[Dawnforge] Duergar & Troglodytes

Mark Chance

Boingy! Boingy!
The Dawnforge campaign setting uses the idea that individual representatives of a race develop differing abilities as the individual advances in levels. Here are my Dawnforge racial traits, talents, and transformations for duegar and troglodytes.

DUERGARS

DUERGAR RACIAL TRAITS

* +2 Constitution, -4 Charisma. Duergars are tough but generally quite unpleasant.
* Medium: As Medium creatures, duergars have no special bonuses or penalties due to their size.
* A duergar's base land speed is 20 feet. A duergar can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Low-Light Vision: A duergar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* +4 racial bonus on Move Silently checks. Duergar are exceptionally stealthy.
* +1 racial bonus on Listen and Spot checks. Duergar have keen senses.
* Stability: Duergars are very stable on their feet. A duergar 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).
* Weapon Familiarity: Duergar may treat dwarven exotic weapons as martial weapons.
* +4 dodge bonus to Armor Class against creatures of the giant type. This bonus represents special training that duergar undergo, during which they learn tricks that previous generations developed in their battles against giants.
* Automatic Languages: Common and Dwarven. Bonus Languages:
* Favored Class: Rogue. A duergar's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

DUERGAR RACIAL TALENTS

Duergars may choose one racial talent at 1st, 3rd, 5th, 7th, and 9th levels. The character must meet all the prerequisites of the selected racial talent, if any.

ARCANE MASTERY RACIAL TALENT TREE

Arcane Blood: Each time the duergar selects this racial transformation, he can use either enlarge person or invisibility once per day as a spell-like ability. In either case, the spell-like ability affects the duergar and his equipment only. His caster level is equal to his character level.

Arcane Mastery: Each time this racial trait is selected, the duergar gains one additional known arcane spell of any level he can cast (if he is a spontaneous caster) or one additional arcane spell slot per day of any level he can cast (if he must prepare his arcane spells). Prerequisite: Arcane spellcaster level 1+.

TRUE DUERGAR RACIAL TALENT TREE

Orc Fighter: Duergar grow up learning the proper techniques to combat orcs and goblinoids. Each time a duergar selects this racial talent, he gains a +1 talent bonus on all attack rolls against orcs and goblinoids. Special: This racial talent may not be selected twice in a row.

Stonecunning I: Duergar have a sixth sense about stonework. This racial talent gives the duergar a +2 talent bonus on Search checks to notice unusual stonework, such a 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 is disguised as stone also counts as unusual stonework. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Stonecunning II: A duergar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching. He can also use the Search skill to find stonework traps as a rogue can. Prerequisite: Stonecunning I.

Talent Feats: When a duergar selects this racial talent, he gains one of the following bonus feats: any metamagic feat, Blind-Fight, Rapid Reload, and Martial Weapon Proficiency. Special: The character must meet the prerequisites for any feat selected. This racial talent may not be selected twice in a row.

Talent Skills: When the duergar selects this racial talent, he gains a total talent bonus of +5 that may be distributed among any of the following skills: Appraise, Craft (any), Decipher Script, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (local), Profession (any), Search, and Use Magic Device. Special: A skill may receive no more than a +3 talent bonus from this ability.

DUERGAR RACIAL TRANSFORMATIONS

Duergars may choose one racial transformation at 2nd, 4th, 6th, 8th, and 10th levels. The character must meet all the prerequisites of the selected racial transformation, if any.

Darkvision I: When the duergar selects this racial transformation, he gains darkvision to a range of 60 feet.

Darkvision II: This racial transformation gives the duergar darkvision to a range of 120 feet, but he also gains light sensitivity. A duergar with light sensitivity is dazzled in bright sunlight or within the radius of a daylight spell. Prerequisites: Darkvision I.

Immunity: Each time the duergar selects this racial transformation, he gains immunity to one of the following attack forms: phantasms, paralysis, or alchemical/magical poisons.

