Additional Art:
Spoiler Alert!
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NAME = CHARLOTTE
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = FIGHTER / GUARD
PERSONALITY = INNOCENT
SIZE/HEIGHT = MEDIUM 4
LIFE = 6
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 3
POINTS = ???
MONEY SEEKER
All Unique or Event Heroes you control with the class of King or Prince, or that have at least 1 Investment on its card, are considered to be Charlotte's Beloved. Anytime a special power on a Beloved's card refers to any other figure or card you control that it does not share an identity with, it may refer to Charlotte or Charlotte’s card instead.
BORDER GUARD OF NOHR
Before Charlotte or a friendly figure named Benny takes a turn, you may either move or attack with the other. When an opponent's small or medium figure moves onto a space adjacent to Charlotte without using the Flying special power, that figure must end its move there.
UNMASKED FEROCITY
If Charlotte is within 6 clear sight spaces of a Beloved, subtract 3 from her Attack number. If Charlotte is not within 6 clear sight spaces of a Beloved, Charlotte has the Aggressive personality instead of what is listed on this card, and anytime she attacks with a normal attack, she may attack one additional time.
Summary:Mini idea:Spoiler Alert!Charlotte is a border guard for the nation of Nohr. She grew up in poverty, and as gratitude to her parents, sends them a portion of her earnings. She grew up believing she had to assert her feminine qualities to be liked, so puts on a facade around others to make them think she’s weak and friendly. She frequently searches for nobility or rich individuals she can marry in the hope of more money to send to her parents.
In reality though, she’s brutish and aggressive. Examples include shouting insults and threats during combat, killing hulking monsters barehanded, and at one point knocking down a tree in a single punch. This side of her she tries to hide, and is only her true self around those she's comfortable knowing, like Benny.
In-game, she’s got very high speed, attack and health, but low defenses, and is a notorious glass cannon. So much so it’s actually detrimental.Spoiler Alert!![]()
As a base: Artemis #030 from the Rebirth Heroclix set.
Head swap: Knockout #006 from the Harley Quinn and the Gotham Girls Heroclix set.
Shoulder pads: ???
Hair bow: Nail art bow.
Additional Art:
Spoiler Alert!![]()
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NAME = BENNY
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = KNIGHT / GUARD
PERSONALITY = TACITURN
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 4
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = ???
BORDER GUARD OF NOHR
Before Benny or a friendly figure named Charlotte takes a turn, you may either move or attack with the other. When an opponent's small or medium figure moves onto a space adjacent to Benny without using the Flying special power, that figure must end its move there.
FIERCE MEIN
Enemy figures within 3 clear sight spaces of Benny subtract 1 from their Defense number, and you may add or subtract 2 from any 20-sided die rolls when that enemy figure uses any special power to ignore an attack.
TOUGH
When rolling defense dice against a normal attack, Benny always adds one automatic shield to whatever is rolled.
Summary:Mini ideas:Spoiler Alert!Benny is also a border guard for Nohr. Benny’s often seen as intimidating due to his appearance, with others spreading exaggerated, insulting stories about him and generally try to avoid him.
In reality though, Benny is very gentle. He’s caring of his allies and loves animals, often hanging out alone in the woods to be with them. He struggles to converse with others, and also creates charms to help him in battle (though never touched on beyond mentioned).
In-game, he’s very tanky, but sacrifices some damage output and speed as a result. He’s a very typical tank.Spoiler Alert!
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As a base: Attem Sentinel #005 from the Mage Knight: Resurrection Heroclix set. Cut the top of the shield off.
Head swap: Ares #034 from the Chaos War Heroclix set.
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NAME = INGEN RAPTOR
SPECIES = DINOSAUR
UNIQUENESS = UNCOMMON HERO
CLASS = PREDATOR
PERSONALITY = CUNNING
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 5
POINTS = ?
CLEVER GIRL/COORDINATED ATTACK PATTERNS
After moving and before attacking with this InGen Raptor, you may either:
• place up to two InGen Raptors you control that are within 9 spaces of this InGen Raptor on any empty spaces adjacent to this InGen Raptor; or
• place one InGen Raptor you control that is within 6 spaces of this InGen Raptor adjacent to an enemy figure within 6 clear sight spaces of this InGen Raptor
PACK HUNTER
This InGen Raptor adds 1 to its attack number for each InGen Raptor you control that is engaged with the defending figure, up to a maximum of +2. When a figure engaged with at least two InGen Raptors you control rolls defense dice, you may subtract 1 shield from whatever is rolled. If this InGen Raptor dealt any damage to a figure this turn, you may roll an unblockable die against that figure for each Dinosaur you control adjacent to that figure.
