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− | [[ | + | [[TKDCC:Main Page]] |
− | + | You are a short, stout demi-human with an | |
+ | unabashed love of gold. Nothing pleases | ||
+ | you more than the gleam of gems and the | ||
+ | solidity of a gold ingot. You love to count your coins! | ||
+ | The sight of treasure sometimes makes you lose your | ||
+ | head – just as does the swirling chaos of combat. You | ||
+ | love to fight wildly, swinging a weapon with brutal | ||
+ | effectiveness as you chop your way through your | ||
+ | foes. | ||
− | |||
− | + | Dwarves live far beneath the ground and rarely set | |
+ | foot above it. Dark caves and deep cities were once | ||
+ | your home, but now you live a wandering life: you | ||
+ | are an exiled defender selling your martial might, a | ||
+ | curious craftsman trading your talents, or a bitter | ||
+ | renegade unwilling to settle for your lot in life. You | ||
+ | are an object of suspicion to surface-worlders as well | ||
+ | as other dwarves. | ||
− | |||
− | + | Dwarven societies are rigid, orderly, and prescribed, | |
+ | with clearly defined roles and responsibilities bound | ||
+ | by byzantine rules of age and occupation. Any dwarf | ||
+ | who rejects this lawful model of insular defensiveness | ||
+ | to pursue a vocation of gregarious curiosity is, | ||
+ | to his fellows, a loose cannon or even a traitor. | ||
+ | Hit points: A dwarf gains 1d10 hit points at each | ||
+ | level. | ||
− | |||
− | + | Weapon training: Dwarves prefer to battle with | |
+ | a weapon and shield. A dwarf is trained in the use | ||
+ | of these melee weapons: battleaxe, club, dagger, | ||
+ | handaxe, longsword, mace, short sword, spear, twohanded | ||
+ | sword, and warhammer. A dwarf is also | ||
+ | trained in these missile fire weapons: crossbow, javelin, | ||
+ | shortbow, and sling. Dwarves wear whatever | ||
+ | armor they can afford. | ||
− | |||
− | + | Alignment: Dwarven life impresses lawful behavior | |
+ | forcefully. A dwarf who rejects this must have a good | ||
+ | reason. Adventuring dwarves of a lawful alignment | ||
+ | are syndics: agents of their native governments sent | ||
+ | to spy, reconnoiter, procure goods, or build alliances. | ||
+ | They are often possessed of many useful skills that | ||
+ | represent their nations favorably, chosen for the traveling | ||
+ | role based on fortitude and attitude. | ||
+ | |||
+ | |||
+ | Chaotic dwarves are exceedingly rare in their home | ||
+ | countries. Death or exile is their natural fate; banishment | ||
+ | due to rebellion and disobedience is the | ||
+ | best they can hope for. Lacking the temperament to | ||
+ | dedicate decades to learning a dwarven craft, they | ||
+ | depend on martial skill and violence to endure their | ||
+ | community’s punishment for their tergiversation. | ||
+ | Those who survive become adventurers. | ||
+ | |||
+ | |||
+ | Neutral dwarves adventure to learn of the world – a | ||
+ | rare personality among this solipsistic race. A neutral | ||
+ | dwarf is a master blacksmith, tanner, or miner seeking | ||
+ | to expand his skills among the surface dwellers. | ||
+ | |||
+ | |||
+ | Attack modifier: Dwarves do not receive a fixed attack | ||
+ | modifier at each level. Instead, they receive a | ||
+ | deed die, just like a warrior. At 1st level, this is a d3. | ||
+ | The dwarf rolls this d3 on each attack roll and applies | ||
+ | it to both his attack roll and his damage roll. On | ||
+ | one attack, the die may give him a +1 to his attack | ||
+ | roll and damage roll. On the next attack, the die may | ||
+ | give him +3! The deed die advances with the dwarf’s | ||
+ | level, climbing to d7 by 5th level, and then further to | ||
+ | d10+4 by 10th level. The dwarf always makes a new | ||
+ | roll with this die in each combat round. When the | ||
+ | dwarf has multiple attacks at higher levels, the same | ||
+ | deed die applies to all attacks in the same combat | ||
+ | round. | ||
+ | |||
+ | |||
+ | Mighty Deed of Arms: Dwarves have a militant heritage | ||
+ | that glorifies martial prowess. Like warriors, | ||
+ | they can perform Mighty Deeds of Arms in combat. | ||
+ | See the warrior entry for a complete description. | ||
+ | Sword and board: Dwarves excel at fighting with a | ||
+ | shield in one hand and a weapon in the other. When | ||
+ | fighting with a shield, a dwarf always gains a shield | ||
+ | bash as a second attack. This shield bash uses a d14 | ||
+ | to hit (instead of a d20). The dwarf adds his deed die | ||
+ | to this number, as with all attacks, and can attempt | ||
+ | Mighty Deeds of Arms involving the shield as well | ||
+ | as his weapon. The shield bash does 1d3 damage. | ||
+ | Some dwarves customize their shields with spikes | ||
+ | or sharp edges to do more damage, while others | ||
+ | enchant their shields with unique powers. Dwarves | ||
+ | with multiple action dice (levels 5+) still receive only | ||
+ | one shield bash each round. | ||
+ | |||
+ | |||
+ | Infravision: A dwarf can see in the dark up to 60’. | ||
+ | Slow: A dwarf has a base movement speed of 20’, as | ||
+ | opposed to 30’ for humans. | ||
+ | |||
+ | |||
+ | Underground Skills: Long life beneath the ground | ||
+ | trains dwarves to detect certain kinds of construction. | ||
+ | When underground, dwarves receive a bonus | ||
+ | to detect traps, slanting passages, shifting walls, and | ||
+ | other new construction equal to their class level. Additionally, | ||
+ | a dwarf can smell gold and gems. A dwarf | ||
+ | can tell the direction of a strong concentration of gold | ||
+ | or gems within 100’. Smaller concentrations, down to a single | ||
+ | coin, can still be smelled but require concentration and have | ||
+ | scent ranges as low as 40’ (for a single coin or gem). | ||
+ | |||
+ | |||
+ | Luck: At first level, a dwarf’s Luck modifier applies to attack | ||
+ | rolls with one specific kind of weapon (e.g., “longsword,” not | ||
+ | “swords”), just as a warrior’s does. This kind of weapon must | ||
+ | be chosen at 1st level, and the modifier remains fixed over | ||
+ | time, even if the dwarf’s Luck score changes. | ||
+ | |||
+ | |||
+ | Languages: At 1st level, a dwarf automatically knows Common, | ||
+ | the dwarven racial language, plus one additional randomly | ||
+ | determined language. A dwarf knows one additional | ||
+ | language for every point of Int modifier, as described in Appendix | ||
+ | L. |