Difference between revisions of "Dwarves"

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[[TKDCC:Main Page]]
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[[In Search of Adventure:Home Page]]
  
You are a short, stout demi-human with an
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by Joaquin Menchaca (taken from Pandius.com)
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.
 
  
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===Dwarven Overview===
  
Dwarves live far beneath the ground and rarely set
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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.  
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.
 
  
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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.
  
Dwarven societies are rigid, orderly, and prescribed,
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Alignment: Dwarves are usually lawful, and they tend toward good.  
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.
 
  
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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.
  
Weapon training: Dwarves prefer to battle with
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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.  
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.
 
  
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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.
  
Alignment: Dwarven life impresses lawful behavior
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Names: Dwarf given names are a bit hard-sounding and weighty. Family names tend to derive from wartime deeds or special abilities.
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.
 

Latest revision as of 15:05, 27 September 2012

In Search of Adventure:Home Page

by Joaquin Menchaca (taken from Pandius.com)

Dwarven Overview[edit]

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.

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.

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.

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.