Yon
Yon
Level: 1
Main Attributes
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
(Missile Weapons)
Battleaxe 1 +1 / +1 1d8
Weapon Proficiencies:
INITIATIVE: 1d6 -1 Reaction Adj. (DEX)
EQUIPMENT
WEAPONS:
Hand Axe
WORN:
Set of Clothes, normal (tunic & pants, belt, loincloth, socks) $5; 20cn
Cloak, Long $1; 15cn
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:
Bedroll $1; 50cn; heavy blanket & small pillow, ground canvas
spare Set of Clothes, normal (tunic & pants, belt, loincloth, socks) $5; 20cn
MAGIC ITEMS
SPECIAL ABILITIES
A Strength score
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.
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.