Thursday, September 8, 2016

The B/X or Labyrinth Lord Gully Dwarf

Gully Dwarf
Requirements: CON 9, INT 8 or lower
Prime Requisite: DEX and CON
Hit Dice: 1d8
Maximum Level: 4

Gully Dwarves are a much maligned sub-race of dwarves known for their magnanimous stupidity and unbelievable ability to survive in even the worst environments. They are perpetually filthy, wearing rotted rags, eating garbage, and making their homes in places that even a goblin would find offensive. This combined with a surprising low cunning, means that Gully Dwarves possess a unique set of skills that can be of some use to an adventuring party - if that party can get past fact that these pathetic creatures are unrepentant cowards who fight only when pleading for mercy or escape are no longer an option.

In spite of this cowardice, Gully Dwarves are willing to use whatever is at hand to defend themselves if necessary. They can wield any one-handed melee weapon, but lack the intellect to learn the complexities of weapons like bows and crossbows. Because of this they may only used ranged weapons which can be thrown, such as daggers or javelins. They often wear layers of animal hides or cast off crow's mail to protect themselves and if provided with formal armor they can wear padded, leather, and studded leather armor. Their willingness to hide behind whatever is at hand to avoid injury also means they make regular use of shields.

If they have a 13 in at least one or the other prime requisite, the Gully Dwarf receives a +5% to all experience points they earn. If both prime requisites are 13 or higher, the character receives a +10% bonus.

Gully Dwarf Class Progression
Experience
Level
Hit Dice
0
1
1d8
2,187
2
2d8
4,375
3
3d8
8,751
4
4d8

Saving Throws
Level
Breath Weapon
Poison or Death
Petrify or Paralyze
Wands
Spells
1-3
13
4
10
9
12
4-6
10
2
8
7
10

Combat

Character
Defender Armor Class
Level -3 -2 -1 0 1 2 3 4 5 6 7 8 9
1-2
20
20
20
19
18
17
16
15
14
13
12
11
10
3
20
20
19
18
17
16
15
14
13
12
11
10
9
4
20
19
18
17
16
15
14
13
12
11
10
9
8


Sharp Senses: Because they live in a state of constant fear of attack, Gully Dwarves have surprisingly keen senses. They can any secret doors and even any traps within thirty feet with a 1-4 on 1d6 chance of success. These sharp senses extend to a natural infravision, which they have at a range of sixty feet.

Hiding in a Hole: The first defense of any Gully Dwarf is to hide in the dark places of their foul realms. When moving at half their normal rate Gully Dwarves travel in perfect silence with a 1-3 on 1d6 chance of success. They can also remain completely unseen in underground environments if they remain perfectly still with a 1-3 on 1d6 chance of success. These abilities can be used in wilderness environments as well, but only have a 1 on 1d6 chance of success in those cases.

Plague Resistant: Because they constantly live in filth and regularly eat food others would consider a death sentence, Gully Dwarves have an extraordinary resistance to these things, as is reflected in their saving throws.

Unashamed Coward: Gully Dwarves are unabashed cowards, fleeing from even the slightest threat unless they have an overwhelming advantage. As such they have a -8 penalty to any saving throws made to resist fear effects such as those caused by Cause Fear spells or similar effects.

Surprising Ferocity: While often regarded as pathetic and non-threatening, Gully Dwarves the tenacity of a caged and abused animal if they are cornered. They receive a +2 bonus to all attack and damage rolls when forced to fight against a foe who has twice the number of hit dice than the Gully Dwarf.


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