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Yon

Yon Gyornburr is a level 1 dwarf fighter with average ability scores and proficiency with axes, swords, and daggers. As a dwarf, he has infravision, better saving throws, and a chance to find secret doors and traps. He wears chainmail armor and carries rations, weapons, tools, and other adventuring supplies in his backpack and pouches.

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Charles Mount
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0% found this document useful (0 votes)
97 views7 pages

Yon

Yon Gyornburr is a level 1 dwarf fighter with average ability scores and proficiency with axes, swords, and daggers. As a dwarf, he has infravision, better saving throws, and a chance to find secret doors and traps. He wears chainmail armor and carries rations, weapons, tools, and other adventuring supplies in his backpack and pouches.

Uploaded by

Charles Mount
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Yon Gyornburr

Dwarf (1E Rules)

Level: 1

XP Points: 1,948 / 2,200 {+ 5%}

Main Attributes

Strength 15 Hit Prob: +1 Damage Adjust: +1 Wt. Allow: 1600Max. Press:


Open Doors: +1 Bend Bars:

Intelligence 7 # of Langs: +0 Learn Spell: Max Spell #: Spell Immunity:

Wisdom 11 Magic Def. Adj: Spell Failure:

Dexterity 13 Reaction Adj: +1 Missile Adj: +1 Defense Adj: -1

Constitution 13 HP Adj: +1 System Shock: 85% Ressurect Surv: 90% Poison


Save: 0 Regeration: Nil

Charisma 10 Max Henchmen: 4 Loyalty Base: 7 Reaction Adj: +0

LANGUAGES SPOKEN: Dwarvish, Common Tongue, Lawful Speech, Gnomish, Kobold Tongue, Goblin
Tongue

Armor Components

Chainmail Armor AC5; $40; 400cn; includes Chain Coif & Buffcoate (soft leather under-jacket)

Armor Class

(Natural AC: 8)

4
Hit Points

Saving Throws

Paralysis/Poison/Death 10

Rod/Staff/Wand 11

Petrify/Polymorph 12

Breath Weapon 13

Spells 14

WEAPONS / DATA

THAC0: 19

WEAPON NAME # ATTACKS HIT / DAMAGE BASE DAM FIRE RATE

(Missile Weapons) RANGE S/M/L

(Missile Weapons)

Battleaxe 1 +1 / +1 1d8

Short Sword 1 +1 / +1 1d6

Boot Dagger 1 +1 / +1 1d4

Throwing Dagger 1 +1 / --- 1d4 5-10/11-20/21-30

Throwing Dagger 1 +1 / --- 1d4 5-10/11-20/21-30

Weapon Proficiencies:
INITIATIVE: 1d6 -1 Reaction Adj. (DEX)

When using Battleaxe, always act last

EQUIPMENT

Format: $ = object's cost in gold coin;

cn = object's weight in coin (16 coins = 1 pound);

cap= capacity of container in coin weight

WEAPONS:

Battleaxe $7; 50cn; 1d8, last Initiative

Short Sword $7; 30cn; 1d6

Hand Axe

Right Boot Dagger $3; 10cn; 1d4

Left Boot Dagger $3; 10cn; 1d4

Left Throwing Dagger $3; 10cn; 1d4

Right Throwing dagger $3; 10cn; 1d4

WORN:

Set of Clothes, normal (tunic & pants, belt, loincloth, socks) $5; 20cn
Cloak, Long $1; 15cn

Boots, plain $1; 10cn

Gloves, heavy $1; 10cn; prevents rope burn, gives better grip on slippery items, protects vs. contact
poisons & things that harm exposed skin (e.g. needle traps); cannot pick pockets or remove traps when
wearing

CARRIED:

Backpack, waterproof $30; 60cn; cap 300cn

--- inside the backpack --------------------------

Bedroll $1; 50cn; heavy blanket & small pillow, ground canvas

spare Set of Clothes, normal (tunic & pants, belt, loincloth, socks) $5; 20cn

spare Buffcoate $5; 20cn

extra Waterskin $1; 5cn (30cn full); cap 1 quart

Rations, Iron $15; 70cn; 7 day supply, stays fresh 2 months

Sack, Small $1; 1cn; cap 200cn

Sack, Small $1; 1cn; cap 200cn

Sack, Small $1; 1cn; cap 200cn


Armor/Weapon Kit $20; 10cn; oil, rags, whetstone, heavy gauge wire for temp fixes

Belt Pouch $1; 2cn; cap 50cn

--- inside the belt pouch -------------------------

Tinderbox $3; 5cn

Hammer, Rock (tool) $2; 10cn; 1d3 dmg in pinch

Chisel, Stone (tool) $2; 5cn; 1 dmg in pinch

MAGIC ITEMS

HENCHMEN / ANIMAL COMPANIONS

Name Race / Class AC HD / Level HP # ATKS THAC0 Weapons / DmgSpecial Abilities


CHARACTER

SPECIAL ABILITIES

A Strength score

of 15 will give a dwarf a +5% bonus on earned experience

points.

DWARF RESTRICTIONS:

Dwarves use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of
12th level of experience. Dwarves may use any type of armor and may use shields. They may use any
type of weapon of normal or small size, but may not use long bows nor two-handed swords. A dwarf
character must have a minimum Constitution score of 9.

DWARF SPECIAL ABILITIES:

Dwarves are very hardy creatures and have better saving throws than most other character classes.
Dwarves often live underground, and have Infravision (heat-sensing sight) which allows them to see 60
feet in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and
new construction one-third of the time (a roll of 1 or 2 on 1d6) when looking for them. All dwarves speak
Common, Dwarvish, and the alignment tongue of the character, plus the languages of gnomes, kobolds,
and goblins.

Open Doors:

An unlocked door must be forced open to pass through it. To force open a door, roll 1d6; a result of 1 or
2 (on 1d6) means that the door is forced open. The roll is adjusted by +1 due to Strength score.

LISTENING:
To listen at a door to hear what is on the other side (GM) roll 1d6. A result of 1 (1 or 2 for Demi-humans)
means any noises (if any) being made by the creatures (or whatever) on the other side of the door have
been heard. I may only try once per door.

The undead do not make any noise, normally.

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