STEALTH LEAP 12
Instead of its normal move, this InGen Raptor may move up to 3 spaces with Stealth Leap. When moving with Stealth Leap, this InGen Raptor has the Flying special power, but may not move up or down more than 12 levels in a single leap, and will not take any leaving engagement attacks when it starts to leap.
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NAME = ROBERT MULDOON
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER
PERSONALITY = GRUFF
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 7
ATTACK = 3
DEFENSE = 3
POINTS = ?
GAME WARDEN
At the start of the game, you may choose a species other than Human. When a numbered Order Marker is revealed on the card of the chosen species, you may immediately move Robert Muldoon up to 3 spaces. If Robert Muldoon attacks a figure of the chosen species with his normal attack, he may attack that figure one additional time.
CONTINGENCY PLAN
When an Army Card you control has all of its figures destroyed, you may immediately remove any unrevealed Order Markers from that card and place them on any other card you control.
AUTO SHOTGUN SPECIAL ATTACK
Range 4. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by this special attack. Robert Muldoon only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Robert Muldoon cannot be affected by this special attack. When Robert Muldoon attacks with this special attack, he may attack one additional time.
Name: Dark Magician
SI: n/a
Species: Duel Monster
Uniqueness: Uncommon Hero
Class: Magician
Personality: Loyal
Life: 3
Move: 5
Range: 1
Attack: 5
Defense: 3
Points: 70
Shadow Game
Dark Magician does not start the game on the battlefield, he may only be placed on the battlefield using the Spell "Summon Duel Monster." Instead of taking a turn with a figure with the Magical Defense special power you may take a turn with Dark Magician and then take no more turns. When Dark Magician is destroyed deal an automatic wound to a figure you control.
Dark Magic Special Attack
Range 5. Attack 4.
After choosing a figure to attack you may discard a spell card, if you do then negate all powers on the chosen figure's Army Card until the end of this turn.
Magical Defense
------Spell Card-----
Summon Duel Monster
Common Spell
Instead of attacking, choose a Duel Monster in your Army that has not been placed on the Battlefield this game and place them on an empty space within 2 clear sight spaces.
Points: 5
SUMMON: DUEL MONSTER
Dark Magician does not start the game on the battlefield. After revealing an Order Marker on the card of a Duelist or a figure with the Magical Defense special power, you may place Dark Magician on any empty space within 3 clear sight spaces of that figure, and you may not place any additional figures with this special power. Instead of attacking with a Duelist or a figure with the Magical Defense special power, you may take a turn with Dark Magician, and you may not take any additional turns with other figures you control.
MAGICIAN'S RIPOSTE
When Dark Magician is destroyed, immediately roll one unblockable attack die against the attacking figure.
DARK MAGIC SPECIAL ATTACK
Range 5. Attack 4.
Before rolling attack dice for this special attack, you may discard a spell card you control. If you do, all special powers on the defending figure's Army Card are negated until the end of this turn.
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NAME = KINDRED
SECRET IDENTITY = LAMB
SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = HUNTER
PERSONALITY = MERCIFUL
SIZE/HEIGHT = MEDIUM 4
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 4
DEFENSE = 6
POINTS = ???
MARK OF THE KINDRED
Start the game with 4 Kindred Markers. At the start of each round, before placing Order Markers, you may place a Kindred Marker on an enemy figure's card that does not have a Kindred Marker. Anytime a figure with a Kindred Marker on its card is destroyed, place that Kindred Marker on this card. Add X to Lamb’s Range number, and whenever you roll attack dice for Lamb, you may re-roll up to X dice once. X equals the number of Kindred Markers on this card.
ETERNAL HUNTER
When you draft Lamb, you also draft a Kindred figure with the Wolf secret identity. Lamb does not start the game on the battlefield. When Lamb is destroyed, place or remove Wound Markers from this card until she exactly 4 wounds. Each time you reveal a numbered Order Marker and Lamb is not on a battlefield, remove a Wound Marker from this card. At the end of each round, if Lamb is on this card and has no Wound Markers on its card, you may place Lamb on any empty space within 10 spaces of an enemy figure.
