 1:55 am

Hi Folks,

So my other post has become so cluttered that I've decided to make a new one for these. I came up with the idea of having a series of heroes that could each do the various solo quest packs. Works in progress but here is what I have so far. I will edit this post as I work on it.

-WiseOne


CHILDREN OF THE NORTH

Standard Barbarian - Feel free to use the Warrior from Dungeon!... post or Berserker from Magic Realm post or this one based loosely on WarhammerQuest skills
Horse Barbarian
Reaction Strike: Gains one use of Parry and Riposte Combat Card
Battle Blades: One per quest may make two attacks monster can only defend against one
Run: Once per quest may double the movement shown on your red dice
Undying Rage: Once per quest when you drop to zero BP you are instead restored to 1 BP and may make an attack against an adjacent monster.

Norscan Berserker
Berserk: Once per quest may go into Battle Rage as per the potion
Raider: Once per quest may draw three treasure cards as per Treasure Horde spell
Indomitable Rage: Gain 1 Mind Point
Ignore Wounds: Once per quest when dropped to zero BP or below, heal immediately 2 BP. You are immune to all damage until your next turn.

Trapper - As dwarf, +1 Body Point, - 1 Mind Point. Has dwarf trap abilities and will gain some survival skills
-Mountaineer - Once per quest may ignore the first Hazard drawn by you or another ally in the room
-Lie in Wait - Once per quest may ignore the first Wandering monster drawn by you or another ally in the room
-Hostile Terrain Understanding - May search for traps when monsters are present
-Net Trap - Once per quest may create a net trap causes an enemy to lose their next turn. On subsequent turns they may escape by rolling anything but a white shield on one combat die. The Hero may not move during the turn that this action is taken, using it to create the trap.

Huntress - As dwarf. 7 BP 3 MP. Loses dwarven trap skill. Gains a loyal beast companion. This starts as a scout mercenary with no trap ability (Wolf). May be upgraded to Halberdier (Young Bear) and then Swordsman (Great Cat) with additional money investment as per Mercenary rules. No upkeep required. Based loosely on Beast Rider/Huntress from Lords of Magic.
Survivalist Training: You may disarm traps as well as a dwarf as long as you have a toolkit.
Mountaineer: You may ignore the first Hazard drawn by you or another Hero in the room. Alternatively you may immediately disarm a triggered falling block trap.
Beast Rider: Your Beast Companion may occupy the same square as you. Either can be targeted.
Queen of the Wild: Once per quest you may cast the spell Summon Wolves from Elf quest pack. They immediately attack.

Shaman - As elf, +1 Body Point, -1 Mind Point. Has three spells, Spirits' Gift (Heal Body), Inspire Fury (Battle Rage potion usable on any target), Shield of Rime (Acts as Rockskin, if it drops due to damage all adjacent monsters take 1BP damage which can be defended as normal
-Spiritual Guidance - Spirits' Gift affects two targets
-Ancestral Gift - May cast any Shaman spell a second time
-Berserkergang - Battle Rage affects all allies
-Glacial Bulwark - Shield of Rime now has 2 BP and explodes each time. Enemies lose 1 DD to the attack

Elder - As wizard, +1 Body Point, -1 Mind point. Spells of Detection and two other spell sets, may be custom
-Read the Runes: Once per quest may roll twice the effects of a spell and keep the preferred result
-Ancient Wisdom: +1MP
-Vision - All allies gain once use of Read the Runes
-Secrets of the Ancestors - Once per quest may look at top three treasure cards, place any number on the bottom, and place the remaining in any order on top

Kislevite Shaman - As Wizard, +1 BP, -1 MP gains access to Fire, Darkness, Air, and Water spells.
Frozen Storms: May substitute one Air and one Water spell for a Storm Master spell
Animal Totem: TBD
Might of Kislev: TBD
TBD

Shield Maiden - Alternate Female Barbarian. Gains a +1DD when using a shield but refuses to use two handed weapons.
-Defender of the North -Once per quest may roll defense dice twice and keep the better result.
-Shield Toss - Once per quest may make a ranged attack with 3AD. This attack cannot be blocked
-Sisters in Arms - Once per quest you may Defend for an adjacent ally. You gain +1DD for this roll
-Vakyrie - Once per quest may heal self to max bp

CHILDREN OF THE WOODS

Elf Warrior - As barbarian
-Parry and Riposte - Gain 1 use of this Combat Card
-Master Bladesman +1AD with longsword, bastard sword, two handed sword
-Dance of Blades - 1x per quest May attack twice. You may use your move in between these two attacks
-Wall of Steel - Gain +1DD when wielding a sword and no shield

Elf Archer - as Elf but loses spellcasting and gains Dwarf Trap abilities
-Elusiveness: 1x per quest may pass through enemies
-Master Bowman: +1AD with Bows
-Point Blank: May fire at adjacent foes
-Snapshot: 1x per quest may attack twice with a bow. If two different targets, they must be adjacent to each other.

