Ivyn Firehair

Dwarf Fighter from Hollow World (inner Mystara)


Ivyn Firehair

Personal Information

Name: Ivyn Firehair; Player: Luke;
Race: Hill dwarf; Gender: Male; Height: 4’1";* Age:* 61;
Class: Fighter; Level: 5; Weight: 162 lbs;
XP: 21,004; Alignment: Chaotic Good;
Next Level: 35,200; Kit: Outcast, Dwarf;
Ability Scores

Str:; 18/10; Weight Allowance: 135 lbs; Bend Bars/Lift Gates: 20%;
; ; Attack Adj.: +1; Damage Adj.: +3; Max. Press: 280 lbs; Open Doors: 12;
Dex:; 13; Missile Adjustment: +0; Pick Pockets: +0%; Open Locks: +0%;
; ; Reaction Adjustment: +0; Armor Class: +0; Move Silently: +0%; Climb Walls: +0%;
Con:; 16; System Shock: 95%; Poison Save: +0;
; ; Hit Point Adjustment: +2; Resurrection Chance: 96%;
Int:; 12; Max. Spell Level: 6th; Max. Spells Per Level: 7; Illusion Immunity: None;
; ; Bonus Proficiencies: 3; Chance to Learn New Spell: 50%;
Wis:; 10; Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0; Clerical Spell Failure Chance: 15%;
; ; Magic Defense Adjustment: +0; Spell Immunity: None;
Cha:; 7; Loyalty Base: 2; Maximum Number of Henchmen: 3;
; ; Initial Reaction Adjustment: -1;
Saving Throws

Paralyzation: 11; Poison: 7; Death Magic: 11; Petrification: 12; Polymorph: 12;
Rod: 9; Staff: 9; Wand: 9; Breath Weapon: 13; Spell: 10;

Hit Points:; 41;
Base THAC0:; 16;
Melee THAC0:; 15;
Missile THAC0:; 16;

Natural armor class; 10;
Ring of Protection +1 1;
Cloak of the Bat -2;
FINAL:; 7;
Weapon Proficiencies

Axe, battle;
Axe, hand/throwing (Specialist);
Non-Weapon Proficiencies

Animal Lore; 12;
Animal Training; 10;
Appraising; 12;
Disguise; 6;
Dwarf Local History (CRE); 7;
Dwarf Runes (CRE); 14;
Endurance; 16;
Fire-Building; 9;
Hunting; 9;
Survival; 12;
Native Languages; ;
; Dwarf;

; THAC0; Attacks/; Speed; Damage; ; ; Range; (-2); (-5);
Weapon; Melee; Missile; Round; Factor; Sm-Med; Large; Type; Size; Short; Medium; Long;
Axe, hand/throwing; 14; 15; 3/2; 4; 1d6+5; 1d4+5; S; M; 2; 4; 6;
Silver Axe, hand/throwing 1, +3 vs Regeneraters ; 13; 14; 3/2; 4; 1d66; 1d4+6; S; M; 2; 4; 6;
Racial Abilities
Infravision – Dwarves have infravision to 60 feet – the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat – Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a 4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses – Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.
Class Abilities
Followers – Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization – Allows specialization in one weapon.
Kit – Outcast, Dwarf
The Outcast is the misfit, the dwarf who breaks all the rules governing behavior; he refuses to fit easily into any niche, or to settle at one job for long. His behavior is usually so at odds with others that he is soon ostracized by his fellows. Outcasts can be found wandering deep underground or among humans, elves, gnomes, or monsters.

Outcasts are typically of neutral or chaotic alignments. They may be good or evil, but the one thing they have in common is an aversion for the regimented lifestyles of their fellows. Evil Outcasts are likely to become racial traitors and lead the dwarves’ enemies against them. Good-aligned Outcasts are likely to find the company of other races more in line with their own natures.

Although Outcast dwarves are normally not found in strongholds, whole communities of them have grown up at the edges of certain strongholds. They have usually been given unpleasant jobs that no one else wants, such as cleaning sewers or disposing of garbage.

Special Benefits: By paying an additional 10% experience cost to increase in level, an Outcast may Move Silently as a ranger of the same level. For example, a warrior needs 2,000 experience points to reach the 2nd-level. If he takes the Move Silently option, he pays an additional 10%, or 2,200 experience points to become a 2nd-level warrior. This ability must be taken when the character is first created, or it is forever lost. The XP penalty must be paid at every level.
Special Hindrances: The Outcast suffers a 3 reaction penalty from all other dwarves with the exception of other Outcasts and Wayfinders.
Move Silently 40% – May move silently through natural settings.
Movement and Encumbrance

Encumbrance:; Unencumbered; Light; Moderate; Heavy; Severe;
Weight (lbs):; 0-135; 136-174; 175-213; 214-252; 253-280;
Movement:; 6; 4; 3; 2; 1;
THAC0:; ; ; 1; -2; -4;
AC:; ; ; ; +1; +3;
Currently carrying 23.60 pounds (None Encumbrance, 6 Movement);

Items Carried Axe, hand/throwing Backpack Dry rations (1 week) Flint and steel Torch x3 Wineskin Items Readied Axe, hand/throwing Axe, hand/throwing +1 Spending Money
  • Copper Pieces x7
  • Gold Pieces x94
  • Silver Pieces x6

Ivyn Firehair

Weight of Riches LukeGialanella