Chapter 1 - Class - Character Kits - Dwarven Kits
Axe for Hire
An Axe For Hire is a mercenary who is willing to sell his services to the highest
bidder. Usually an all-round fighter, capable of engaging in hand to hand combat, he is
able to use a crossbow and other missile weapons.
Role: He is frequently a dwarf with a severe case of wanderlust and a strong desire to
travel beyond his stronghold. The best way to accomplish this is to hire out as a guard or
a mercenary. He may find employment with a merchant who is setting out on an
expedition deeper underground, or planning to travel above. He may be working for a
dwarf noble who is visiting relatives in other lands, or trying to recapture a mine from
orcs or dragons. Perhaps he has traveled to aid a stronghold attacked by monsters.
He may accept employment with another race, providing the money is good enough.
He wants to be paid to fight.
Secondary Skills: An Axe for Hire should have the Weaponsmith, Armorer or
Bowyer/Fletcher secondary skills.
Weapon Proficiencies: They may choose any weapons they like.
Bonus Nonweapon Proficiencies: Endurance, Local Dwarf History, Local History.
Recommended Nonweapon Proficiencies: Alertness, Armorer, Bowyer/Fletcher,
Direction Sense, Fire-building, Dwarf Runes, Survival, Underground Navigation,
Weaponsmith.
Equipment: An Axe for Hire may spend his starting money on whatever arms,
armor, and equipment he can afford. When he is created, if it is agreed that he is part of amilitary force with specific equipment requirements, he is required to buy that equipment,
but at half the price.
Distinctive Appearance: These are the most individualistic of dwarves and do not
conform to any single standard.
Special Benefits: Fighters receive one free weapon specialization (a hand or missile
weapon). It must be one commonly associated with dwarves.
When employed, he never pays for his own upkeep. Rooms at inns, food and drink
are all supplied by his employer.
Special Hindrances: Dwarves are clannish folk who distrust anyone with an
independent attitude. When reacting with other dwarves in any situation other than
military, an Axe for Hire suffers a -3 reaction penalty.
In addition, an Axe for Hire who is part of a military force is subject to the discipline
and dictates of its commander. He is no longer free to come and go as he pleases. He is
further restricted by the contract he has signed with his employer. Many of these are for a
fixed duration, and require him to be available throughout the term. Disappearing before
the end of the contract is likely to give him a poor reputation as a mercenary.
There is always a fear that he has been hired to undertake a suicidal mission or to act
as a decoy or sacrifice, while others have more important, and safer, duties.
Wealth Options: He receives the standard 5d4x10 gp starting money.