Warhammer Quest
The Caveman

by The King of Skwithiness

No “warrior” (if you consider him a warrior) is quite like any other “warrior”. He’s stupid and swings at anything that swings at him or it hasn’t made itself known as a friend after 2.1 seconds.
He is a very strong burly man with a very big club that seems to get bigger after every level up.
He seems to have been in cryogenic sleep through the ice age until your party found him and cracked the ice open and initiated you.

-*-CAVEMAN STATISTICS-*-

The caveman starts with the statistics of a barbarian just 1 movement slower 3 strength points higher and much more stupid.

-*-A LARGE ANNOYANCE-*-

(Optional) The Caveman is very high strung and if he hears something falling down on him or rolling toward him he will become very annoyed and go into a rage and attack whatever is coming for him. In dungeons, this means traps.

Roll 1D6 on a roll of 1-2 He will miss completely and hit anything in an adjacent square.

On a roll of 3-4 you will hit but not destroy it totally and will have to roll again. If you roll a three you will have to take another swing but remember 3 strikes and your out it will hit you and anyone else it was going to take with it with normal damage given. If you roll a 4 it will be destroyed.

On a roll of 5-6 it will be destroyed and nobody will be hurt.

-*-ADDITIONAL RULES-*-

LUCK
The caveman is very lucky always in a rage. He will start with with 1 luck point at battle level 1.

FRIGHTENING
While traveling on the road creatures are a little more scared of you than others. That comes with some advantages and disadvantages. Events that are attacks will have their dice rolls added by 1, so it will be 1D6 +1. But horses and ponies will take 3 days longer due to being to scared to stay on track and the caveman is very heavy.

EQUIPMENT
The caveman use light armour because let’s face it, he doesn’t need anything more than his tough skin.