Standard Elf - Feel free to use Elf from Magic Realm

Elf Wizard - As Wizard, Uses Elf spells as a spell group
-Elven Mists: 1x per quest may cast an improved Veil of Mist that can be cast on any Hero's turn when they are about to move
-Twisting Vines - Warp Wood now reduces any enemy that is not a Gargoyle or "Boss Monster" to 1AD and they lose 1 DD
-Extended Time - Time Stop now gives an additional hero a turn
-Elven Perfection - May cast one Elf spell an additional time

Druid of Albion (Based on a Warhammer Quest char)
As Elf, may choose one spell group from Animal Spells or Plant Spells
Plant Spells:: Entangle which acts as Chains of Darkness, Healing Salve, which creates one 4 BP healing potion and Barkskin which acts as Earth Shield from Phoenix, doubling the White shields on next dice roll.
Animal Spells: Three Beast Spell transformations (Thanks ChaoticPrime)
Veteran Level Plant spells: Overgrowth (as Cloak of Darkness), Poison Dart (does 1 BP of damage and reduces the enemy DD to one, Grasping Vines - As Elf Slow spell
Veteran Level Animal Spells: Savage Beast,Swarm of Doom, (Thanks Teldurn) Feline Swiftness (acts as Veil of Mist + Swift Wind)
-Sacred Circle Augury: The first Wandering Monster or Hazard drawn by Druid or another hero in the room is ignored (not optional, must be first)
-Warp Wood and Bend Metal - Destroy or move one piece of furniture once per quest. May be used like a Genie to open a door.
-Sacred Circle Masteryr: Gain an additional use of Sacred Circle Augury.
-Animal Summoning: Begin each quest with a summoned animal that lasts until killed.
----Animal Summons: Spider - 1AD, 2DD, 2BP, can cast web on adjacent target instead of attacking which prevents it from moving, Wolf- 2 AD, 2 DD, 2BP, can attack diagonal, Panther - 3 AD, 2DD, 2 BP, Young Bear 2 AD, 3DD, 2BP, Tortoise 2AD, 4DD, 2 BP, Only 1 Die of movement, Rabbit - 1 AD, 2 DD, 2 BP, 3 movement dice, Bat - 2 AD, 2DD, 2 BP can pass through enemy squares.

CHILDREN OF STONE

Longbeard
8 BP, 2 MP, uses weapons/armor of dwarf
Dwarven Weapon Training +1ADD with Hammers/Axes
Dwarven Amor Training: Ignore speed penalty in Platemail
Age and Experience: +1 BP
Heads Will Roll: 1x per quest may attack all adjacent enemies

Standard Dwarf (Dwarf from Magic Realm) or the following based on Warhammer Quest Skills
Dwarf Warrior
Mighty Blow: Gains once use of this Combat Card
Goldmaster: Once per quest may double the amount shown on a treasure card that he draws
Endure: Once per quest may ignore one attack.
Stonemaster: Ignore all falling block traps and automatically reveal them if triggered. They are then automatically disarmed.

Runepriest (version 2.0). Loses dwarf trap abilities. Gains 3 Runes that are imbued on a Hero with line of sight required. Then they are invoked as per a Healing potion by the wearer. Starting 3 are Rune of Mending (Heals 4 bp), Rune of Shielding (As Rockskin), Rune of Striking (as Courage). At Champion may learn Rune of Immolation (Ball of Flame) and Rune of Restoration (Heals 1 Bp to all heroes in room). At Veteran may learn Rune of Sanctuary (as Cloak of Shadows)
Grugni's Gift: May use Rune of Mending a second time
Runic Warding: Once per quest may cancel a Chaos spell
Potent Runes: Rune of Striking +1AD, Rune of Shielding no longer breaks due to a trap or hazard
Rune of Life: 1x per quest may restore a dead hero to half BP, they lose their next turn

Runepriest (version 3). Loses dwarf trap abilities, gains Runecasting. Runes are imbued on a hero with line of sight required. They are invoked by the hero it is imbued on as a healing postion. Spells viable for Runecasting are Earth and Fire. At Zargon's discretion the Runepriest can mix and match or learn other spells.
Grugni's Gift: Gain one additional use of Heal Body to be used for Runecasting
Runic Warding: Once per quest may cancel a Chaos spell
Potent Runes: Courage spell +1AD, Rockskin no longer breaks due to a trap or hazard
Rune of Life: 1x per quest may restore a dead hero to half BP, they lose their next turn

Engineer (Warhammer Online)

