Karak: Sidhar, Kirima, Elspeth
Karak: Sidhar, Kirima, Elspeth Rulebook
Table of Contents
Table of Contents
Doctor Sidhar – The Alchemist
Skin of Steel
The Alchemist's potions make him tough. When he loses a battle, he will not lose HP unless he lost the battle by 3 or more.
Example: The Alchemist fights a mummy with strength 7. He needs an 8 or better to win. If his total power is 6 or 5, he loses, but takes no damage. The Alchemist will take damage in a fight with the mummy only if his total power is 4 or less.
Transformation
After drawing a token from the bag, the Alchemist can set it aside and draw a different one instead. Each use of this skill costs 1 HP. It can be used multiple times. Once the Alchemist accepts the drawn token, return the set-aside tokens to the bag. (If the Alchemist uses his last HP on this skill, he falls unconscious – he places the token, but does not interact with it this turn.)
Example: The Alchemist's player draws a dragon for the room he just discovered. He's not strong enough to defeat the dragon, so he decides to set it aside. He flips over 1 HP token and draws again. This time he gets a skeleton king, which he doesn't want to fight either. He flips over another HP token and draws again. This time he gets a rat, which is more to his liking. The dragon and the skeleton king are returned to the bag, and the Alchemist will fight the rat.
Elspeth – Warrior Princess
Dual Wielding
The Warrior Princess is skilled in the art of misdirection. In every combat she can reroll one of her die if the roll is not to her liking. If she does, she has to use the rerolled value.
Tactical Reposition
The Warrior Princess can charge past monsters. For a cost of 1 move and 1 HP, she can move through a tile with a monster and onto a tile adjacent to the monster. She can do this even when the adjacent tile is undiscovered (in which case, follow the usual rules for moving into an undiscovered zone).
Kirima – The Beast Hunter
Protector
The Beast Hunter can rescue her fellow heroes. As a move, she can relocate herself to any tile with another hero who has less than full health. That hero heals 1 HP. (An unconscious hero healed in this way becomes conscious and does not lose their next turn.)
Example: The Alchemist has just lost 1 HP fighting a skeleton king. The Beast Hunter decides to use her Protector skill. She moves to the Alchemist's tile and he gains 1 HP. Now she's near the undefeated skeleton king; so she uses her next move to go into that room and finish what the Alchemist started.
Ambush
When attacking a monster that was revealed on an earlier turn, the Beast Hunter gains a bonus of +1 to her strength.
Example: In the fight with the skeleton king from the previous example, the Beast Hunter rolls a 10. Because the skeleton king was already there at the start of her turn, she gets a +1 bonus. Even before counting any weapons, she has an 11, which is enough to defeat a skeleton king with strength 10.