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[[In Search of Adventure:Home Page]]
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[[TKDCC:Main Page]]
  
by Joaquin Menchaca (taken from Pandius.com)
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You are a short, stout demi-human with an
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unabashed love of gold. Nothing pleases
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you more than the gleam of gems and the
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solidity of a gold ingot. You love to count your coins!
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The sight of treasure sometimes makes you lose your
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head – just as does the swirling chaos of combat. You
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love to fight wildly, swinging a weapon with brutal
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effectiveness as you chop your way through your
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foes.
  
===Dwarven Overview===
 
  
Physical Description: Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarven men are slightly taller and noticeably heavier than dwarven women. Dwarves' skin is typically deep tan or light brown, and their eyes are dark. Their hair can range from black, brown, red, blond, or grey, and is worn long. Dwarven men value their beards highly and groom them very carefully. Dwarves favour simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 50, and they can live to be over 400 years old.  
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Dwarves live far beneath the ground and rarely set
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foot above it. Dark caves and deep cities were once
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your home, but now you live a wandering life: you
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are an exiled defender selling your martial might, a
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curious craftsman trading your talents, or a bitter
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renegade unwilling to settle for your lot in life. You
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are an object of suspicion to surface-worlders as well
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as other dwarves.
  
Relations: When the dwarves of Karameikos do express a preference between Traladarans and Thyatians, the dwarves tend to prefer the company of Thyatians, who are practical people, and not the superstition-ridden like the Traladarans. The dwarves get along very well with the gnomes, whom are appreciated for their kindness, creativity, and inventiveness. Dwarves have an instinctive fear for wizards, especially those from Glantri, as they were known to abduct dwarves for experimentation. The dwarves of Rockhome have a general dislike and distrust for elves, while the Stronghollow dwarves are more accepting of elves. In fact, the dwarves are expert craftsmen of mithril works of the elves.
 
  
Alignment: Dwarves are usually lawful, and they tend toward good.  
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Dwarven societies are rigid, orderly, and prescribed,
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with clearly defined roles and responsibilities bound
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by byzantine rules of age and occupation. Any dwarf
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who rejects this lawful model of insular defensiveness
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to pursue a vocation of gregarious curiosity is,
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to his fellows, a loose cannon or even a traitor.
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Hit points: A dwarf gains 1d10 hit points at each
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level.
  
Dwarven Lands: The Dwarves of Karameikos come from the Stronghollow clan located in Highforge. Some dwarves may have migrated from the homeland known as Denwarf, or when translated to common: Rockhome.
 
  
Religion: The chief deity of the dwarves is Kagyar. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarven race.  
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Weapon training: Dwarves prefer to battle with
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a weapon and shield. A dwarf is trained in the use
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of these melee weapons: battleaxe, club, dagger,
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handaxe, longsword, mace, short sword, spear, twohanded
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sword, and warhammer. A dwarf is also
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trained in these missile fire weapons: crossbow, javelin,
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shortbow, and sling. Dwarves wear whatever
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armor they can afford.
  
Language: Dwarves speak their native language of Furden, which can just be noted as dwarvish for all intents and purposes. The dwarves are very consistent with their language amongst different communities around the world, and so there is little to no dialectal changes from different communities. The language is further strengthen by the yearly religious pilgrimages to Rockhome, the homeland of the dwarves, and the original creation of the first dwarf by Kagyar.
 
  
Names: Dwarf given names are a bit hard-sounding and weighty. Family names tend to derive from wartime deeds or special abilities.
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Alignment: Dwarven life impresses lawful behavior
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forcefully. A dwarf who rejects this must have a good
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reason. Adventuring dwarves of a lawful alignment
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are syndics: agents of their native governments sent
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to spy, reconnoiter, procure goods, or build alliances.
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They are often possessed of many useful skills that
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represent their nations favorably, chosen for the traveling
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role based on fortitude and attitude.
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Chaotic dwarves are exceedingly rare in their home
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countries. Death or exile is their natural fate; banishment
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due to rebellion and disobedience is the
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best they can hope for. Lacking the temperament to
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dedicate decades to learning a dwarven craft, they
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depend on martial skill and violence to endure their
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community’s punishment for their tergiversation.
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Those who survive become adventurers.
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Neutral dwarves adventure to learn of the world – a
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rare personality among this solipsistic race. A neutral
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dwarf is a master blacksmith, tanner, or miner seeking
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to expand his skills among the surface dwellers.
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Attack modifier: Dwarves do not receive a fixed attack
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modifier at each level. Instead, they receive a
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deed die, just like a warrior. At 1st level, this is a d3.
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The dwarf rolls this d3 on each attack roll and applies
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it to both his attack roll and his damage roll. On
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one attack, the die may give him a +1 to his attack
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roll and damage roll. On the next attack, the die may
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give him +3! The deed die advances with the dwarf’s
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level, climbing to d7 by 5th level, and then further to
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d10+4 by 10th level. The dwarf always makes a new
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roll with this die in each combat round. When the
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dwarf has multiple attacks at higher levels, the same
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deed die applies to all attacks in the same combat
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round.
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Mighty Deed of Arms: Dwarves have a militant heritage
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that glorifies martial prowess. Like warriors,
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they can perform Mighty Deeds of Arms in combat.
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See the warrior entry for a complete description.
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Sword and board: Dwarves excel at fighting with a
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shield in one hand and a weapon in the other. When
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fighting with a shield, a dwarf always gains a shield
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bash as a second attack. This shield bash uses a d14
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to hit (instead of a d20). The dwarf adds his deed die
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to this number, as with all attacks, and can attempt
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Mighty Deeds of Arms involving the shield as well
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as his weapon. The shield bash does 1d3 damage.
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Some dwarves customize their shields with spikes
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or sharp edges to do more damage, while others
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enchant their shields with unique powers. Dwarves
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with multiple action dice (levels 5+) still receive only
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one shield bash each round.
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Infravision: A dwarf can see in the dark up to 60’.
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Slow: A dwarf has a base movement speed of 20’, as
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opposed to 30’ for humans.
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Underground Skills: Long life beneath the ground
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trains dwarves to detect certain kinds of construction.
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When underground, dwarves receive a bonus
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to detect traps, slanting passages, shifting walls, and
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other new construction equal to their class level. Additionally,
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a dwarf can smell gold and gems. A dwarf
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can tell the direction of a strong concentration of gold
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or gems within 100’. Smaller concentrations, down to a single
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coin, can still be smelled but require concentration and have
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scent ranges as low as 40’ (for a single coin or gem).
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Luck: At first level, a dwarf’s Luck modifier applies to attack
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rolls with one specific kind of weapon (e.g., “longsword,” not
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“swords”), just as a warrior’s does. This kind of weapon must
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be chosen at 1st level, and the modifier remains fixed over
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time, even if the dwarf’s Luck score changes.
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Languages: At 1st level, a dwarf automatically knows Common,
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the dwarven racial language, plus one additional randomly
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determined language. A dwarf knows one additional
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language for every point of Int modifier, as described in Appendix
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L.

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