Axe for Hire

An Axe For Hire is a mercenary who is willing to sell his services to the highest bidder. Usually an all-round fighter, capable of engaging in hand to hand combat, he is able to use a crossbow and other missile weapons.

Role

He is frequently a dwarf with a severe case of wanderlust and a strong desire to travel beyond his stronghold. The best way to accomplish this is to hire out as a guard or a mercenary. He may find employment with a merchant who is setting out on an expedition deeper underground, or planning to travel above. He may be working for a dwarf noble who is visiting relatives in other lands, or trying to recapture a mine from orcs or dragons. Perhaps he has traveled to aid a stronghold attacked by monsters. He may accept employment with another race, providing the money is good enough. He wants to be paid to fight.

Distinctive Appearance

These are the most individualistic of dwarves and do not conform to any single standard.

Special Benefits

Fighters receive one free weapon specialization (a hand or missile weapon). It must be one commonly associated with dwarves.

When employed, he never pays for his own upkeep. Rooms at inns, food and drink are all supplied by his employer.

Special Hindrances

Dwarves are clannish folk who distrust anyone with an independent attitude.

When reacting with other dwarves in any situation other than military, an Axe for Hire suffers a -3 reaction penalty.

An Axe for Hire who is part of a military force is subject to the discipline and dictates of its commander. He is no longer free to come and go as he pleases. He is further restricted by the contract he has signed with his employer. Many of these are for a fixed duration, and require him to be available throughout the term. Disappearing before the end of the contract is likely to give him a poor reputation as a mercenary.

There is always a fear that he has been hired to undertake a suicidal mission or to act as a decoy or sacrifice, while others have more important, and safer, duties.

Class

Fighter

Attribute Requirements

None

Barred Beliefs

None

Race Requirement

Dwarves

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Endurance, History (Local)

Recommended Non-Weapon Proficiencies

Alertness, Armorer, Bowyer, Direction Sense

Equipment

An Axe for Hire may spend his starting money on whatever arms, armor, and equipment he can afford. When he is created, if it is agreed that he is part of a military force with specific equipment requirements, he is required to buy that equipment, but at half the price.

Wealth Options

He receives the standard 5d4x10 gp starting money.

Homeland Terrain

None

Economic System

None