Dwarf Medicine Man
     Created by Larry Hill
Recommended Figure: The Citadel White Dwarf limited edition figure, released 1996.

 
Wounds: 1D6+7
Move: 4
WS: 4
BS: 6+
Strength: 3
Toughness: 3(4)
Initiative: 3
Attacks: 1

Equipment:

 Ring of Immortality; Ring of Fearlessness; Rope
 Weapon: 2-headed axe, causing 1D6+3 wounds (see special rules)
 Armour: Chain mail (+1 Toughness)
 Pinning: Breaks from pinning on roll of 5+

Special Rules:

 Ring of Immortality-- The Dwarf Medicine Man cannot die when wearing this ring. When he is reduced to zero wounds, he will slip into a coma until he can be healed. If the ring is removed while he is unconcious (and/or abandoned), he will die.
 Ring of Fearlessness-- The Dwarf Medicine Man is at +2 on his fear roll when wearing this ring.
 2-headed axe-- Roll two dice when both rolling to hit and when rolling for damage. In each case, take the higher die of the two. If the Medicine Man rolls double ones on his damage roll, he must roll the dice again and take the resulting damage himself.

Knacks:

A Dwarf Medicine Man is not inclined to magic and cannot memorize spells or recite scrolls. Uttering a magic word would make his beard fall off. He does, however, have an affinity for the natural properties of the earth; jewels, roots, and other items of nature are powerful in his hands. He is particularly skilled at creating or collecting a small number of potent items from commonly available materials. The ease with which they are created essentially gives the Medicine Man an unlimited supply of these items. These items cannot be shared with other warriors, since they are ineffective unless used with the Medicine Man's skill.

A Dwarf Medicine Man may use one knack (with his "unlimited" items) per turn. When the Wizard rolls the dice in the Power Phase, the score shows how easily the Medicine Man can practice knacks. There is some element of ritual in all of his knacks, and he must have the time and concentration to complete them.

Power Phase Roll 1 2 3 4 5 6
No. to Practice Knack 6 5 4 3 2 2

 Healing Poultice -- The Dwarf Medicine Man rubs this mixture of dried herbs on a warrior's wounds, healing 1D6 wounds.
 Pebbles of Resonance -- By cupping these pebbles in his hand against a wall or door and listening to them, the Dwarf Medicine Man can hear whatever sounds are being made on the other side of the wall. (Successful on a roll of 4+)
 Weapon Master -- Meditation and training allow the Medicine Man to use his weapon with unusual skill. Choose any of the following benefits to his weapon for this turn:
  +1 Attack
  +1 on all To Hit rolls
  +1 Strength for resolving damage

Treasure:

A Dwarf Medicine Man may have any treasure that a dwarf would normally have, as well as Wizard treasures and magic artifacts, EXCEPT scrolls or anything that requires reciting magic words or casting spells.

 

Enemy's WS: 1 2 3 4 5 6 7 8 9 10
To Hit Foe: 2 3 3 4 4 4 4 4 5 5

Battle-Level Table

Level Gold Title Move WS BS Str Damage Dice T Wounds I A Luck WP Skills Pin
1 0 Novice 4 4 6+ 3 1 3 1D6+7 3 1 0 3 0 5+
2 2000 Champion 4 5 6+ 3 1 3 2D6+8 4 1 0 4 1 5+
3 4000 Champion 4 5 6+ 4 1 3 2D6+8 4 2 1 5 2 5+
4 8000 Champion 4 6 5+ 4 1 4 3D6+9 4 2 1 5 3 5+
5 12000 Hero 4 6 5+ 4 2 4 3D6+9 4 3 1 5 4 4+
6 18000 Hero 4 6 4+ 4 2 4 4D6+10 4 3 2 5 5 4+
7 24000 Hero 4 6 4+ 4 2 4 4D6+10 5 4 2 5 6 4+
8 32000 Hero 4 6 3+ 4 2 4 5D6+11 5 4 2 5 7 4+
9 45000 Lord 4 7 3+ 4 3 4 5D6+11 6 4 3 6 8 4+
10 50000 Lord 4 7 2+ 4 3 4 6D6+12 6 4 3 6 9 4+

Settlements:

The Dwarf Medicine Man may visit the Dwarves Guild just as any other Dwarf would. In addition, he may visit the Wizard Guild expressly for the purpose of buying potions.

