Difference between revisions of "Dwarf"

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Dwarves speak with a gruff and tend to keep any conversations short and sweet.  
 
Dwarves speak with a gruff and tend to keep any conversations short and sweet.  
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Dwarves tend to dress in a simple fashion, mostly donning long starchy fabrics and thick, decorative furs even in warmer climates. preferring dark colors to that of lighter ones. Shades of dark blues, browns, grays, and splashes of scarlet red are often used in their attire. Geometrical patterns are a statement most nobles enjoy wearing, and prefer lengthy forms of dress that cover their entire bodies. The more the layers, the richer you are.
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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| style="height:80px; width:100px; text-align:center;" | [[Dwarf]]
 
| style="height:80px; width:100px; text-align:center;" | [[Dwarf]]
 
| CON +2<br>CHA -2
 
| CON +2<br>CHA -2
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| Frostburn Den
 
| <span style="color: yellow">Common</span>
 
| <span style="color: yellow">Common</span>
 
| 250 Years
 
| 250 Years
 
|-
 
|-
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|}
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==Racial Traits==
  
 
Size: Medium
 
Size: Medium
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Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
 
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
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Greedy: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  
 
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
 
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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'''Racial Traits:'''
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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Instinctual Hate: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc species because of their special training against these hated foes.
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'''Optional Traits'''
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Players may replace ''one'' of their racial traits in favor of the following.
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Born at Sea: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water sub type. Their greed racial trait now applies only to treasure found in or under the water.
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Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
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Healthy: Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons.
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Sense Aberration: Dwarves with this trait gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.
  
 
==Relations==
 
==Relations==

Latest revision as of 15:27, 1 November 2017

Physical Description

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is shameful an embarrassment.

Dwarves speak with a gruff and tend to keep any conversations short and sweet.

Dwarves tend to dress in a simple fashion, mostly donning long starchy fabrics and thick, decorative furs even in warmer climates. preferring dark colors to that of lighter ones. Shades of dark blues, browns, grays, and splashes of scarlet red are often used in their attire. Geometrical patterns are a statement most nobles enjoy wearing, and prefer lengthy forms of dress that cover their entire bodies. The more the layers, the richer you are.

Race Bonus Ancestral
Origin
Population Average
Lifespan
Dwarf CON +2
CHA -2
Frostburn Den Common 250 Years

Racial Traits

Size: Medium

Base Speed: 25 feet per turn

Languages: Dwarvish, Common

Darkvision: Dwarves have darkvision, allowing them to see up to 60 ft in the dark.

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and war hammer.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Greedy: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Racial Traits:

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Instinctual Hate: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc species because of their special training against these hated foes.


Optional Traits

Players may replace one of their racial traits in favor of the following.

Born at Sea: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water sub type. Their greed racial trait now applies only to treasure found in or under the water.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.

Healthy: Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons.

Sense Aberration: Dwarves with this trait gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.

Relations

Currently, the Dwarves do not hold any stalwart alliances with any race in Meryndan. While they do share an accord of sorts with humans and elves, they typically only deal with them during commerce.

Culture

Dwarves are a stoic but stern race, residing in cities carved from land masses such as mountains with a fierce determination and sense of pride unlike any other. More than any other race, dwarves have acquired a reputation as fierce warriors, artisans, and stalwart protectors of their incredible crafts. It could be said that their history shapes the grimy disposition of many dwarves, for they were forced out of their former home Frostburn Den, and had to go in hiding within the mysterious area of the sea known as The Sink.

Society

Dwarven society is heavily based in a strict code of integrity and honor. To an outsider, Dwarven clan and family structures can be inordinately complicated. Their stringent caste system permits those within the nobility to degrade those of lower status to an inhumane extent. Beggars, thieves, single parents, and assassins are viewed as societal cretins, being on the lowest tier of the caste system and thus suffering severe consequences in exchange. To work hard is to earn respect within their religion, The Pantheon of the Ring, and by working hard will you only make your people stronger.

Alignment and Religion

Dwarves are typically neutral in nature and remain that way regarding most foreign affairs, however, while they are often stereotyped as standoffish, they have a strong sense of friendship and a desire to protect those they care deeply for, and those who win their trust understand that while they work hard, they play even harder.

Adventurers

Morlum is a Dwarf member of The Wild Hunt.

Male Names: Yagsvir, Voghan, Barindras, Stradlim, Grorfic

Female Names: Ansora, Brathella, Marnis, Karimeri, Dathmura