DWARF
Ability Requirements: Strength 9+, Constitution 12+,
Charisma 16-
R&C Racial Base XP: 1,250
Dwarfs are stout, short, bearded demi-humans who average a
height of approximately 4 feet and weigh about 150 pounds. Their skin, hair,
and eye color ranges in all varieties of the Human norm, and they may exhibit
physical characteristics of varying human ethnic types. Dwarfs spend much of
their time underground, in their mines, singing and mining gems, metals, and
minerals. They usually live above ground, often in a cottage or barracks with
their brothers and cousins. The Dwarfs of Fantasia have the duty of mining the
special diamonds found in that realm in order to provide magic dust for the
Faeries.
All dwarfs are male; there are no female Dwarfs. Dwarfs
reproduce in one of two ways. Most Dwarfs are hatched from eggs. These eggs are
found in rich veins of minerals, metals, and gems; thus, Dwarfs mine not merely
for the joy of gathering the metals, but also to find their children! All Dwarf
eggs are found in clutches of 2d6 eggs; all Dwarfs from the same clutch are
considered to be brothers. All Dwarfs hatched from eggs from the same mine
shaft are cousins. Dwarfs can also reproduce, after a fashion, by adopting a
human child and raising it on Dwarf food; the child so raised grows up to become
a Dwarf. Usually, only outcast Dwarfs raise such children, but it is not
unknown for kindly Dwarfs to adopt a lost child or orphan.
Darkvision: Dwarfs have the ability to see in the dark up to 60 feet.
Hardy: Dwarfs are a hardy race, and gain the following
bonuses to saving throws:
+2 save versus Breath Attacks
+4 save versus Poison
+4 save versus Petrify or Paralyze
+3 save versus Wands
+4 save versus Spells or Spell-Like Devices
Short: Due to their short height, Dwarfs cannot use
two-handed swords or longbows.
Stonecraft: From their experience underground, Dwarfs have a
30% chance of detecting traps, false walls, hidden construction, or noticing if
passages are sloped. Dwarfs must be actively searching for these abilities to
function.
DWARF FOREMAN RACIAL CLASS
Racial Class Base XP: 2,250
Hit Dice: d8
Fight As: Rank II
Strong Saving Throws: 2, 4
Weak Saving Throws: 1, 5
Prohibited Multiclass: Fighter
Bossy: A Dwarf Foreman is born, not made; his name naturally
reflects his leadership status, and as such, together with his earth-born
allure, he has the ability to charm Dwarf once per day per level. This ability
operates as per the charm person spell cast at the Dwarf Foreman’s level,
though it only works on Dwarfs. At 9th level he gains the ability to mass charm
Dwarfs, as per the mass charm spell, once per day, and gains an additional use
per day for every two levels above 9th (twice at 11th, three times at 13th, and
so forth).
Craftsman: In addition to a random Secondary Skill, a Dwarf
Foreman may choose one of the following Secondary Skills as his Primary
Profession. The Dwarf Foreman’s skill in
his Primary Profession begins at 50% and increases 5% per level after 1st
level. Choose one: Armorer, Blacksmith, Engineer, Jeweler, Miner, Prospector,
Stonemason, Tinker, or Tunnel Runner. If he is multi-classed as a Warlock, he
can instead choose from Alchemist, Dirge Singer, Lorekeeper, or Runecaster.
Pick Specialist: A Dwarf Foreman gains a bonus to hit and to
damage with a club as per the weapon specialization of the Fighter class. The
bonuses apply to both light and heavy picks. He does not gain the ability to
choose other weapons for specialization at higher levels, and may only improve
his ability with the pick.
Improved Stonecraft: From their experience underground, a
Dwarf Foreman has a 50% chance of detecting traps, false walls, hidden
construction, or noticing if passages are sloped. This ability can also be used
to identify raw minerals, metals, and gems, and evaluate them. This chance
improves by 5% every level after 1st level. A Dwarf Foreman must be actively
searching for these abilities to function.
Thane: At 9th level a Dwarf Foreman is eligible to found his
own Dwarf mine and settlement and settled down as Thane (Lord) of that
settlement. If it is in lands already inhabited by Dwarfs, he must get the
permission of other Dwarf Thanes in the area before he digs his mine and builds
his settlement. As long as he has been a successful Foreman and is well-liked
by the other Dwarfs of the community, he will be able to attract 5d8 Dwarfs to
his banner who will be the founding core of his settlement.
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