Dwarves
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Dwarves have a reputation for having surly attitudes, and are
particularly gruff with elves. Dwarves are stout, short, bearded
demi-humans who average a height of approximately 4 feet and
weigh about 150 pounds. Dwarves value precious metals and
stones, and live underground. Perhaps not surprisingly, they
have skin, hair and eye colors in earth tones. Due to their short
height, dwarves cannot use two-handed weapons or longbows.
However, they can use any other weapons or armor allowed by
their class.
Due to their habit of living underground in great mines, dwarves
have the ability to see in the dark with infravision up to 60 feet.
From their experience underground, dwarves have a 2 in 6 (1-2
on 1d6) chance of detecting traps, false walls, hidden
construction, or noticing if passages are sloped. Dwarves must
be actively searching for these abilities to function. In addition to
these abilities, dwarves are particularly hardy people, and have a
strong resistance to magic, as reflected in their saving throws.
Further, a dwarf character will speak the common tongue,
dwarvish, and his own alignment language. Because of their
frequent interaction underground with these creatures, dwarves
will also speak goblin, gnome, and kobold.
Dwarves receive the following saving throw bonuses:
• +2 save versus breath attacks
• +4 save versus poison
• +4 save versus petrify or paralyze
• +3 save versus wands
• +4 save versus spells or spell-like devices
Dwarves are hardy beings, resistant to magic and poison, and as
such they receive bonuses to defend against these effects. In
addition, their small size grants them a bonus to finding cover
and avoiding breath attacks.
Dwarves may select from the following classes, with the
indicated level limits.
*Note that dwarf fighters receive the benefit of faster fighter level
progression when compared to dwarf-as-class progression, but they
can only achieve level 9 as fighters. |
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Fighter
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Fighters, as their name implies, are exclusively trained in the arts
of combat and war. They are specialists at dealing physical
blows. Unlike other classes, fighters are particularly burdened in
a group of adventurers because they are tougher and must take
the lead to defend others. Fighters can use any weapons and
armor. Beginning at 15th level, a fighter gains one additional
attack per round. One further attack is gained every 5 levels to a
maximum of 4 attacks per round.
Reaching 9th Level: At level 9 a fighter may become a great
leader, taking control of a parcel of land and a leadership rank
in his society. A fighter will, assuming money is at hand, build a
castle. He may ultimately control several villages and towns, but
must be a good, strong leader and provide protection. |
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Magical Hammer
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WHELM
+3 hammer, +5 in the hands of a Dwarf
purpose- kill trolls, giants, goblinkind - x2 damage vs. these foes
1x day can be struck on ground and stun up to 45hp worth of foes within 60 feet
(1-4 round save vs. spells)
can detect nearby gold & gems
can be thrown 3x day and will return to hand
1d8 base damage |
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