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1st Edition AD&D: Greyhawk (Full)
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<blockquote data-quote="Voda Vosa" data-source="post: 5176960" data-attributes="member: 51271"><p><strong>Muzdum Heavy Hand</strong></p><p></p><p><img src="http://www.josephmenna.com/dwarf.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Strength 16 (+0 to hit, +1 damage, +350 weight allow, 3/6 open doors, 10% bend bars/lift gates)</p><p>Intelligence 13 (3 additional languages)</p><p>Wisdom 13 (no adjustment)</p><p>Dexterity 14 (no adjustment)</p><p>Constitution 17 (+3 hp/level, 97% system shock survival, 98% resurrection survival)</p><p>Charisma 10 (max 4 henchmen)</p><p>Comeliness roll 3d6-1</p><p></p><p>HP 13</p><p></p><p>AC 4 , Head AC 1</p><p></p><p>Racial abilities:</p><p>+4 to saving throws vs. poison, rods, wands, staves, spells.</p><p>60' infravision</p><p>Detect slope in passage 3/4</p><p>Detect new construction 3/4</p><p>Detect sliding/shifting walls 4/6</p><p>Detect construction traps 3/6</p><p>Determine depth underground 3/6</p><p>+1 to hit vs. orcs, goblins, hobgoblins, half-orcs</p><p>-4 AC vs. ogres, orge magi, trolls, giants, titans (this is good)</p><p></p><p>Languages: Common, Alignment Tongue, Dwarven, Gnome, Goblin, Kobold, Orcish, 2 additional</p><p></p><p>Weapon Proficiency: Take 3 slots in broadsword (+3 to hit, +3 dmg, 3 attks/round) </p><p>Broad Sword: +3 to hit, 2d4+4 dmg</p><p>Heavy Crossbow: fire rate 1/2 rounds, range 8/16/24, 1d4+1 vs. S-M, 1d6+1 vs. L, 8 lbs, 20 gp, quarrels 4 lbs and 2 gp for 20</p><p></p><p></p><p>Paralysis, Poison, or Death Magic: 14 ,18 for poison.</p><p>Petrification or Polymorph: 15</p><p>Rod, Staff, or Wand: 20</p><p>Breath Weapon: 17</p><p>Spell: 21</p><p></p><p>Equipment:</p><p>Broad Sword</p><p>Heavy Crossbow</p><p>20 heavy quarrels</p><p>Large shield</p><p>Great Helmet</p><p>Chain Mail</p><p>Leather Backpack</p><p>Low Hard Boots</p><p></p><p>Muzdum was born under a lucky star. He was the son of a noble dwarf of a city under the mountains of Yatil. He was prodigious, and ascended to compete fro the throne, but after a series of schemes by other noble, he was fooled to kill a servant. Muzdum was fooled to believe the servant was a killer, and thus skewed him with his sword. </p><p>For such an act of cruelty, Muzdum's family would have to lose his status as noble, and instead of that, they casted Muzdum away. His belongings were literally striped from his hand, and he was left outside the walls of the city with nothing than his sword to survive. </p><p>Muzdum didn't give up. In his youth he was trained as a warrior, and received the best instruction a dwarf can get. He decided to walk to one of the cities of Ket, allies of his people, and perhaps find a descent job as smith. His path was plagued with danger, and he had to use his sword to slice orcs and goblins in halves, gut bandits and all sort of monstrosities. </p><p>When Muzdum reached the first human town, he was donning an amor he took from one of his assailants, along with many things more. He found the adventurer profession much more profitable than smith. Besides he had free time for some tavern brawling, a sport he enjoyed extremely.</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5176960, member: 51271"] [b]Muzdum Heavy Hand[/b] [IMG]http://www.josephmenna.com/dwarf.jpg[/IMG] Strength 16 (+0 to hit, +1 damage, +350 weight allow, 3/6 open doors, 10% bend bars/lift gates) Intelligence 13 (3 additional languages) Wisdom 13 (no adjustment) Dexterity 14 (no adjustment) Constitution 17 (+3 hp/level, 97% system shock survival, 98% resurrection survival) Charisma 10 (max 4 henchmen) Comeliness roll 3d6-1 HP 13 AC 4 , Head AC 1 Racial abilities: +4 to saving throws vs. poison, rods, wands, staves, spells. 60' infravision Detect slope in passage 3/4 Detect new construction 3/4 Detect sliding/shifting walls 4/6 Detect construction traps 3/6 Determine depth underground 3/6 +1 to hit vs. orcs, goblins, hobgoblins, half-orcs -4 AC vs. ogres, orge magi, trolls, giants, titans (this is good) Languages: Common, Alignment Tongue, Dwarven, Gnome, Goblin, Kobold, Orcish, 2 additional Weapon Proficiency: Take 3 slots in broadsword (+3 to hit, +3 dmg, 3 attks/round) Broad Sword: +3 to hit, 2d4+4 dmg Heavy Crossbow: fire rate 1/2 rounds, range 8/16/24, 1d4+1 vs. S-M, 1d6+1 vs. L, 8 lbs, 20 gp, quarrels 4 lbs and 2 gp for 20 Paralysis, Poison, or Death Magic: 14 ,18 for poison. Petrification or Polymorph: 15 Rod, Staff, or Wand: 20 Breath Weapon: 17 Spell: 21 Equipment: Broad Sword Heavy Crossbow 20 heavy quarrels Large shield Great Helmet Chain Mail Leather Backpack Low Hard Boots Muzdum was born under a lucky star. He was the son of a noble dwarf of a city under the mountains of Yatil. He was prodigious, and ascended to compete fro the throne, but after a series of schemes by other noble, he was fooled to kill a servant. Muzdum was fooled to believe the servant was a killer, and thus skewed him with his sword. For such an act of cruelty, Muzdum's family would have to lose his status as noble, and instead of that, they casted Muzdum away. His belongings were literally striped from his hand, and he was left outside the walls of the city with nothing than his sword to survive. Muzdum didn't give up. In his youth he was trained as a warrior, and received the best instruction a dwarf can get. He decided to walk to one of the cities of Ket, allies of his people, and perhaps find a descent job as smith. His path was plagued with danger, and he had to use his sword to slice orcs and goblins in halves, gut bandits and all sort of monstrosities. When Muzdum reached the first human town, he was donning an amor he took from one of his assailants, along with many things more. He found the adventurer profession much more profitable than smith. Besides he had free time for some tavern brawling, a sport he enjoyed extremely. [/QUOTE]
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