Race: Dwarf
Homeland: Mirabar
Class: Fighter
Kit: Slave Warrior
Alignment: Neutral
Level: 4th
Experience: 74,028 (ready to level)
Next Level: 16,000
Max Level: 17th

Ability Scores:

Str 16 Stamina 14
Muscle 17 +1 Attack & Damage Open Doors 10 Bend Bars 13%
Dex 13 Aim 11
Balance 14
Con 18 Health 20 99% System Shock Regen 1hp / hour +1 Poison Save
Fitness 16 96% Resurrection +2 hp / level
Int 11 Reason 11
Knowledge 11 +2 proficeincies
Wis 12 Intuition 10
Willpower 13
Cha 11 Leadership 8 3 Henchmen -1 loyalty
Appearance 14 +2 NPC reaction


  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +2 (-3 vs. non-slaves, additional -3 vs. nature-worshippers)
  • Movement: 5

Combat Statistics:
Hit Points: 36
Armor Class: 14 (hide)
Base Attack Bonus: +3

  • Paralyzation/Poison/Death: 13 ( +4 versus poison)
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 14
  • Breath Weapon: 16
  • Spells: 13 (+4 vs Enchantment/Charm)
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Long Spear 3 / 2 rounds +5 2d6+3 3d6+3 8 10-ft. reach Cannot be used against melee enemies.
Broadsword 1 / round +5 2d4+1 1d6+2 5 melee
Unarmed 1 / round +4 1d3+1 1d3+1 3 melee
Triple-Bow 1 / round +4 2d4 2d4 7 60 / 120 / 180 Can fire 3 shots at 1 target.
Faerie Fire 1 round per point of damage.

Non-Weapon Proficiencies: General, Warrior

Modern Language (Common) 11 Endurance 20
Modern Language (Dethek) 11 Survival (Underground) 11
Modern Language (Northern) 11 Blacksmithing 16
Literacy 13 Display Weapon Prowess 13
Awareness 12 Animal Handling 12
Detect Sloping Passage 16 Bureaucracy 11
Detect New Contstruction 16 Heraldry 11
Detect Shifting Walls 16 Mining 9
Detect Stonework Traps 14 Gem Cutting 9
Determine Depth Underground 12 Stonemasonry 14

Weapon Proficiencies:
Long Spear, Specialized
Long Sword
Broad Sword
Light Crossbow

Special Powers:

  • Dwarven infravision enables them to see up to 60 feet in the dark.
  • In melee, dwarves add +1 to their attack rolls elves, half-elves, and other pointy-eared idgets.
  • Mirabarans recieve a +1 bonus to hit against orcs, goblins, hobgoblins, and kobolds.
  • Dwarves gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
  • A freed or fugitive slave starts with a +4 bonus to all saving throws vs. wizard spells from the enchantment/charm school and priest spells from the Charm sphere. If placed under any form of charm spell, a slave warrior makes new saving throws against the spell as if his Intellgence was 3 points higher, shortening the time between checks. He gains his +4 bonus vs. enchantment/charm spells on new rolls.
  • Once per day, a slave warrior may summon all his willpower and channel it into a sudden burst of energy that raises his Muscle score by 3 points (to 18/51) for as many rounds as he has levels (4 rounds). This may occur during combat, when attempting to bend bars or lift gates, or under any other circumstance when strength is needed.
  • A fugitive slave can survive on a minimum of food and water each day, half the amount anyone else of his race uses. He quickly develops better eating habits but in emergencies survives with little food.
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make an Intelligence check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
  • A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).


  • Some NPCs that protect or worship nature are less than impressed with Mirabar’s haphazard mining tearing up the land. All reactions with such NPCs suffer a -2 penalty.
  • Even freed slaves have lived as slaves all their lives and suffer a -3 reaction penalty in dealing with non-slave civilized characters. Escaped characters are suspicious and paranoid, and legitimately free characters still carry the social stigma of a slave’s birth.
  • A runaway slave may be hunted by his former owner with the aid of bounty hunters and assassins. This hunting can go on for years, until his former owner and anyone else with an interest in him dies. The punishment for escaping slavery is nearly always death.
  • Because of their nonmagical nature dwarves have trouble using magical items. All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.

Advancement Notes

  • Armor Allowed: Any Armor or Shields.
  • Weapons Allowed: Any Weapons
  • Gain 1 Weapon and 1 Non-weapon proficiency every 3 levels.
  • A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.
  • All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
  • A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
  • Once a fighter reaches 10th level, he attracts his first unit of followers. This first unit always consists of warriors of the same race and background as the fighter (that is, if the fighter is part of a barbarian tribe, so is his first unit of followers). The first unit consists of 2d4 stands (20-80 individuals). Roll 1d3 to determine the level of the unit. As the fighter gains each new level beyond the 10th, he attracts another unit of followers. A fighter can’t avoid gaining followers. Desperate people constantly look for great commanders, warriors who will lead them. These are merely the automatic followers that a fighter gains. In the course of a campaign, a player who wishes to role-play such situations might raise huge armies or gain control of an entire tribe for his character.



Base Speed: 6

Total Weight of Gear: 66 lbs. (moderate)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 60 lbs. 61-100 lbs. 101-140 lbs. 141-180 lbs. 181-219 lbs. 220 lbs
Movement 6 5 4 3 2 1

Embry was born the fourteenth son of a family of minor importance in Mirabar. His early life was uneventful, spent mainly exploring the outskirts of the mines his father and brothers worked, and learning the basics of blacksmithing, having been promised to a local smith in an apprenticeship once he came of age. Once that apprenticeship began, his life turned down a disastrous course. Early in the second year of that apprenticeship he was travelling with his master to visit a former student of his, and inspect a project he was working on, when their caravan was attacked by orcs. The guards were overcome quickly, and Embry found himself captured and sold into bondage. At first he was thrown into a labor force, hauling stone blocks for some nameless master’s construction projects. His toughness and strength quickly drew the attention of his overseers, however, and he found himself once again on the trading block, this time as a slave warrior for the wizards of Thay. His natural resilience to magic made him valuable as an asset in their infighting. During the course of his captivity in Thay, he met a fellow slave by the name of Thorvald, who he came to admire greatly. Thorvald was an elderly human who had survived long enough to “retire” to the job of maintaining the supplies of the slave warriors. Thorvald recognized a spark in Embry that had not been extinguished by his time in captivity, and encourage him to stoke that inner fire, whatever it took. He told Embry to never forget where he came from, and to never give up hope of returning there. Embry took his advice to heart and held on to that hope, outlasting countless other slaves, until his chance finally came. During a naval skirmish, his unit was assigned to a warship to serve as a boarding party should the need arise. The battle turned against them, and their ship was soon ablaze. As the soldiers began to abandon ship, he saw his chance. Pretending to go down with the ship, he managed to conceal himself in the floating wreckage, despite being a weak swimmer. Left for dead, he made his way to shore the next day, once the forces had cleared the area. He immediately fled the area, hiring onto a merchant caravan as a guard to cover his escape as he made his way towards home. His return to Mirabar was met with mixed emotions from his family, who were glad to see that he was alive, but unhappy about the extra mouth to feed. Having been gone so long, he didn’t feel the sense of belonging he once had. When word reached him that New Phlan was seeking new residents he decided to set out for the city, hoping to finally find a place he could call home.


Ruins of Adventure Brand_Darklight Nomara