DANCE OF ARROWS
Once per turn, after attacking or defending with Lamb, you may place her on any empty space within 3 spaces of her original position. After placing Lamb, roll 1 unblockable attack die against a figure within 5 clear sight spaces of Lamb. When moving with this special power, Lamb does not take any leaving engagement attacks.
NAME = KINDRED
SECRET IDENTITY = WOLF
SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = HUNTER
PERSONALITY = FEROCIOUS
SIZE/HEIGHT = LARGE 4
LIFE = 1
MOVE = 7
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
ETERNAL PREDATOR
Wolf can only be drafted if you have drafted a Kindred figure with the Lamb secret identity. Wolf does not start the game on the battlefield. Anytime Lamb is placed from her card onto the battlefield, or after moving with Lamb, you may place Wolf on any empty space adjacent to Lamb. If Lamb is not on the battlefield, remove Wolf from the battlefield.
MOUNTING DREAD
If a figure attacked by Lamb uses a special power during that attack and receives no wounds, you may immediately place Wolf on any empty space adjacent to the defending figure and roll one unblockable attack die against that figure, or two unblockable attack dice if that figure has a Kindred Marker on its card.
WOLF'S FRENZY
After taking a turn with Lamb, if Wolf did not use the Mounting Dread special power, you may take a turn with Wolf, and you may not take any additional turns with other figures you control. During this turn, Wolf may attack up to X times. X equals the number of Kindred Markers on Lamb’s card.
FLYING
Bio
Spoiler Alert!A member of the wanderers known as Varisians, Seoni wears the magical markings of her culture in the elaborate tattoos that crisscross her body. But her path was not to be the path of tradition. A caravan master's daughter who spent much of her youth traveling, she was expected to one day either lead her own caravan or perhaps develop a talent for reading the harrow, the fortune-telling cards of her people. One night, while her family camped at the edge of the mysterious Lurkwood, young Seoni wandered out of sight of her people's cooking fires. There she found a great white tree, its ancient roots twisted around a ring of rune-carved stone. As she investigated, the tree's bark fell away, revealing elaborate symbols and images that related a brief tale—that of her own short life. Seoni fled, but returned with her kin soon after to find nothing more than a normal old tree and a strange rock.
Regardless, the images upon the wood carved themselves into Seoni's mind, and she promised that she would never submit to letting another choose her destiny. From that point onward, she delved into the mysteries of her homeland, eventually even unlocking sorcerous power within herself—an ancient sorcery unlike the common magic of her people. When she came of age, she sought to continue her wandering life, but this time along routes she chose and in pursuit of her own ambitions.
MiniSpoiler Alert!
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Both Reaper Bones and Pathfinder Battles have multiple minis of her.
NAME = SEONI
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = EXPLORER
PERSONALITY = DISCIPLINED / ANALYTICAL / ???
SIZE/HEIGHT = MEDIUM 4
LIFE = 4
MOVE = 5
RANGE = 4
ATTACK = 4
DEFENSE = 4
POINTS = ???
ADVENTURE PARTY BONDING
After revealing an Order Marker on a Unique Explorer Hero’s card you control and taking a turn with that Hero, you may take a turn with Seoni or any Unique Explorer Hero you control within 6 clear sight spaces of Seoni that has not taken a turn this player turn, and you may not take any additional turns with other figures you control.
STRATEGIC POSITIONING
Seoni and all friendly Explorers add 1 to their Defense number if they are adjacent to at least one friendly Explorer. When Seoni or an Explorer adjacent to Seoni is attacked by a non-adjacent figure, the most wounds that figure can receive from this attack is one.
MAGIC MISSILE SPECIAL ATTACK
Range 6. Attack 1.
Figures may not roll more than 1 Defense die against this special attack. After attacking with this special attack, Seoni may attack with this special attack 2 additional times.
Bio
Spoiler Alert!Valeros was born on a quiet farm, and grew up dreaming of adventure and exploration. Though this longing only increased as he grew older, so did the responsibilities of agricultural life. Finally, just a month before a marriage of convenience to a local farmer's daughter could lock him into place, Valeros came to the realization that the door to a life of adventure was closing for good. Seized by a desperate need for a larger life than cattle and corn, Valeros packed quietly and left in the middle of the night.
