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Character Compendium 1
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Character Compendium 1

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Character Compendium 1 is a supplement created under the Hero Kids Compatibility License. Inside you will find five new characters for use in your campaign!

I have included four versions of each character. The first two versions (1 boy and 1 girl) contain stock art along with the description. The third and fourth versions have a white space where the kids can draw their own characters!

Character Compendium 1 contains the following characters, including male and female versions:

  • Bladeslinger: a magical swordsmith who is never unarmed.
  • Combat Archer: a skilled archer who specializes in stopping ranged enemies.
  • Guardian: a shield specialist who can protect other members of the party.
  • Seer: a psychic with the power to see the past and future.
  • Telekinetic: a psychic who can move objects with the power of the mind.

Character Compendium 1 was written by Travis Legge

The contents of this book are copyright 2015 Aegis Studios. Hero Kids is a trademark of Justin Halliday and is used with permission. No challenge is intended.

Pick up Hero Kids by Hero Forge Games at http:/www.drivethrurpg.com/browse/pub/4846/hero-forge-games

Pick up other games from Aegis Studios at http:/www.drivethrurpg.com/browse/pub/338/aegis-studios

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Reviews (1)
Discussions (1)
Customer avatar
Leonard K October 06, 2016 11:35 am UTC
PURCHASER
Hi Travis. Could you explain the timing with the telekenitic's Bonus Ability? So obviously having no armour dice means they just take damage if they get hit, but to shift mana dice for magic/ranged attacks does that require them to use their attack phase to set things up, and if this doesn't happen they're defenceless until they can? Obviously this can't be done while defending, so I'm just trying to see how this would work and whether this character is OP, or more for flavour. Thank you.
Customer avatar
October 06, 2016 1:13 pm UTC
PUBLISHER
The telekinetic can attack and defend on the same round of combat with magic dice. However, the telekinetic's weakness (and balance) lies in the fact that the armor dice provided via the bonus ability do not apply to melee defense. It is very difficult to hit a telekinetic with a ranged or magic attack, but a single punch can be devastating. This requires the telekinetic to maintain distance from opponents to be effective.

Hope this helps!
Thanks,
Travis
Customer avatar
Leonard K October 12, 2016 3:21 am UTC
PURCHASER
I'm afraid I'm still not getting it. The way I'm looking at it is that it's like a pool that refreshes once a turn, so for instance with the three dice I could make a decision to use one dice for attacking and allocate two dice for defence. That pool would then refresh after both sides have attacked and defended and the next turn I could allocate all three dice for attack and no dice for defence. Does this sound right?
Customer avatar
October 12, 2016 12:49 pm UTC
PUBLISHER
I believe I see where the confusion comes from. The telekinetic uses an action to allocate dice between magic and armor. Those dice remain allocated in that fashion until the end of combat, or until the telekinetic chooses to use an action to change the allocation.

Hope that clears it up!
Thanks,
Travis
Customer avatar
Leonard K November 22, 2016 9:15 am UTC
PURCHASER
Aah, OK. That makes a lot more sense. Thanks for clearing it up.
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AGD AA03
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File Last Updated:
December 03, 2015
This title was added to our catalog on November 23, 2015.