Dwarves

Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

Dwarves believe they must never take anything out of the earth.  If they remove a thing they must do so only with the intent of borrowing it.  Dwarves are always to be buried underground with everything they had taken from the earth.  Raziel is their Patron, and the Patron of the earth, that is in it belongs to him and must be returned to him.

 

 

Dwarves, Abyssal

Abyssal dwarves live in the deepest darkest parts of the sea.  They dig into the bedrock at the bottom of the sea and construct large cities.  They average about 4 feet tall and have light-blue skin and dark green or blue hair, their hands are webbed, they have flippers rather than feet, but otherwise have the same general appearance as most dwarves if you shoved them in a sea turtle shell.

• +2 Strength, +2 Constitution, –2 Dexterity, –2 Charisma.

• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

• An Abyssal Dwarf base land speed is 5 feet and a swim speed of 30 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).  An Abyssal dwarf may take ten on a swim check even when stressed

• Darkvision: Dwarves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

• Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

• Amphibious (Ex): Abyssal dwarves can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.

• Shelled: A dwarf’s hard shell grant him a +2 natural armor bonus, or a +4 when fighting defensively. 

• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

• Stubborn Swimmer: An abyssal dwarf may ignore the armor check penalty to swim checks.

• +2 racial bonus on swim checks.

• +2 racial bonus on saving throws against spells and spell-like effects.

• +2 racial bonus on attack rolls against elves and aberrations.

• +4 dodge bonus to Armor Class against monsters of the aberrations type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

• +2 racial bonus on Appraise checks that are related to stone or metal items.

• +2 racial bonus on Craft checks that are related to stone or metal.

• Stereotypical Alignment:  Lawful good

• Automatic Languages: Common and Dwarven. Bonus Languages: Aquan, Giant, Gnome, Goblin, Orc, and Undercommon.

• Favored Class: Fighter. A multiclass dwarf fighter class does not count when determining whether he takes an experience point penalty for multiclassing

 

Dwarves, Deep

Found DEEP within the mountain roots little is known about their culture.  They rare deal with any who are not dwarfs. Deep dwarves are the same height as other dwarves, but leaner.  Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.

Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.

• +4 Strength, +4 Constitution, –2 Charisma, –2 Dexterity.

• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

• Darkvision: Dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

• Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

• Stonecunning: This ability grants a dwarf a +8 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

• Stability: A dwarf gains a +5 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

• +3 racial bonus on saving throws against poison.

• +3 racial bonus on saving throws against spells and spell-like effects.

• +4 racial bonus on attack rolls against Aberrations and goblinoids.

• +4 dodge bonus to Armor Class against monsters of the Aberrations type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

• +4 racial bonus on Craft checks that are related to stone or metal.

• Stereotypical Alignment:  Chaotic good

• Automatic Languages: Undercommon and Dwarven. Bonus Languages: Abyssal, Common, Giant, Gnome, Goblin, Ignan, Orc, and Terran.

• Favored Class: Barbarian. A multiclass dwarf Barbarian class does not count when determining whether he takes an experience point penalty for multiclassing

ECL +1

 

Dwarves, Iron

Iron dwarves live in the mountains of Moratoria they are a close nit community which is obsessed smithing. They average about 4-1/2 feet tall and have redder skin and hair than hill dwarves, but the same general appearance.

• +2 strength, +2 Constitution.

• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

• Natural sprinters:  When running or charging an iron dwarf is treated as having a base movement speed of 30ft.

• Saddle sore:  Iron dwarves suffer a -4 penalty to handle animal checks made with horses and riding checks.

• +2 racial bonus on saving throws against poison.

• +2 racial bonus on attack rolls against orcs and goblinoids.

• +2 dodge bonus to Armor Class against monsters of the Aberrations type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

• +2 racial bonus on Appraise checks that are related to stone or metal items.

• +2 racial bonus on Craft checks that are related to stone or metal.