Geomancer - As Wizard, +1 BP, -1 MP, Gains 1 use of Standard Earth Spells, One use each of the Champion/Veteran Earth spells from Phoenix, 2 Uses of Wall of Stone, and 1 Use of any Initial Earth spell one more time
-Stone Bulwark - It now takes 3 BP of damage before Rockskin goes away
-Diamond in the Rough - Gain one additional Earth spell and a slot to cast it in
-Earthen Mastery - Once per quest may cast an Earth spell a second time
-Rock Shower - Once per quest you may choose to have an Earth spell effect all Heroes or all Monsters in a room


CHILDREN OF THE ARCANE

Champion - as barbarian, -1BP +1 MP, based on DaOC class, gains Valor. They may transfer one attack die or defense die to another hero.
Shout: One per quest may shout at an adjacenent enemy. It loses its next turn.
Valiant: May use Valor a second time per quest
Arcane Slayer : One per quest when they hit a spellcaster with an attack, the spellcaster discards a card at random
Glorious Valor: When Valor is used and a creature is present, both Heroes benefit from the die until no monster can be seen.

Battle Mage - as dwarf, -1 BP, +1 MP, loses dwarf abilities, gains spellcasting as elf
Arcane Arms and Armor: Gains +1DD when not using a shield and have nothing in the offhand, gain +1AD when wielding a shield and a sword.
Combat Casting: Once per quest may cast a spell the same turn that you attack
Artifact Familiarity : May use one use artifacts a second time
War Magic: Once per quest one spell cast affects all heroes or all enemies in the room

Mystic - as elf, -1 BP, +1 MP, gains one additional spell group, may only use armor usable by Wizard
Arcane Rejuvenation: One per quest may Heal an ally 2 BP and 4 MP
Union of Body and Mind: +1 BP
Aura of Calm: Once per quest all adjacent figures lose their next turn
Pure Mind: You are immune to all mind control spells

Standard Wizard - use Wizard (magic realm), Sorceror (Magic realm), Witch (magic realm) or Mage (Dungeon!/WarhammerQuest) or the following:

Master Wizard -
Master of Detection - 1x per quest may cast a Detection spell if you did not choose this group. If you did, you may cast one an additional time.
Master of Protection - as Master of Detection, for Protection group
Master of Darkness - as Master of Detection, for Darkness group
Master of Elements - If two of the Wizard spell groups are chosen, the third may be made up of any three Elemental spells of the Wizard's choice.

Mage (A modified version of the one from my Dungeon post. Inspiration taken from Wizard skills by GimmeYourGold). The Wizard starts with Magic of Dungeon and War. This cannot be changed until the next rank is reached.
Champion/Apprentice - Learn 1 Wizard Skill
Veteran/Adept - Learn 1 Additinal Wizard Skill
Knight/Sage - Learn 1 Additional Wizard Skill
Legend/Arch-Wizard: Learn 1 Additional Wizard Skill
Wizard Skills:
-Magic of Dungeon and War: May replace a spell with the Storm Master Lightning Bolt spell but only 2 AD of damage. This becomes 3AD at Sage level and higher, or Ball of Flame (same as the Fire spell)
-Sorcerous Knowledge: Requires Adept level. Gain the High Mage's Escape Spell but only within 12 Squares previously discovered and Death Bolt Necromancer spell. A total of two subsititutions can be made from the four spells learned (Lightning Bolt, Ball of Flame, Death Bolt, Escape).
-Traveller's Wisdom : Once per quest ignore a hazard drawn by wizard or another hero in the room.
-Polymorph: Usable once per quest as per the Wizard skill card (Citation GimmeYourGold)
-Deep Delver: The Mage or another Hero in the same room may double the amount of gold or wandering monsters drawn. Must be declared before drawing.
-Crystal Ball: Cast Clairvoyance 1x per quest. Requires Adept level
-Elvish Studies: May choose two Elf spells and may substitute a spell for one of them.
-Mastered Spell: Arch-Wizard only. Once per quest may reroll the red or white die spell results and keep the better result.
-Power: Sage level or higher. May re-cast a spell already cast once per quest.
-Spell Interrupt: Arch-Wizard only. Once per quest may cast a spell on Zargon's turn but it cannot be an attack spell.


CHILDREN OF THE DIVINE

White Knight (From Magic Realm)

Paladin (From Dungeon!)

Cleric (From Dungeon!)

Prophet
Peer into the Future: 1x per quest may reveal a room with door not open
Good Omens: 1x per quest allow an ally to reroll
Divine Guidance: 1x per quest Heroes and Furniture do not block line of sight
Holy Celerity: 1x per quest Cast Time Stop as Elf Spell
User avatar
WiseOne

Orc
Orc
 
Posts: 41
Joined: November 3rd, 2012, 2:02 pm
Hero:
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Return to Heroes

Who is online

Users browsing this forum: No registered users and 1 guest