THIEF / ZEALOT, EXECUTIONERS OF GUNDALON'S REVENGE.
Armour Class: 10
Action Points: 6
Money: 10
Next Turn
Medium: 10
vs.
Your Total: 0
Custom Modifier: 0
Skill Modifier: 0
Dice: 0 + 0 = 0
Grants +1 to Health.
Grants +1 to Morale.
Grants +1 to Physique at the cost of -1 to Morale.
Grants +1 to Intellect at the cost of -1 to Health.
Grants +1 to Motorics at the cost of -1 to Morale.
Grants +1 to Psyche at the cost of -1 to Health.
Grants +1 to Health.
Costs 3 AP to use.
Grants +1 to Morale.
Costs 3 AP to use.
Grants +1 to Physique at the cost of -1 to Morale.
Costs 2 AP to use.
Grants +1 to Intellect at the cost of -1 to Health.
Costs 2 AP to use.
Grants +1 to Motorics at the cost of -1 to Morale.
Costs 2 AP to use.
Grants +1 to Psyche at the cost of -1 to Health.
Costs 2 AP to use.
Punch, kick, trip, shove.
Costs 2 AP to use.
Attack with a one-handed melee weapon.
Costs 3 AP to use.
Attack with a two-handed melee weapon.
Costs 4 AP to use.
Attack with your ranged weapon.
Costs 3 AP to use.
Reload Weapon for 1 AP.
Pin an enemy, preventing them from attacking or moving.
Costs 3 AP per turn to use.
Strike at an enemy leaving your melee range.
Costs 2 AP to use.
Walk or run 1 meter.
Costs 1 AP to use.
Move through difficult terrain.
Costs 2 AP to use.
Move 1 meter and trigger no opportunity attacks for the rest of your turn.
Costs 3 AP to use.
Hide from another creature. Must be out of sight.
Costs 3 AP to use.
Sneak one meter.
Costs 1 AP to use.
Leap or climb one meter.
Costs 2 AP to use.
Heal an ally of superficial wounds. Can be performed from a range of 10m to heal 1HP, or by touch to heal 2HP.
Costs 3 AP and 1MP to use.
Form a visual or audible illusion. Can be one cubic meter in apparent size, or 75dB in volume.
Costs 2 AP and 1 MP to use.
Your comforting presence reassures an ally, giving them an extra +2 modifier to any roll of their choosing.
Costs 2 AP and 1 MP to use.
Summon a magical projectile.
Costs 2 AP and 1 MP to use.
Recast for 1 AP and 1 MP.
As a reaction to an enemy attack, you summon forth magical protection for yourself or an ally to increase their AC by 3 points.
Costs 2 AP and 1 MP to use.
You peer behind the curtains into another's mind. If they succeed a Psyche saving throw, they will know what you are trying to do.
Costs 2 AP and 1 MP to use.