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DWARF FIGHTER

ElwOOd GutwOrthy A proud dwarf and a member of the Oakenshield Clan, Elwood is a
stocky, broad-shouldered individual with a taste for food, ale, and
gold. Like most dwarves, he is rather outspoken and tends to say
what he thinks. Gruff and good-natured, Elwood is always looking
for the silver lining, usually in the form of pay for his services. Still,
he is stalwart and brave.
Elwood is extremely vain, and he wants to hide the fact that he’s
going bald. If he loses his helmet, he loses his temper as well, which
is bad news for the creatures he’s fighting.

INITIATIVE 11 SPEED 4
Each round, characters and You can move up to four
monsters act in the spaces a turn.
order of initiative.

Choose a Weapon: Elwood’s favored weapon is his waraxe, which he’s practiced with
from childhood.
roll to attack roll for damage
DWARF WARAXE d20+8 d10+6
Roll an attack roll each turn that you attack a monster. If you roll high enough to hit,
you deal damage to the monster.
SPECIAL DWARF ABILITIES
As a dwarf, Elwood has a few special abilities that are not available to humans:
Darkvision. Dwarves can see in the dark up to 12 spaces away
Intuit Depth. Dwarves know how deep underground they are.
Combat Bonus. Because Elwood is a dwarf, he gets a +1 bonus to his attack rolls
against orcs, goblins, hobgoblins, and bugbears. He receives a +4 bonus to his
armor class against giants and ogres.
Saving Throws. A dwarf gets a +2 bonus to saving throws relating to poison,
spells, and spell-like effects.
Elwood’s Vanity. Elwood is extremely vain about his baldness and wears a helmet
to cover it. Whenever Elwood is hit, make a Reflex save to see if he can avoid los-
ARMOR CLASS 16 HIT POINTS 36
ing his helmet. He needs a 10 or better to keep his helmet on. Should he lose his
helmet, Elwood gets very angry and gains +1 to hit and damage, making his Monsters need to roll 14 or If you run out of hit points,
attack roll d20+9 and his damage roll d10+7. He will not run away until he better on their attack rolls you’re out of the game.
retrieves his helmet. Elwood will not willingly remove his helmet (and gains no to hit you. If you’re badly hurt,
bonus if he does), but if his friends knock off the helmet, he gains the bonus. get some help!

ROLLING DICE
“d” stands for “die” or “dice.”
d6 means “roll one 6–sided die.” 2d4 means “roll two 4-sided dice and add the numbers together.”
d20+4 means “roll one 20–sided die and add 4.” 2d6+2 means “roll two 6–sided dice, add the numbers together, and add 2.”

d4 d6 d8 d10 (0 = 10) d12 d20


ElwOOd SAVING THROWS
Race: Dwarf
Class: Fighter
Level: 3rd
Alignment: Good Gold:
FORTITUDE d20+7 To resist poisons, etc.

SKILLS
To use any skill, make a skill check: Roll a d20 and add or subtract the modifier listed.
REFLEX d20+2 To avoid traps, etc.

The higher the total, the better your chances of success.


THIS SKILL IS USED TO: WILL d20+1 To resist mind-affecting
spells, etc.

CLIMB d20+2 Climb walls and cliffs.


Because Elwood is a dwarf, he gets an additional +2 on saves vs. poison,
spells, and spell-like effects.

DIPLOMACY d20+1 Convince someone to do what


you want.
ABILITY SCORES
BONUS/PENALTY APPLIES TO:
HIDE d20–4 Try to be unseen.
STRENGTH
score
18
bonus
+4 Waraxe attack and damage

LISTEN d20+1 Hear monsters lurking


behind doors.
DEXTERITY
score
13
bonus
+1 Armor Class, Reflex saving throw

MOVE SILENTLY d20–4 Sneak around quietly.


CONSTITUTION
score
18
bonus
+4 Hit points, Fortitude saving throw

SEARCH d20+0 Find secret doors, traps, and


hidden treasure.
INTELLIGENCE
score
11
bonus
+0 Search skill

SPOT d20+2 Notice things


with a quick glance.
WISDOM
score
10
bonus
+0
Listen and Spot skills,
Will saving throw

SWIM d20+2 Keep your head above water.


CHARISMA
score
10
bonus
+0
Diplomacy skill, getting others
to buy food for him

ARMOR WEAPONS
Chainmail Dwarf waraxe.

EQUIPMENT

Backpack, rations, waterskin, bedroll, sack, flint


and steel, 50-foot rope.

© 2000 Wizards of the Coast. 620-0X-T11711 Permission granted to photocopy for personal use.

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