These are the dwarf soldiers who protect the community. They are trained in traditional dwarf fighting techniques.
Dodge (MA) (b)
Orienteering (IN) (d): The dwarf knows how to find their way around underground.
Rock Climbing (MA) (d)
Strike Heavy Blow (PF) (d)
Crossbow (MA) (b)
Heavy Armor (PF) (b)
Pain Capacity (PF) (b)
Equipment: Dwarven Crossbow (BF: 5, Extreme damage to 200 meters, +5 magic damage), Dwarven Mail (Torso, shoulders, hips, heavy protection), water flask.
Salary: 3 Royals per month.
Cost: 10 HP.
Possible Exits: Leave the profession, go on to heavy infantry, go on to light mountain infantry, continue as a guard.
Dodge (MA) (b)
Marching Formations (IN) (b)
Orienteering (IN) (d)
Rock Climbing (MA) (d)
Strike Heavy Blow (PF) (d)
Spear (MA) (b)
Great Axe (MA) (b)
Crossbow (MA) (b)
Heavy Armor (PF) (b)
Equipment: Spear (Medium Damage, BF: 5, +5 magical damage), Great Axe (Extreme Damage, BF: 10, +5 magical damage).
Salary: 8 Royals per month.
Cost: 16 HP
Possible Exits: Leave the profession, go on to raider, go on to fusilier, go on to leader, continue as heavy infantry, return to guard.
Dodge (MA) (b)
Marching Formations (IN) (b)
Orienteering (IN) (d)
Rock Climbing (MA) (d)
Strike Heavy Blow (PF) (d)
Spear (MA) (b)
Great Axe (MA) (b)
Crossbow (MA) (b)
Heavy Armor (PF) (b)
Stealth (MA) (d)
Sprinting (PF) (b)
Long-Distance Running (PF) (b)
Equipment: Spear (Medium Damage, BF: 5, +5 magical damage), Great Axe (Extreme Damage, BF: 10, +5 magical damage).
Salary: 10 Royals per month.
Cost: 20 HP
Possible Exits: Leave the profession, go on to raider, go on to fusilier, go on to leader, continue as light mountain infantry, return to guard.
Dodge (MA) (b)
Disarm (MA) (d)
Marching Formations (IN) (b)
Orienteering (IN) (d)
Rock Climbing (MA) (d)
Strike Heavy Blow (PF) (d)
Spear (MA) (b)
Great Axe (MA) (b)
Great Flail (MA) (d)
Crossbow (MA) (b)
Heavy Armor (PF) (b)
Stealth (MA) (d)
Sprinting (PF) (b)
Long-Distance Running (PF) (b)
Equipment: Great Flail (Great Damage, BF: 5).
Salary: 15 Royals per month.
Cost: 27 HP
Possible Exits: Leave the profession, go on to leader, continue as raider, return to guard.
Dodge (MA) (b)
Disarm (MA) (d)
Marching Formations (IN) (b)
Orienteering (IN) (d)
Rock Climbing (MA) (d)
Strike Heavy Blow (PF) (d)
Gun (MA) (b)
Crossbow (MA) (b)
Heavy Armor (PF) (b)
Stealth (MA) (d)
Sprinting (PF) (b)
Long-Distance Running (PF) (b)
Equipment: Gun (BF: 4, ROF: ¼, Great Damage out to 10 meters, Extreme out to 30 meters, unfavorable accident causes the gun to explode for Extreme damage to all within 2 meters), 10 balls.
Salary: 15 Royals per month.
Cost: 25 HP
Possible Exits: Leave the profession, go on to leader, continue as fusilier, return to guard.
As previous profession.
Condition — Leadership (b), the dwarf can command a unit of up to fifty dwarves.
Tactics (IN) (b)
Equipment: Leader Insignia.
Salary: +5 Royals per month.
Cost: +7 HP.
Possible Exits: Leave the profession, go on to war leader, continue as leader, return to guard.
As leader.
Condition — War Leader (d), the dwarf can command a unit composed of smaller units led by leaders.
Strategy (IN) (d)
Equipment: War Leader Insignia.
Salary: +10 Royals per month.
Cost: +12 HP.
Possible Exits: Leave the profession, continue
as war leader, return to guard.
To return to the Stronghollow Dwarf character generation page.
To return to the Karameikos page.
To return to the Mystara page.
To return to the Borigon home page.