• Stereotypical Alignment:  Lawful good

• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

• Favored Class: Paladin. A multiclass dwarf Paladin class does not count when determining whether he takes an experience point penalty for multiclassing

 

Dwarves, Mountain

Mountain dwarves live in the mountains just below the surface away for the top dwelling valley dwarves but generally not as far underground as deep dwarves. They average about 4’ feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.  While they live in the mountains they are not the craftsmen of their brethren.  The Mountain Dwarves are know for their loyal military service more than anything else.

• +2 Strength, +2 Constitution, –2 Charisma, –2 Dexterity.

• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

• Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

• Stability: A dwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

• +2 racial bonus on saving throws against poison.

• +2 racial bonus on saving throws against spells and spell-like effects.

• +3 racial bonus on attack rolls against orcs and goblinoids.

• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

• Stereotypical Alignment:  Lawful (any)

• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

• Favored Class: Knight. A multiclass dwarf Knight class does not count when determining whether he takes an experience point penalty for multiclassing

 

Dwarves, Valley

• +2 Constitution, –2 Charisma.

• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

• +2 racial bonus on saving throws against poison.

• +2 racial bonus on saving throws against spells and spell-like effects.

• +1 racial bonus on attack rolls against orcs and goblinoids.

• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

• +2 racial bonus on Appraise checks that are related to stone or metal items.

• +2 racial bonus on Craft checks that are related to stone or metal.

• Stereotypical Alignment:  Lawful good

• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

• Favored Class: Fighter. A multiclass dwarf fighter class does not count when determining whether he takes an experience point penalty for multiclassing

 

Random Starting Ages

Race

Adulthood

Reaper

Martialist

Rogue

Barbarian

Priest

Ninja

Villain

Slayer

Wizard

Alchemist

Monk

Friar

Abyssal Dwarf

40 years

+4d6

+6d6

+9d6

Deep Dwarf

25 years

+4d6

+6d6

+9d6

Iron Dwarf

50 years

+5d6

+7d6

+12d6

Mountain Dwarf

30 years

+3d6

+4d6

+7d6

Valley Dwarf

40 years

+4d6

+6d6

+9d6

 

Aging Effects

 

Race

 

Middle Age

 

Old

 

Venerable

 

Maximum Age

Abyssal Dwarf

125 years

188 years

250 years

+2d% years

Deep Dwarf

100 years

150 years

200 years

+2d% years

Iron Dwarf

150 years

225 years

300 years

+2d% years

Mountain Dwarf

90 years

135 years

180 years

+1d% years

Valley Dwarf

125 years

188 years

250 years

+2d% years

1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

 

Height and Weight

 

 

Race (Gender)

Base

Height

Height

Modifier

Base

Weight

Weight

Modifier

Abyssal Dwarf (Male)

3΄ 9˝

+2d4

130 lb.

Χ (2d6) lb.

Abyssal Dwarf (Female)

3΄ 7˝

+2d4

100 lb.

Χ (2d6) lb.

Deep Dwarf (Male)

3΄ 9˝

+2d4

110 lb.

Χ (2d6) lb.

Deep Dwarf (Female)

3΄ 7˝

+2d4

70 lb.

Χ (2d6) lb.

Iron Dwarf (Male)

4΄ 0˝

+2d6

145 lb.

Χ (2d6) lb.

Iron Dwarf (Female)

3΄ 9˝

+2d6

115 lb.

Χ (2d6) lb.

Mountain Dwarf (Male)

3΄ 8˝

+2d6

125 lb.

Χ (2d8) lb.

Mountain Dwarf (Female)

3΄ 6˝

+2d6

105 lb.

Χ (2d8) lb.

Valley Dwarf (Male)

3΄ 9˝

+2d4

130 lb.

Χ (2d6) lb.

Valley Dwarf (Female)

3΄ 7˝

+2d4

100 lb.

Χ (2d6) lb.

 

 

 

 

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