Your character starts with an additional 1000 gold. The next character you create is allowed to start with one of the treasure items you acquire from this character.
10
Anytime a character is defeated by you or your party, you may use a basic attack on a target adjacent to you even if it is not currently your turn.
1
Once per combat, you may use two additional actions on your turn. If an ally is made unconscious or killed, this ability can be used again.
3
You may use an entire turn to turn into your pure stoneform. In this form, almost all damage is negated and you become near impossible to move.
6
You may choose two additional abilities from another class as long as they are spell abilities.
3
Any time an ally rolls a Critical after using an ability, you may use a spell ability even if it is not your turn.
3
After casting a spell ability, you may also use a melee range attack on an adjacent target.
-1
The first time an attack or ability would knock you unconscious, you may negate the attack, regain 7 stamina, and cast each of your spells once without cost.
7
You start with one less class ability, but four random treasure cards. Draw these treasures before you pick anything else and you are allowed a single veto. You may use an Item or Treasure card consumable or ability instead of moving each turn.
6
You may use any treasure card ability your allies have during your turn as if you also had it as long as you are within 5 spaces of each other.
4
You may start with a third (non limited) class ability and may teach this ability to another ally.
4
Two additional treasure items are available at each shop. you gain double gold from combat encounters.
4
Instead of buying items outright, Goblins can roll to attempt to steal an item instead. If they roll higher than the Game Master, they do not have to pay the gold cost for items they are trying to buy. If the attempt to steal fails, the player loses one maximum stamina.
Doubles the stamina gained from your bonus roll and allows you to pick 2 additional abilities from classes of your allies that they did not select.
Greenskin goblins travel in pairs which means you create two characters. Each turn you play for both characters with their own moves and actions, but with a shared stamina pool. Greenskins do not have an unconscious state and instead are killed when they run out of stamina. In addition, when below half stamina have a much greater chance to die to critical hits. Also Greenskins can read the mind of other Greenskins and Hobgoblins.
Kobolds always roll two dice and choose which die they want to use, however rolling a one on either die will always cause a Critical Failure. You should always treat anytime you have to roll a die as rolling both.
8
Rolling a critical on a basic attack grants you an additional 2 actions.
1
Anytime an ally rolls a Critical Failure, you may use any ability as an instant even if it is not an instant in an effort to counteract the disaster of this roll.
8
Stonequisitor Kobolds can roll on behalf of other players if both agree. If they roll a Critical for them, they may heal an ally for 3 stamina. If you roll a Critical Fail, you both suffer the failure.
3
Your character has no stamina costs on his abilities or treasures.
3
Black Boar Porcs are immune to most knockbacks and attacks that would move your character.
7
Gravehoofs can use two actions per turn as long as both actions don't involve directly doing damage to any target.
1
All Bone Tusk Porcs have the Warrior Class card Charge and may use it as their move each turn.
3
Bards start with a Lute, Flute or Leather Boot. Bards start with 2000 gold. Bards may use non limited abilities of adjacent team mates.
6