RQ Dwarves Flintnail Party
RQ Dwarves Flintnail Party
RQ Dwarves Flintnail Party
Dwarf Warrior 2
Chars Attributes 1D20 Location AP/HP
STR: 14 Action Points 2 01-03 Right leg 6/6
CON: 18 Damage Modifier +1d2 04-06 Left leg 6/6
SIZ: 12 Magic Points 11 07-09 Abdomen 6/7
DEX: 7 Movement 4 10-12 Chest 6/8
INT: 15 Strike Rank 4(11-7) 13-15 Right arm 6/5
POW: 11 Cult rank None 16-18 Left arm 6/5
CHA: 5 19-20 Head 6/6
Skills: Athletics 33%, Brawn 71%, Craft (Masonry) 57%, Craft (Metallurgy) 57%, Deceit
62%, Endurance 68%, Evade 16%, Folk Magic 64%, Insight 55%, Locale 64%, Lore
(Underground) 63%, Perception 47%, Survival 42%, Unarmed 38%, Willpower 50%
Folk magic spells: Demoralise, Fanaticism, Glue
Ability: Night Sight Partial darkness as illuminated and darkness as partial darkness. (RQ6:
pg 312-316)
Ability: Earth Sense Perfect sense of direction, depth and orientation beneath ground and
suffers no penalties to Perception rolls for underground environments.
Combat Styles: Dwarven Thane 48%
Size/ AP/
Weapon Reach Damage Effects
Force HP
Battleaxe M M 1d6+1+1d2 4/8 Bleed
Great Hammer 1d10+3
H L 4/10 Bash, Stun Loc, Sunder
(2h) +1d2
Heavy crossbow H 20/150/300 1d10 4/8 Impale, Sunder
Bash, Stun Loc, Passive Block 4
Viking Shield L S 1d4+1d2 4/12
loc's
Notes: Only dwarves can operate dwarven missile weapons. If they go to wrong hands -
dwarves will send constructs to get them back