by samwise7 » Sun Apr 06, 2014 6:35 pm
I don't know why but I was having a hell of a time with the Dwarves till I came up with that little point system.
Dark Dwarf
Appearance: 5’0″ tall, 200 lbs, solid black eyes, black hair, and brown skin.
Demeanor: They are a very serious and violent race. Humor is almost unknown to them. They do not understand any “jokes” that poke fun at them. They spend many hours beneath the surface and complain about the light of the suns. They also tend to not like the sky and feel uncomfortable in open areas because they feel open to attack. They pride themselves in war stories and feats of strength. Athletic games are a very big part of their society. The crafting of weapons and armor is a major focus for them.
Stat Modifiers: +1 Str / -1 Cha
Stat Minimum Requirements / Stat Maximums: Str 7/19, Dex 3/18, Con 5/18, Int 3/18, Wis 3/18, Cha 3/17
Available Classes & Level Limits: Assassin 8 , Fighter 12, Magic-User 8, Monk 12, Thief 10
Special Abilities:
From their experience underground, Dark Dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function.
Languages Common Tongue, Dwarvish, Gnome, Goblin, Orc
Greater Infravision (90′)
Languages: Common & Dwarf
Light Sensitivity: -2 to hit and damage in bright sunlight, -1 to hit and damage on cloudy days. Powerful light spells affect them in a similar fashion.
They can use any weapons and armor, including two-handed weapons.
They suffer a -1 penalty with all ranged and thrown weapons.
Saving Throws:
• +4 save versus poison
• +4 save versus petrify or paralyze
Fire Dwarf
Appearance: 4’6″ tall, 180 lbs, solid red eyes, red hair, and tan skin.
Demeanor: The Fire Dwarves love fire in all its forms. Since the “Death of the Gods” many worship fire in one form or another. Any home of the Fire Dwarves has many torches and fireplaces. Fire Dwarves complain about the cold outside of their hot mountain homes. Fire Dwarves from birth have many fire cleansing traditions, which mainly involve burning small portions of themselves while saying a prayer for the flames to cleanse them. Cold creatures with any intelligence fear the burning wrath of these Dwarves.
Stat Modifiers: +1 Con, -1 Wis
Stat Minimum Requirements / Stat Maximums: Str 3/18, Dex 3/18, Con 8/19, Int 6/18, Wis 3/17, Cha 6/18
Available Classes & Level Limits: Druid 8, Fighter, Illusionist12, Magic-User 12, Ranger 8, Thief 10
Special Abilities:
Burning Hands: Fire Dwarves can control the temperature of their hands and can make them hot enough to light fires by touching flammable materials. They can also use this ability to heat metal weapons that they use, and to also do additional heat damage when fighting with martial arts. This extra damage is +1d6 fire damage.
Due to their short height, Fire Dwarves cannot use two-handed weapons or longbows. However, they can use any other weapons or armor allowed by their class.
Hatred of Cold: Fire Dwarves hate the creatures of cold and train diligently in the ways of killing them. When they deal damage to a cold creature (creatures with a percentage resistance to cold like the Yetis) they deal twice as much.
Languages: Common & Dwarf
Fire Dwarves receive the following saving throw bonuses:
• +4 save versus breath attacks
• +4 save versus poison
Gray Dwarf
Appearance: 4’0″ tall, 150 lbs, solid gray eyes, they are completely bald, and light gray skin.
Demeanor: Gray Dwarves are a very somber lot. They seem to hold grudges for a very long time, with forgiveness coming from them almost never. They lament for the dead long after they pass, and sing many sad tales of woe of past generations. To hear a Gray Dwarf laugh is rarer than Mithril. Gray Dwarves complain and grumble about their lot in life, but continue on anyway, even when it seems like there is no hope. Gray Dwarves can be very stubborn. They are also very proud of their beards.
Stat Modifiers: +1 Con, -1 Cha
Stat Minimum Requirements / Stat Maximums: Str 3/18, Dex 5/18, Con 6/19, Int 3/18, Wis 3/18, Cha 3/14
Available Classes & Level Limits: Assassin12, Fighter 8, Thief 10
Special Abilities:
Deathly scared of water: They need to make a save vs. Paralyzation to cross running water or to go into a boat.
From their experience underground, dwarves have a 2 in 6 (1-2
on 1d6) chance of detecting traps, false walls, hidden
construction, or noticing if passages are sloped. Dwarves must
be actively searching for these abilities to function.
Immune to illusionary magic and mind-altering spells.
Infravision 60'
Languages: Common & Dwarf
Pass Through Stone: Twice per day you can pass through a section of stone that is equal to 10 feet + your character level in feet. They have a very close relationship to the stone that surrounds them in the dark and they use this to their advantage.
If they become a Thief:
Pick Locks +7%
Find and Remove Traps +10%
Climb Walls -10%
Ice Dwarf
Appearance: 4’0″ tall, 120 lbs, solid blue eyes, white hair, and white skin.
Demeanor: Ice Dwarves are the northernmost race of Dwarves. They survive in areas other Dwarves could not. Weaker, but quicker than the rest of the Dwarves, they tend to hide more and avoid trouble. Ice Dwarves spend more time outdoors than most of the other Dwarf sub-races. They also tend to trade more with other races and cultures and travel more in the cold wastelands.
Stat Modifiers: +1 Con, -1 Int
Stat Minimum Requirements / Stat Maximums: Str 5/18, Dex 6/18, Con 8/19, Int 3/17, Wis 3/18, Cha 3/18
Available Classes & Level Limits: Druid 12, Fighter 8, Ranger 12, Thief 8
Special Abilities:
Due to their short height, dwarves cannot use two-handed weapons or longbows. However, they can use any other weapons or armor allowed by their class.
Hide in Nature at 90%
Languages: Common, Draconic, Dwarf, Elf, Goblin, Gnome, Orc, Wolfen, Yeti
Racial Hatred of Goblins & Orcs: +1 to hit & damage.
Racial Hatred of Giants, Trolls & Yetis: +1 to hit & damage.
Ice Dwarves receive the following saving throw bonuses:
• +4 save versus poison
• +6 save versus petrify or paralyze (saving throw vs. cold)
• +3 save versus wands
• +4 save versus spells or spell-like devices