Player Character - Kits

ForgeLighter (Dwarf)

Requirements:
Alignment: Lawful Good
Ability Scores: STR 12, CON 11, WIS 13 CHR 16
Prime Requisites: STR 16, WIS 16
if both STR and WIS are 16+ gain +10% bonus XP
-10% total experience points from Priest and Fighter experience

Ministrations:
Any Lawful Good dwarven government or religion... preferably a theocracy.

Symbol:
Any appropriate symbol of dwarven kind or dead enemies (ie. a orc head cabossed).

Role:
The Forgelighter searches out old dwarven homelands and strongholds that were taken by force or treachery, and attempts to reestablish a colony and defends it until it is self sufficient from invaders. A Forgelighter will also attempt to create allies with other good races to create and establish armies to defend the current strongholds and newly regained ones. They will only bargain from a position of strength and not give away the dwarven secrets of the homelands unless all other attempts at negotiating treaties fails. It is the Forgelighters main goal to exterminate the presence of those races that took over the stronghold/homelands in the taking back of the ancient dwarven home.

Secondary Skills:
Any appropriate for a paladin.

Weapon Proficiencies:
Bonus: Specialization with either battle axe or warhammer, proficiency with the other if allowed by clerical mythos which ever is selected for specialization that is Weapon of Preference.
Recommended: warhammer, horseman's mace, footman's mace, battle axe, morning star, footman's flail, horseman's flail, light crossbow.
Prohibited: any other missile weapons other than light crossbow and any weapon not normally allowed to dwarves because of their short stature(any large weapon).

Nonweapon Proficiencies:
Bonus: Religion, Endurance, Alertness, Diplomacy.
Recommended: Blind-fighting, Dwarf Runes, Intimidation, Etiquette, Modern Languages, Armorer, Weaponsmithing.

Equipment:
No less than chain and shield for armor and must purchase at least one warhammer and battle axe (whichever is weapon of choice) otherwise as fighter.

Bonded Mount:
Not allowed.

Special Benefits:

  1. The weapon of choice is a non magical +1 to hit and damage usable only by this particular dwarf or another forgelighter of the same beliefs (assuming he/she chose same weapon of choice) The forgelighter must not ever sell or loose this weapon (see hindrances).
  2. Attacks at 2 levels higher when attacking to regain or defend a dwarven stronghold or homeland (THAC0 and saving throws only)
  3. Forgelighter receives a +1 bonus otherwise to both attacks and damage (in addition to preferred weapon) when fighting racial enemies outside of dwarven homelands/strongholds (these benefits are not cumulative with the above bonus).
  4. Identify dwarven construction, this ability is like the Wizard spell Identify but it only works for those Items and objects that were constructed by dwarves.
  5. Can Lay hands once per day for 2 Hit Points/Level (clerical)
  6. At 3rd level can Cure disease and can Detect evil intent as Paladin
  7. At 5th Level exudes circle of Protection from Evil 10' as Paladin
  8. At 7th Level can use Good Holy Weapons as a Paladin
  9. At 9th Level can Command a Strongholds Army (see hindrances)

Special Hindrances:
Regular Training: Must spend at least 1 hour per day in training to retain benefits of combat if fails to train that day the next day he does not have the ability to fight at two levels higher when defending or retrieving dwarven strongholds. If the Forgelighter fails to train for a week he must spend one month in retraining and atone for this transgression by a special minor quest.

Loss/Sale of Special Weapon: If the Forgelighter looses his special weapon he must recover it or die trying, if the Forgelighter's weapon of choice is destroyed beyond a reasonable doubt he may not gain another special weapon until he/she gains another level, unless there are extenuating circumstances, the Forgelighter must at the least slay that creature/destroy that object which caused the destruction of the weapon of choice. If he willingly, not charmed or under another's influence, sells special weapon, he looses the Forgelighter benefits forever as this is a major transgression to his/her ethos. If the Forgelighter sells the item under a the influence of another person he may attempt to make a saving throw versus spells at +2 to attempt to break the influence, if the saving throw fails and sells the item he must attempt to recover as soon as possible after the influence is lifted or suffer a major ethos violation and loose all abilities of a Forgelighter

Command of Strongholds Army: Forgelighter may never establish a separate stronghold of his own as long as there is a rumor of a dwarven stronghold that is not cleared of an invading race. He may however command a stronghold/homelands army in the defense or retrieval of a dwarven stronghold/homeland. This is of course with the stronghold leaders permission

Regular Reporting: The Forgelighter must in the least make annual reports back to his superiors about his travels, discoveries, and alliances made during his time away from the stronghold, he must send monthly either written or magical reports back to his superiors, if the Forgelighter is unable to send reports back it is, depending on the circumstances a major ethos violation and could forever loose the abilities of a Forgelighter.

Can't Flee from Combat: A Forgelighter can't flee from combat in an enemy occupied stronghold unless it's 3:1 HD odds against or greater.

Must Follow Superiors Orders: A Forgelighter must follow the orders of the superiors over him, if he fails to do this it is considered to be a major ethos violation

Loathing of Species Enemy: The Forgelighter gets a negative charisma modifier when dealing with a racial enemy (example: Rath with a 18 Charisma encounters a groups of Orcs and a Evil Elf, Rath gets a -9 (bonus of +7 for 18 Chr and the +2 for Forgelighter inverted) when dealing with the Orcs and Rath deals with the Elf normally until the alignment of the Elf is known)

Titheing: A full 25% of all monies acquired must be turned in to superiors or service equally the monetary value must be performed, any and all magic items that the Forgelighter owns must be approved by his/her superiors and he must not have more than 10 items in Possession(use the standard paladin requirements)

Appearance: A Forgelighter must maintain his weapons and armor in the best condition possible (i.e. armor must be highly polished [unless currently in an attempt to retake dwarven homeland] weapons must be cleaned and sharpened for a complete hour every night [this can be built into part of the characters nightly prayers]).

Distinctive appearance:
Very militaristic in nature, must have armor, weapons and equipment in the best condition (see hindrances).

Wealth Options:
A Forgelighter starts with 5d6 x 20 for starting wealth and must spend every bit except for that which would be needed to survive on a modest living all other monies must be donated to a dwarven foundation.