Dwarf
Dwarves are sturdy and resilient creatures who can withstand almost any kind of harsh situation. They are renowned for their prowess as warriors and miners.
However, they are also known for their short stature and temper.
Tier 1
Dwarf
Medium, Humanoid
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 16 AP 3 HP 20 Posture 8
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 20 Climb/Swim 15 Dash 30 Stats + Skills
STR +4 DEX -2 INT +1 WIS +0 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
Actions (1)
- War Hammer: Hit +4, Dmg 1d10 strike or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You ignore 3 AP.
- Heavy Crossbow Hit +4, Dmg 1d12 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Ranged Weapon (10/300)
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon: Attacking a creature within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.
Tier 2
Dwarf Chief Miner
Medium, Humanoid
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 2 HP 39 Posture 16
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX -2 INT +7 WIS +0 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
Actions (2)
- Cave Tremor While in a Cave, you can use your Action to make an entire Cave shake. All creatures of your choice within 60 feet of you must make an Athletics Save (DC 15). On a fail, they take 2d12 strike damage and become Knocked Prone. On a success, they only take half that damage.
- Big Triumph: You can only use this Action once.
- War Hammer: Hit +7, Dmg 1d10 strike or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You ignore 3 AP.
Dwarf Shield Bearer
Medium, Humanoid
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16/ Shield +1 AP 3 HP 38 Posture 16
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +6 DEX -2 INT +3 WIS +0 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
Actions (2)
- War Hammer: Hit +6, Dmg 1d10 strike or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You ignore 3 AP
Reaction
- Use Shield When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC.
Dwarf Artillerist
Medium, Humanoid
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 3 HP 38 Posture 16
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +6 DEX -2 INT +5 WIS +0 CHA +0
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
- Piercing Ammo (3) Before you Attack, you can use 1 of your 3 Piercing Ammos. On a hit, that Attack ignores all AP and can deal 1d4 extra damage.
Actions (2)
- Heavy Crossbow Hit +6, Dmg 1d12 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Ranged Weapon (10/300)
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon: Attacking a creature within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.
Tier 3
Dwarf Berserker
Medium, Humanoid
Tier 3, Challenge Point 10, XP: 30
Special Loot: Loyal Weapon (Uncommon Weapon)
Attributes
AC 16 AP 3 HP 88 Posture 40
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +8 DEX +1 INT -1 WIS +0 CHA +0
- LU +2: Luck Points: 2; Critical Fail: 1
Villain Action
- Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible.
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
Actions (2)
- Battle Axe: Hit +8, Dmg 1d10 slash or thrust
- Throw Weapon (20/30)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You score a Critical Hit on any Attack rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage
- Special Effect: After you throw this weapon, it comes back to you at the end of a turn. You can then choose 1 creature that is between you and this weapon. That creature must succeed on a Reflex Save (DC 16), or take 1 hit from this weapon's Attack.
Dwarf Hornblower
Medium, Humanoid
Tier 3, Challenge Point 10, XP: 30
Attributes
AC 16 AP 3 HP 87 Posture 40
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX +1 INT +1 WIS +0 CHA +7
- LU +2: Luck Points: 2; Critical Fail: 1
Villain Action
- Horn Call When you roll for Initiative, you can call 2d4 Dwarfs to aid you in battle.
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
- Inspiring Presence All friendly creatures within 30 feet of you are immune against being Confused, Enchanted, and Scared.
Actions (3)
- War Inspiration Choose 2 Dwarfs within 30 feet of you, except yourself. Those creatures gain 2d6 Posture
- War Hammer: Hit +7, Dmg 1d10 strike or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You ignore 3 AP
Heavy Armored Dwarf
Medium, Humanoid
Tier 3, Challenge Point 5, XP: 15
Attributes
AC 16/ +3 Shield AP 3 HP 47 Posture 20
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX -2 INT +1 WIS +0 CHA +0
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
- Great Shield While wielding the Great Shield, you are also in harsh terrain.
- Protector When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
Actions (2)
- War Hammer: Hit +7, Dmg 1d10 strike or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You ignore 3 AP
Dwarf Lancer
Medium, Humanoid
Tier 3, Challenge Point 10, XP: 30
Special Loot: Combustion Drill Lance (Rare Weapon)
Attributes
AC 17 AP 3 HP 88 Posture 40
- Passive Insight/ Perception 10
- Language Common, Dwarvish
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +8 DEX -2 INT +4 WIS +0 CHA +0
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
Actions (2)
- Combustion Drill Lance Hit +8, Dmg 2d6 thrust
- Wide Reach: The reach of this weapon is 15 feet, but you cannot Attack creatures within 10 feet.
- Mount Weapon: Needs two hands to be wielded, unless you are mounted.
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Favorite Weapon: If you Dash and move at least 20 feet, you can add 1d6 to the next damage roll you make with this weapon this turn, ignoring all AP.
- Special Weapon: If you Dash and move at least 20 feet on your turn, you can deal extra 1d6 fire damage to the next Attack you make with this weapon.
- A creature that takes this fire damage must also succeed on an Agility Save (DC 16), or become Ignited (1d6).