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ODD Dwarves

ODD Dwarves

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Published by peshmerga
An help to use dwarves in OD&D
An help to use dwarves in OD&D

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Published by: peshmerga on Aug 16, 2010
Copyright:Attribution Non-commercial

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10/25/2012

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Dwarves in OD&D
1
D
WARF
(
LBB
+C
HAINMAIL VERSION
)
Hit dice: d6Move: 6’’, charge 9’’Alignment: Law or Neutral[Option: Dwarves use chainmail and a shield, as well as any weapon.]Because the dwarf-land, their natural habitat, is deep under the ground, these stout folk operate equallywell day or night. They have the ability to see in normal darkness as if it were light. Dwarves dig twiceas fast as an equal number of human sappers. They note slanting passages, traps, shifting walls andnew construction in underground settings. Dwarves sometimes domesticate bears, wolves and otherunintelligent beasts for defence purpose.Dwarves can locate secret passage and will detect sound within if there is any to be heard on the roll of a 1 or a 2 (on a six-sided die). They are required to roll a 1 to open doors. Dwarves have they have ahigh level of magic resistance. This is reflected in their saving throws.Although they are no threat to the larger creatures, because of their relatively small size, clumsymonsters like Trolls, Ogres, and Giants find them hard to catch because of their small size, so countonly one-half normal damage points when Dwarves fight with them, for either attacks upon theDwarves or returns should the Dwarves be the attacker.Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins(Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will notautomatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance,they will attack them to the exclusion of orders to the contrary.In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds andGoblins in addition to their alignment tongue. They also have 20% chance of speaking the commontongue of humans.
Dwarf Level Progression*Experience LevelHit DiceTitle
0 1 1+1 Veteran2,000 2 2 Warrior4,000 3 3 Swordsman8,000 4 4 Hero16,000 5 5+1 Swashbuckler32,000 6 6 Myrmidon
*Dwarves may never progress beyond the 6th level (Myrmidon).
Dwarf Saving ThrowsLevelDeath Rayor PoisonWands,Polymorph,Paralyzation Petrification DragonBreathStaves &Spells
1-2 10 11 12 13 143-5 8 9 10 10 126 6 7 8 8 10
 
Dwarves in OD&D
2
D
WARF FIGHTER
(G
REYHAWK VERSION
)
Hit dice: d8Move: 6’’, charge 9’’Alignment: Law or NeutralDwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin aruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers) (such as gnomes).Because the Dwarf-land, their natural habitat is deep under the ground, these stout folk operate equallywell day or night. They have infravision and can see monsters up to 60' away in the dark. Dwarves digtwice as fast as an equal number of human sappers. They note slanting passages, traps, shifting wallsand new construction in underground settings.Dwarves can locate secret passage and will detect sound within if there is any to be heard on the roll of a 1 or a 2 (on a six-sided die). They are required to roll a 1 to open doors. Dwarves have they have ahigh level of magic resistance. This is reflected in their saving throws.Although they are no threat to the larger creatures, because of their relatively small size, clumsymonsters like Trolls, Ogres, and Giants find them hard to catch because of their small size, so countonly one-half normal damage points when Dwarves fight with them, for either attacks upon theDwarves or returns should the Dwarves be the attacker.Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins(Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will notautomatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance,they will attack them to the exclusion of orders to the contrary.Dwarves add +1 to hit probabilities, and subtract - 1 from chances to be hit, when fighting kobolds,goblins, orcs, hobgoblins, gnolls, ogres, trolls, giants, gnomes, dwarves, elves and ents, being of the“giant class” monsters.In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds andGoblins in addition to their alignment tongue. They also have 20% chance of speaking the commontongue of humans. Dwarves sometimes domesticate bears, wolves and other unintelligent beasts fordefence purpose.
Dwarf fighter Level ProgressionExperience LevelHit DiceTitle
0 1 1d8+1 Veteran2,000 2 2d8 Warrior4,000 3 3d8 Swordsman8,000 4 4d8 Hero16,000 5 5d8+1 Swashbuckler32,000 6 6d8 Myrmidon64,000 7 7d8+1 Champion*120,000 8 8d8+2 Super Hero**
*Dwarves with a strength of 17 can work up to 7th level fighter**Those of 18 strength can work up to 8th level.
 
Dwarves in OD&D
3
 
Dwarf Saving ThrowsLevelDeath Rayor PoisonWands,Polymorph,Paralyzation Petrification DragonBreathStaves &Spells
1-2 10 11 12 13 143-5 8 9 10 10 126-8 6 7 8 8 10
D
WARF THIEF
(G
REYHAWK VERSION
)
Hit dice: d4Move: 6’’, charge 9’’Alignment: Neutral
Dwarf thief Level Progression*Experience LevelHit DiceTitle
0 1 1d4
Apprentice
1,200 2 2d4
Footpad
2,400 3 3d4
Robber
4,800 4 4d4
Burglar
9,600 5 5d4
Cutpurse
20,000 6 6d4
Sharper
40,000 7 7d4
Pilferer
60,000 8 8d4
Master Pilferer
90,000 9 9d4
Thief 
125,000 10 10d4
Master Thief 
250,000 11 10d4+1
Master Thief, 11th Level
375,000 12 10d4+2
Master Thief. 12th Level
500,000 13 10d4+3
Master Thief. 13th Level
+125,000 / level +1 hp
*Dwarf thief progression is unlimited.Dwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin aruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers) (such as gnomes).Because the Dwarf-land, their natural habitat is deep under the ground, these stout folk operate equallywell day or night. They have infravision and can see monsters up to 60' away in the dark. Dwarves digtwice as fast as an equal number of human sappers. They note slanting passages, traps, shifting wallsand new construction in underground settings.Dwarves can locate secret passage on the roll of a 1 or a 2 (on a six-sided die). They are required toroll a 1 to open doors. Dwarves have they have a high level of magic resistance. This is reflected intheir saving throws.When acting as fighter / thieves, dwarves can wear only leather armor
and cannot employ shields
.
Theycan employ magic daggers and magic swords but none of the other magical weaponry, except thewarhammer +3.
Although they are no threat to the larger creatures, because of their relatively small size, clumsymonsters like Trolls, Ogres, and Giants find them hard to catch, so count only one-half normal damage

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