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How to Get Started Playing Dungeons and Dragons While Playing as a Dwarf Fighter

Dwarf fighter is an iconic character class and race combination in any fantasy setting, but particularly in "Dungeons and Dragons." Their inherent racial bonuses make dwarves well-suited to the roles of defender and damage dealer. Fourth Edition adds class powers (or exploits) that give every class the ability to vary their standard attacks, so making a dwarf fighter is more than just maxing out strength and constitution. Choosing the right feats and powers to suit your favored abilities is the first step. Once you've done that, you need to equip your character to best suit his or her strengths.

Instructions

  1. Creating a Dwarf Fighter

    • 1

      Assign your ability scores. In addition to the standard array, dwarves get a plus two bonus to Constitution and Wisdom. Strength will be your primary ability. Higher constitution translates into more hit points, which are vital to a fighter, so your constitution score should also be high. Wisdom and Dexterity can also be valuable for a fighter so you may want to make those your secondary attributes. Ability scores translate into modifiers. To determine the modifier, divide your ability score in half (round down) and then subtract five.

    • 2

      Calculate your starting hit points and healing surges. Fighters start with 15 plus Constitution modifier hit points and nine plus Constitution modifier healing surges.

    • 3

      Calculate your defense scores. These are based on your ability scores. Fighters get an additional plus two to Fortitude.

    • 4

      Select your skills. Fighters can choose three of the following skills: Athletics (Strength), Endurance (Constitution), Heal (Wisdom), Intimidate (Charisma) and Streetwise (Charisma). Dwarves also get a plus two bonus to Dungeoneering and Endurance.

    • 5

      Select your feat. First-level characters can select one race-, class- or ability-based feat. Fighters start with armor proficiencies in cloth, leather, hide, chain and scale, and weapon proficiencies in simple melee, military melee, simple ranged and military ranged. Dwarves start with a hammer weapon proficiency that allows you to use both throwing hammers and warhammers. You won't need to take any of these feats. Toughness (five additional hit points per tier) is a general-purpose feat that can benefit any character, but fighters in particular. Fighter-specific feats include Shield Push, Potent Challenge and Distracting Shield. Dwarf-specific feats include Dodge Giants and Dwarven Weapon Proficiency. Additional weapon or armor proficiency feats can also be useful.

    • 6

      Select your powers. First-level characters get two At-Will, one Encounter and one Daily power. Choose your powers based on the type of weapon you plan to use and whether you prefer to do damage or help allies. For example, the first level At-Will power "Tide of Iron" is for fighters that use a one-handed weapon and a shield. "Covering Attack" allows an ally to shift out of harm's way while you attack her foe.

    • 7

      Determine your alignment and religion. Your alignment and that of your patron god need to be the same. Moradin is the lawful good god of creation, the patron deity of artisans and craftsmen and the most common deity followed by dwarves. That said, a fighter can realistically be of any alignment and worship any of the gods depending on your preference.

    Equpping a Dwarf Fighter

    • 8

      Select your weapon(s). Make sure the weapon you choose falls into one of your proficiencies. It is not a bad idea to purchase a melee and a ranged weapon.

    • 9

      Choose your armor. Dwarves do not suffer a movement penalty from armor, so heavy armor (chain, scale, plate) won't slow them down the way they would other fighters.

    • 10

      Select your other equipment. All characters start out with 100 gold to spend on weapons, armor and equipment. The bulk of this will be spent on weapons and armor, but you should reserve some for the mundane accoutrements. A Standard Adventurer's Kit contains a backpack, bedroll, flint and steel, a belt pouch, 10 days of trail rations, 50 feet of rope, two sunrods and a waterskin. It's a bargain at 15 gold pieces. You may also want to purchase climber's gear, torches, flasks, lanterns and oil or camping supplies if you'll be adventuring out of town.

    • 11

      Buy ammunition. If you've got a ranged weapon, don't forget to purchase the appropriate ammo. A standard quiverful of arrows, bolts or sling bullets costs one gold.


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