In the years since, Valeros has come a long way from the wide-eyed young man who sought only the joy of exploration (and maybe a pretty girl or three). Life on the road is much harder than the bards' tales suggest, and adult Valeros has the scars to prove it. Discovering himself to be a deft hand with a sword, Valeros quickly fell in with the mercenary crowd, learning the dirtier, grittier facts of warfare. After acting as hired muscle for dozens of different employers, Valeros finally realized that it was time to go into business for himself as an adventurer.
While admittedly not the best at following orders, Valeros is an extremely talented two-blade fighter, easily earning his keep in any group through the tenacity and absolute fearlessness—some might say thoughtlessness—with which he flings himself into combat.
Despite his reputation as a bruiser and scofflaw, Valeros has picked up a fair bit of education during his travels, and can even read (something his “respectable” parents never learned to do). Valeros takes an easy-come, easy-go approach to life, wealth, and relationships. Though a fan of fine weapons and creature comforts, the only object he's never without is the tankard on his belt (as you never know when someone might offer you a drink). Noble at heart and fiercely loyal to those few who earn his affection, Valeros nevertheless hides such sentiments under a jaded and crass demeanor, frequently observing that there's nothing better than “an evening of hard drinking and soft company.”
MiniSpoiler Alert!
Both Reaper Bones and Pathfinder Battles have multiple minis of him.![]()
NAME = VALEROS
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = EXPLORER
PERSONALITY = FIERCE / RECKLESS
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 4
POINTS = ???
BLOOD AND BATTLE!
When moving normally, you may add 2 to Valeros’ Move number as long as he ends his movement adjacent to an enemy figure. When Valeros attacks with an adjacent normal attack, roll one additional attack dice, and he may attack one additional time.
ADVENTURE PARTY FIGHTER
Immediately after a friendly Explorer figure you control within 3 spaces of Valeros rolls defense dice against an enemy figure and receives 1 or more wounds, you may immediately move Valeros adjacent to the attacking figure, if possible. If you do, roll one unblockable attack die against the attacking figure. When Valeros uses Adventure Party Fighter, he will take any leaving engagement attacks.
DARING DECOY
Figures engaged with Valeros can only attack figures that have the Daring Decoy special power.
Bio
Spoiler Alert!The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. Merisiel is one of these, born in the Varisian city of Magnimar to elven parents who were either unable or unwilling to raise a child on their own. Merisiel never learned the truth of it, for her parents left her in the care of the city's temple to Calistria. The priests raised Merisiel as a ward of the temple, but she had little patience for teachers and prayer. Eventually, she left the temple and spent many years on the streets of Magnimar, earning a living as a freelance thief. When her growing reputation as a thief became inconvenient, she decided to leave her home city to seek out new settlements to explore and enjoy.
Merisiel became a master at stowing away on ships, talking her way out of trouble, and finding her way in new societies. She's called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that she's always found it difficult to master skills that come easily to her companions. Faced often with situations where a quick tongue or stealth won't suffice to keep her out of trouble, Merisiel has taken to carrying dozen knives. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with a blade.
Each of the cities she's spent time in carries special memories for Merisiel. In cosmopolitan Kintargo, she fell in love for the first five times, but only the last of those relationships survives to this day. In bustling Corentyn, she spent five years in prison for a crime she wasn't able to pin on someone more deserving, a sentence exceeded by her stay in Almas (still her record—ten years in jail). In Cassomir she helped rob a corrupt jeweler, in Oppara a decadent and cruel magistrate, and in Sothis a narrow-minded priest of Abadar. Yet in each of these cases her companions betrayed her and left her penniless. She spent many years in Katapesh and Absalom, but the size of these cities eventually grew to be too much even for her. Recently, she's come home to Magnimar with a new purpose in life. Finally matured to the point where she's willing (and perhaps able) to learn from her mistakes, she hopes to make something more of her life than merely bad decisions laced with periodic bouts of excitement and fun.
Merisiel's life experiences have taught her to enjoy things to their fullest as they occur—it's impossible to tell when the good times might end. She's open and expressive, always on the move and working on her latest batch of plots to make easy money. In the end, it comes down to being faster than everyone else—either on her feet or with her beloved blades. She wouldn't have it any other way.
MiniSpoiler Alert!
