Intimidator
Dwarf: Warrior/Priest Kit
By: Dale Simmons
Guilde of High Sorcery BBS (619-575-8249)


DESCRIPTION: Intimidators are specially dwarves of the Warrior/Priest class. These dwarves have chosen to serve the dual role of warrior and priest in addition to serving as mediator for the clan. They have exceptional fighting abilities and are highly adept in their priestly duties. As for their other abilities, Intimidators are exceptional in their bartering skills.

BARRED: Intimidator priests are normally restricted to the worship of war gods. It is very rare that a dwarf of this kit would worship a diety of some other religion or sphere of control (GM to use own judgement on this matter).

Dwarves of this kit MAY be of any alignment, though those of chaotic-evil alignment will tend to be weak in judgement and will cower at the first sign of anger.

ROLE: Intimidators are the clanspeople who serve multi-functions for their own people, themselves, or those they are friends with. They serve as generals who fight on the frontlines due to their exceptional combat prowess and ability to intimidate their enemies into surrender, though sometimes unsuccessful, and even turn them fleeing in terror. They are the clans' spiritual advisor and healer. And they are the members of the clan who do the bartering for the other clanspeople. For a dwarf to be accepted into this position, he or she must show or be known by the elders to possess some special feature or quality. The Intimidator must also possess a minimum of a 16 Strength, 15 Wisdom, 14 Constitution and a 12 Charisma. (NOTE: Dwarves of this kit are not restricted to the normal 18/99 strength maximum; they are able to attain the human strength of 18/00).

SECONDARY SKILLS: It is recommended that dwarves of this kit have the Trade/Barter secondary skill, but it is not required.

WEAPON PROFICIENCIES: The Intimidator may be proficient in ANY weapon usable by dwarves, but they do prefer the Battle Axe, due to the fact that all Intimidators are required to have the tattoo of a flaming battle axe on the dominant weapon arm and due to the relationship with the God(s) of War. As with the Champion Kit (pg. 65, PHBR6, The Complete Book of Dwarves), the Intimidator is allowed to specialize in one weapon of their choice. (This is an exception to the restriction against multi-class characters). This weapon must be chosen when the kit is initially taken and cannot be changed. He or she may never specialize in any other weapon.

NON-WEAPON PROFICIENCIES: Bonus Proficiecies: Intimidation, Endurance, Healing, Blind-Fighting, Religion. Recommended: Dwarf Runes, Heraldry, Fungi-Recognition, Local Dwarf History, Slow Respiration, Sound Analysis, Survival-Underground, Underground Navigation, Herbalism, Weaponsmithing.

EQUIPMENT: Intimidators may buy any equipment they wish.

DISTINCTIVE APPEARANCE: Intimidators always have a special tattoo of a flaming battle axe (magically placed by the elders and cannot be removed by anything short of divine intervention or the dwarf losing his/her Intimidator status, at which point the elders remove the mark and cast the dwarf out of the clan) to mark them for who they are. Intimidators recognized as being such are treated with the utmost respect. Most can be recognized by their sometimes unusual height.

SPECIAL BENEFITS: An Intimidator gains an extra weapon and non-weapon proficiency at the time of creation. While in combat, they receive an additional +1 "to hit" and damage due to their extensive combat training. If combating a giant, all damage inflicted by the Intimidator is doubled. In addition to the damage benefit, giants strike at -3 "to hit" roll versus the Intimidator. Dwarves, upon recognizing an Intimidator, will offer food and shelter to him/her and those travelling with him. (This is not done by intimidation, but just being able to assist an Intimidator is rumored to be not without certain gratitude and reward).

SPECIAL HINDRANCES: Intimidators may never refuse a battle against a giant. If at any time an Intimidator declines or does not fight a giant, he/she loses their status. (Some special circumstances do apply, GM to rule upon each individual basis).

WEALTH OPTIONS: Intimidators begin with 4d10x10 g.p.

Created By: Dale Simmons (a.k.a. Lord Archmage)
Copyright (c) 1992. All Rights Resevered.


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