Monday, April 25, 2022

Character Class: Dwarf

Dwarves start off just as they are described in the Labyrinth Lord book.  Their Prime Requisite is Strength and require a Constitution of 9 or higher.  They cannot use two-handed weapons, but otherwise can use any other weapons or armor.  They use the Savings Throws as listed in Labyrinth Lord and/or Rules Cyclopedia, BUT they use the Level Progression XP chart from the Rules Cyclopedia!





DWARF ABILITIES 

A Dwarf has Infravision up to 60feet.  

A Dwarf can detect a Mechanical Trap, Sloping Corridor, False Walls, or New Constructions on a roll of 1-2 on 1d6.

A Dwarf can "smell gold".  They can detect a large deposit of gold or gems up to 100feet away.  A single gold coin can be smelled up to 40feet away.  If the Dwarf and his party members are carrying 50gp or more, this confuses the Dwarf's sensing ability.  They can point the right direction on a 1-5 on 1D10.  For every addition 50gp carried by the Dwarf and his/her party, this lowers the chance of detection by 1.

For example:  Dwarf has 50gp=1-5 on D10 to detect treasure.  Dwarf has 100gp=1-4 on D10 to detect treasure.  Dwarf has 150gp=1-3 on D10 to detect treasure.  Dwarf has 200gp=1-2 on D10 to detect treasure.  Dwarf has 250gp or more, treasure can only be detected on a roll of 1.

IMPROVED SHIELD BASH

Due to their cultural fighting preference and their low center of gravity, all Dwarves start off with 1d3x2 Damage on their Shield Bash ability.  On a roll of 19-20 any Man-sized creature or smaller is knocked to the ground and loses 1 combat round in climbing to its feet.  

COMBAT ABILITIES

All Dwarves start with these abilities at Level 1.

LANCE CHARGE

If you are Mounted and armed with a Lance, your Steed can charge ahead (Running, Swimming, or Flying) at least 20 (Feet if indoors, Yards if outdoors).  If you make a successful Attack Roll with your Lance then you automatically achieve a Critical Hit.

If your Steed's Charge is LESS than 20 feet/yards a successful Attack only achieves Normal Damage.

SET AGAINST CHARGE*

If you are armed with a Spear, Trident or Pole Arm and you expect a Charge attack from some Mounted Enemy, Animal or Monster (or Fighter) you can Set your Weapon to receive their Charge.  When this enemy charges you you make a normal Attack Roll.  If they Charge 20 (Feet if Indoors, Yards if Outdoors) then your successful Hit is an automatic Critical Hit.  However, if they charge LESS than 20 Feet/Yards your successful Hit only achieves Normal Damage.

*Please note this is the only instance that a Dwarf can use a Pole Arm without penalty.  Due to their short stature, Dwarves normally use Pole Arms with a -5 Penalty to Attack and Damage.

DWARF STARTER PACK

Scale Mail (AC 13)
1 One-Handed Weapon
1 Ranged Weapon 
OR
1 Shield (+1 to AC)
Backpack
Wineskin
Tinderbox
Torches x3
Tools (oil, whetstone, hammer)
3d6 Gold

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