Both Reaper Bones and Pathfinder Battles have multiple minis of her.![]()
NAME = MERISIEL SILLVARI
SPECIES = ELF
UNIQUENESS = UNIQUE HERO
CLASS = EXPLORER
PERSONALITY = IMPULSIVE
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = ???
ROGUISH SNEAK ATTACK
When attacking with Merisiel’s normal attack, each blank rolled counts as 1 additional skull. When Merisiel attacks a figure adjacent to at least one other figure you control, add 1 to Merisiel’s attack, or 2 if Merisiel or Kyra are adjacent to the defending figure.
THIEVES' TRICKS
Merisiel can move through all figures and never takes leaving engagement attacks. Once per player turn, after moving with Merisiel normally or with the Acrobatic Manuever special power, you may choose a figure that Merisiel moved through, and you may either:
-roll one unblockable attack die against the chosen figure. Or,
-move one Equipment Glyph on that card to this card.
ACROBATIC MANUEVER
When Merisiel rolls defense dice against an opponent's attack, one shield will block all damage. For each shield rolled, you may immediately move Merisiel one space up to 6 levels up or down. When Merisiel moves using Acrobatic Maneuver, she will not take any falling damage or leaving engagement attacks.
Bio
Spoiler Alert!Kyra was one of the few survivors of a brutal raid on her hometown, and on the smoking ruins of her village she swore her life and sword arm to Sarenrae, the goddess of the sun, redemption, honesty, and healing. Possessed of a fierce will, pride in her faith, and skill with the scimitar, Kyra has traveled far since then. Where another might be consumed by anger and a thirst for revenge, she has instead found peace in the Dawnflower, and in the belief that if she can prevent even one death at evil hands, her own losses will not have been in vain. While she takes great pleasure in ridding the world of evildoers, she takes even greater pleasure in redeeming them.
MiniSpoiler Alert!
Both Reaper Bones and Pathfinder Battles have multiple minis of her.![]()
NAME = KYRA SIEF AL KIRAAN
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = EXPLORER
PERSONALITY = DEVOUT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 4
ATTACK = 3
DEFENSE = 4
POINTS = ???
FLAME OF THE DAWNFLOWER
When Kyra attacks an adjacent figure, add 1 automatic skull to whatever is rolled. Enemy figures without the Lava Resistant special power roll 1 fewer defense dice against Kyra’s attacks. Demon and Undead figures instead roll 2 fewer defense dice against Kyra’s attacks.
CURE MODERATE WOUNDS
Instead of attacking with Kyra, you may choose Kyra or a Unique Hero you control adjacent to Kyra. Roll the 20-sided die. Add 3 to your roll if the chosen figure is Merisiel. If you roll 3-10, remove 1 Wound Marker from that figure’s card. If you roll 11 or higher, remove up to 2 Wound Markers from that figure’s card. If you roll 18 or higher, remove up to 3 Wound Markers from that figure’s card.
SARENRAE'S MERCY
Anytime Kyra would destroy an opponent’s Unique Hero, the player controlling that figure must immediately roll the 20-sided die. If they roll 5 or lower, instead of destroying that figure, you must place or remove Wound Markers from its card until it has 1 Life remaining. Take control of the chosen Hero and its card. That Hero has the class of Explorer instead of what is listed on its card.
Bio
Spoiler Alert!
MiniSpoiler Alert!
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Both Reaper Bones and Pathfinder Battles have multiple minis of him.
NAME = HARSK
SPECIES = DWARF
UNIQUENESS = UNIQUE HERO
CLASS = EXPLORER
PERSONALITY = GRUFF
SIZE/HEIGHT = MEDIUM 4
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 4
POINTS = ???
ADVENTURE PARTY TRACKING
At the start of the game, choose a species or class on an opponent’s Army Card. At the end of each player turn, if an enemy figure with the chosen species or class took a turn, you may move Harsk and any friendly Explorer Heroes within 5 clear sight spaces of Harsk a total combined number of 6 spaces. Figures cannot move more than 2 spaces with this special power per turn.
WOODLAND RANGER
When Harsk attacks a Huge figure with a normal or special attack, you may re-roll any or all attack dice once. If a figure is attacked by Harsk and receives 1 or more wounds, subtract 2 from that figure’s Move number until the start of your next player turn. If Harsk is adjacent to an Evergreen Tree or Jungle Piece, add 1 to his Defense number.