Training:

Dwarf Medicine Mans may learn Dwarf skills. Additionally, another Dwarf Medicine Man may also be present in the settlement to teach Medicine Man knacks. Roll 1D6. On a 5 or 6, a Medicine Man can be found. To find out which knacks he can teach you, roll a number of dice equal to your Medicine Man's new Battle-level. Combine the dice as you like to determine the practicing number for the knack(s) you can learn. The Medicine Man cannot "swap" abilities the way a Wizard can, but can accumulate them without limit. When he sets out for an adventure, however, he may collect materials for no more than 3 knacks (plus any knacks which require no materials).

Knacks:

1

Coughing Dust: This dust, thrown at an opponent on the same board section, causes him to cough uncontrollably and be at -1 to hit on a 1D6 roll of 5 or 6 this turn only.
 Roots of Keenness: A bite of this bitter root gives one warrior keener eyesight and reflexes, giving him +1 for his "to hit" roll for this turn.
  Healing Poultice: The Dwarf Medicine Man rubs this mixture of dried herbs on a warrior's wounds, healing 1D6 wounds.
 Pebbles of Resonance: By cupping these pebbles in his hand against a wall or door and listening to them, the Dwarf Medicine Man can hear whatever sounds are being made on the other side of the wall. (Successful on a roll of 4+)

2

Flesh Worms: These worms may be thrown at all opponents adjacent to the Medicine Man. Each becomes infected with a flesh worm, immediately losing 1 wound with no modifiers. Roll 1D6 for each worm. On a 5 or 6, the worm survives to continue feeding on its victim on the next turn.
 Vibrance Leeches: These leeches may be attached to opponents adjacent to the Medicine Man. On a roll of 3+, the opponent is at -1 strength for each leech attached this turn (roll for each leech). Roll 1D6 for each leech. On a 5 or 6, the leech survives to continue sapping the opponent's strength on the next turn. Strength can reach negative values, further sapping the opponents ability to attack. Once the leech dies, strength will return by 1 point each turn. One leech times the Medicine Man's battle level may be attached each turn.
 Mucous of Nausea: Uncapping this vial of mucous causes a noxious smell to fill the room. Roll 1D6 for each opponent on the same board section. On a roll of 5 or 6, this opponent is overcome with nausea and is -1 to hit this turn only.

3

Sweet Smell of Victory: A spritz of this unique perfume emboldens a warrior's heart, giving him extra attacks for one turn. Warriors affected are chosen by the Medicine Man with the following effects:
  
Medicine Man Level Warriors Affected Effect
Novice 1 +1 Attack
Champion 2 +1 Attack
Hero 2 +2 Attacks
Lord 2 +1D6 Attacks
 First Strike: When surprised by monsters that would normally get to attack first, the Medicine Man may attack them first, using his unique battle experience.

4

Acid Beetle: A pinch on this unique beetle causes it to spew a stream of acid at one monster, causing 2D6 wounds.
 Weapon Master: Meditation and training allow the Medicine Man to use his weapon with unusual skill. Choose any of the following benefits to his weapon for this turn:
  
+1 Attack
+1 on all To Hit rolls
+1 Strength for resolving damage

5

Iron Skin: The Medicine Man scatters a handful of elemental iron dust over the target, coating him in a fine layer of powder that quickly sets into a kind of second skin. (+2 toughness for one turn)
 Sleeping Potion: This potion sprinkled on an opponent sends him into a drugged sleep. Roll D6 times the Medicine Man's battle level. If the total score is more than the target's Starting Wounds, it falls asleep for one turn. The dice may be split between multiple targets. Declare how the dice will be split before rolling. When asleep, the target may be hit automatically. Opponents will not attack in the turn that they are sleeping.

6

Meditation: The Medicine Man calms and centers himself, becoming hyper-aware of his surroundings. Opponents are at -2 to hit against the Medicine Man this turn.
 Do or Die: Expending all of his strength and abilities, the Medicine Man may take the equivalent of two turns for this turn: He may move, attack, move, and attack again, as if it were two turns. On his next turn, however, he may do nothing at all but rest (no movement, attack, or knacks) and may be hit automatically.