These Champions are developed (and available for preview/testing in Tabletop Simulator), however are lacking art. In order to for them to make it into the box, their art needs to be commissioned which is only economically feasible through stretch goals.
This huntress combines close quarters combat with a hail of arrows, capitalizing on Bleed effects, and using Camouflage to cover her escape. She appears from the trees when you least expect it, swooping in to quickly dispatch weakened foes (even when it isn't her turn!). As she picks the body of her prey clean, she reclaims her arrows, sharpens her blades, and prepares for
the next hunt.
Best to hope she doesn't find your trail.
The Defiant technically isn't a "Champion". Her soul was not captured by the Lich, but rather created by the magic within the Ragnorwald. Her goal is not to slay the Guardian, but rather ascend to her rightful spot as the ancestor of the bone dragon Khag Nox.
To achieve her goal, she must preform a series of tasks; a ritual binding her to the swamp, finding her lost children to continue her legacy, evolving into her fullest potential, and finally slaying her mother Khag Nox to take her place once and for all.
It doesn't matter what world you exist in, you know the golden rule. The one unquestionable, unstoppable power that controls all sentient beings: money. What does it matter where Essence comes from? Everyone want's it, and you know how to use it. Bribery, Extortion, Investment, all tools at your disposal.
Oh, and don't bother getting your hands dirty, you have Henchmen for that.
Even Criminals have honor among thieves. The Liar makes deals with other players, offering them rewards for completing tasks and forging alliances. Just watch out for the Double Cross!
Speaking of cross, it would be unwise to cross sabers with this cur. You might find yourself on the receiving end of Flintlock pistols, improvised explosives, and all other manner of contraband.
The Lich brings them back to live, bringing a new form for their soul to occupy. But the old shell, the body they leave behind, continues to rot in the dirt. What a waste...
As the Shephard you recycle and guide the dead. As the game goes and more things begin to die, your Abilities grow exponentially.
Oh and you can summon a colossal Bone Golem. Don't forget about that.
You are nothing without your Virtues. Help other players to generate Valor, then use Valor to upgrade your abilities, or kill those you just finished assisting.
Of course forging a new type of Pact would change everything... Protect the weak? Never Spare the Rod.
This is it. Your last hope. You have died so many times you have no Essence left to give. You are a husk of your former self. You are truly Forgotten.
But all is not lost. This emptiness, the call of the Void. It has it's own power. Maybe, just maybe, you can control it.
Do you feel like the Criminal pulls to many punches? Maybe the Wanderer holds back their aggression? Or that Lore Keeper and Feral Paragon don't do enough with their Spell Power? The Acrobat has a mask for every occasion, linking together devastating Chain cards for flourishing combo kills!