CROSSBOW SPECIAL ATTACK
Range 5. Attack 3 + Special.
When Harsk attacks a figure that is exactly 2 spaces away with this special attack, roll 2 additional attack dice. After attacking with this special attack, Harsk may attack with this special attack one additional time.
Bio
Spoiler Alert!
MiniSpoiler Alert!
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Fumbus has one miniature in the Pathfinder Battles: Iconic Heroes Evolved box. This box contains 5 of the other characters I’ve written up.
NAME = FUMBUS
SPECIES = GOBLIN
UNIQUENESS = UNIQUE HERO
CLASS = EXPLORER
PERSONALITY = BRILLIANT / EAGER
SIZE/HEIGHT = SMALL 2
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = ???
ALCHEMICAL ELIXIRS
Start the game with 2 Spider-Foot Elixir Markers and 2 Life Elixir Markers on this card. Immediately after revealing an Order Marker on an Explorer Hero’s card you control, you may move an Elixir Marker from this card onto an adjacent friendly Explorer Hero’s card. For the remainder of the game, before a Hero with an Elixir Marker on its card begins its normal move, you may remove an Elixir Marker from its card. If you do, that figure gains the following effect:
-Spider-Foot Elixir: For the remainder of the round, when that figure moves up levels of height to move onto a space this turn, do not count a space for the first two levels, only count one space for every two levels after the first two, and they may ignore their height when climbing.
-Life Elixir: remove 1 Wound Marker from that figure’s card.
SPURRED BY HEROISM
At the end of your player turn, if any other Explorer Hero you control within 6 clear sight spaces of Fumbus inflicted 1 or more wounds on an enemy figure with an attack this player turn, you may either move and attack with Fumbus, or place a previously removed Elixir Marker back on this card.
ALCHEMIST'S FIRE SPECIAL ATTACK
Range 5. Lob 8. Attack 4.
Choose a space to bomb. Any figure on the chosen space and all figures within 1 space of the chosen space are affected. No clear line of sight is needed. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. After attacking, roll 1 unblockable attack die against each figure without the Lava Resistant special power that received 1 or more wounds from this special attack this turn.
(Alternative bomb power)
Spoiler Alert!ALCHEMICAL BOMB SPECIAL ATTACK
Range 5. Lob 8. Attack 4 - Special.
Choose a space to bomb. Any figure on the chosen space and all figures within 1 space of the chosen space are affected. No clear line of sight is needed. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Before attacking with this special attack, you may choose one of the following effects:
-Roll 3 fewer attack dice. Shields rolled count as 2 skulls, and blanks rolled count as 3 skulls.
-After attacking, roll 1 unblockable attack die against each figure without the Lava Resistant special power that received 1 or more wounds from this special attack this turn.
Bio
Spoiler Alert!
MiniSpoiler Alert!
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Both Reaper Bones and Pathfinder Battles have multiple minis of her.
NAME = IMRIJKA
SPECIES = HALF-ORC
UNIQUENESS = UNIQUE HERO
CLASS = EXPLORER
PERSONALITY = FOCUSED
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 8
ATTACK = 4
DEFENSE = 5
POINTS = ???
INQUISITOR OF PHARASMA
Start the game with a Judgment Marker on this card. Once per round, before taking a turn with Imrijka, you may place the Judgment Marker from this card on a Unique or Event Hero’s card within clear sight of Imrijka. When Imrijka attacks a Demon, Undead, or a figure with her Judgment Marker or any other figure on its card, add 1 automatic skull to whatever is rolled, and the defending figure cannot use the Magical Defense special power against this attack. After a figure with a Judgment Marker on its card is destroyed, place that Judgment Marker on this card.
INTIMIDATING GAZE
When a figure targets Imrijka or a figure adjacent to Imrijka for an attack or special power, that figure rolls 1 fewer attack die and subtracts 2 from any 20-sided die rolls.
STABILIZING CURE
Once per round, if a friendly Unique Explorer Hero within 3 clear sight spaces of Imrijka would be destroyed by an attack, before removing that figure from the battlefield, you may immediately move Imrijka as long as she ends this move adjacent to that figure, if possible. If you do, that figure is not destroyed, and you may place or remove Wound Markers from that figure’s card until it has up to 2 Life remaining.