Lord
Orgon Oakenshield
11th Level Dwarven Fighter
Character Information
Experience 875,000
Hit Points 88
Armour Class -5
Alignment Lawful Good
Age 164 (max 400)
Strength 18/96
Dexterity 15
Constitution 15
Intelligence 13
Wisdom 13
Charisma 10
Magic items
- +2 Hammer of Gimril. CLW once a week.
- +3 shield
- Cloak of Moradin. -4 to AC for four rounds once a day. Regeneration when in negative. Minor globe of invulnerability four rounds once daily (pg77). Protection of lawful rights.
- Horn of fog
- Ring of Fire Resistance
- Dwarven Plate Mail
- Mithral Piece – 50gp
paralysation, poison, death magic
7/3
Petrification / polymorph
8
Rod Staff Wand
5
Breath Weapon
8
Spell
6
Combat
3/2 Attacks every 2 rounds
AC | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
Hammer | -4 | -4 | -5 | -4 | -3 | -1 | 0 | 1 | 2 | 3 | 4 |
AC | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 | -10 |
Hammer | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
If used as a Two-handed Axe, it is the same to hit.
Weapons
SM | Large | Bonus | |
Hammmer of Gimril | 1-8 | 2-12 | +7 |
+2 Two handed axe +4 vs gold user | 1-10 | 2-18 | +7 |
Equipment/Encumbrance |
Encumbrance and Movement [Base Move 9"/Normal Encumbrance 350gp/Strength Bonus +2000gp] |
||||||
Backpack, leather
Small iron box small
Candle, wax (x2). -
Lantern, hooded
Flask of olive oil (x3)
Pole, 10′
Pouch, belt, small.
Rope, 50′
Skin for water or wine |
20gp
125gp
-
60gp
60gp
100gp
5gp
75gp
50gp |
Large iron spike (x3)
Tinder Box, with flint & steel
Torch (x3)
5 pints of Ale. -
Dwarven Plate (Magical half encumbrance)
Shield (Magical half encumbrance)
Hammer (Magical half encumbrance)
Two-Handed Axe (Magical half encumbrance) |
30gp
2gp
75gp
-
225gp
50gp
25gp
32gp |
Normal 0 - 2,350gp
Base Movement 9" |
Heavy 2351 - 2,700gp
Base Movement 7" |
Very Heavy 2,701 - 3,050gp
Base Movement 5" |
Encumbered 3,051+ gp
Base Movement 1"- 2" |
Total |
924gp |
Dwarves
The race of dwarves typically dwells in hilly or mountainous regions. As player characters, both dwarves and their cousins the “mountain dwarves” can be considered. A character of the dwarven race can be a fighter (maximum of 9th level), a thief, or an assassin (maximum of 9th level). It is also possible for a dwarven character to opt to work simultaneously in the fighter and thief classes; in the latter event, the dwarf will be limited to the armour permitted by a thief when performing any functions of that class. Experience will always be divided between the two classes, even though the dwarf may no longer advance upwards in fighting ability level.
Because of their very nature, dwarves are non-magical and never use magical spells. However, this nature gives them a bonus concerning their saving throws against attacks by magic wands, staves, rods and spells. This bonus is + 1 for every 3% point of constitution ability. Thus, if a dwarf had a constitution of 7, he or she would gain a +2 on dice rolls made as saving throws; at 14 constitution, the bonus would be +4, and at 18 constitution, the bonus would be the maximum ordinarily possible, +5.
Similarly, dwarves have exceptional constitutional strength against toxic substances ingested or injected. Therefore, a11 dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells.
All dwarves can speak the following languages (q…): dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters can speak the “common tongue” of all humankind. However, except for their alignment language, they cannot learn more than two additional languages regardless of their intelligence ability.
Dwarves can see radiation in the infrared spectrum, so they can see up to 60′ in the dark, noting varying degrees of heat radiation. This ability is known as “infravision”. Dwarves are miners of great skill. They can detect the following facts when within 10′ or less of the particular phenomenon (except determination of approximate depth, which can be done at any distance):
Detect grade or slope in the passage, upwards or downwards – 75% probability (d4, score 1-3)
Detect new construction or passage/tunnel – 75% probability
Detect sliding or shifting walls or rooms – 66% probability (d6, score 1-4)
Detect traps involving pits, falling blocks and other stonework – 50% probability (d4, score 1-2 or d6, score 1-3)
Determine the approximate depth underground – 50% probability
Note that the dwarven character must actively seek to determine the phenomenon in question to be able to decide on the answer; the information does not simply spring to mind unbidden.
In melee combat, dwarves add 1 to their dice rolls to hit half-orcs, goblins, hobgoblins, or orcs opponents. When being attacked by ogres, trolls, ogre magi, giants, and titans, dwarves subtract 4 from their opponents’ “to hit” dice rolls because of the dwarves’ small size and combat ability against these much bigger creatures.