Transformation Feats: When a duergar selects this racial transformation, he gains one of the following bonus feats: Iron Will, Nimble Fingers, Endurance, or Great Fortitude. Special: The character must meet the prerequisites for any feat selected. This racial transformation may not be selected twice in a row.

Transformation Skills: When the duergar selects this racial transformation, he gains a total talent bonus of +5 that may be distributed among any of the following skills: Balance, Climb, Escape Artist, and Jump. Special: A skill may receive no more than a +3 transformation bonus from this ability.

DUERGAR ABILITY SCORE INCREASES

3rd Level: +2 Int
5th Level: +2 Dex
7th Level: +2 Con
9th Level: +2 Int
 

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Mark Chance

Boingy! Boingy!
TROGLODYTES

TROGLODYTE RACIAL TRAITS

* +4 Constitution, -2 Dexterity, -2 Intelligence. Trogs are exceptionally hardy, but slow of body and mind.
* Medium: As Medium creatures, trogs have no special bonuses or penalties due to their size.
* A trog's base land speed is 30 feet.
* Reptilian Subtype: Trogs are reptilian humanoids.
* Low-Light Vision: A trog can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* +2 racial bonus on all Knowledge (dungeoneering) and Knowledge (religion) checks. Trogs have an innate understanding of their subterranean environment and of spiritual matters.
* +1 natural bonus to Armor Class. Trogs have tough hides.
* Automatic Languages: Common and Draconic. Bonus Languages: Giant, Goblin, and Orc.
* Favored Class: Spirit adept. A trog's spirit adept class does not count when determining whether he takes an experience point penalty for multiclassing.

TROGLODYTE RACIAL TALENTS

Trogs may choose one racial talent at 1st, 3rd, 5th, 7th, and 9th levels. The character must meet all the prerequisites of the selected racial talent, if any.

SPIRIT CONNECTION RACIAL TALENT TREE

Spirit Gift I: The trog is able to use a spirit sense power. When this racial talent is selected, he chooses one spirit sense I power. He can use this power once per day as a spirit adept, but he does not expend spirit strength to do so. Once the spirit sense I power is chosen, it cannot be changed. Special: This racial talent cannot be chosen more than once.

Spirit Gift II: The trog's innate connection to the spirit increases. He can use his chosen spirit sense I power twice per day. He can also use the spirit sense II effects of that power once per day. Prerequisites: Spirit Gift I, character level 7+. Special: This racial talent cannot be chosen more than once.

TRUE TROGLODYTE RACIAL TALENT TREE

Cave Fighting: Trogs are used to fighting enemies in underground environments. When a trog selects this racial talent, he gains a +1 talent bonus on all attack rolls in underground areas. Prerequisite: Character level 3+. Special: This racial talent may not be selected twice in a row. It stacks with itself.

Natural Weapon Mastery I: When the trog selects this racial talent, he gains the ability to effectively use his natural weapons in combat. He gains two claw attacks at his highest base attack bonus that deal 1d4 points of damage plus Strength modifier. When using the full-attack action with a one-handed weapon, he may choose to make an additional claw attack as if fighting with two weapons. The claw is treated as a light weapon, and inflicts 1d4 points of damage plus one-half Strength modifier when used as an off-hand weapon.

Natural Weapon Mastery II: When the trog selects this racial talent, he gains the ability to make a single bite attack at his highest base attack bonus that deals 1d4 points of damage plus Strength modifier. When using the full-attack action, the trog can use two claws and a bite, in which case the bite suffers a -5 penalty on the attack roll and deals 1d4 points of damage plus one-half Strength modifier. Prerequisite: Natural Weapon Mastery I.

Talent Feats: When a trog selects this racial talent, he gains one of the following bonus feats: any item creation feat, Greater Weapon Focus (claw or bite), Multiattack, or Weapon Focus (claw or bite). Special: The character must meet the prerequisites for any feat selected. This racial talent may not be selected twice in a row. He cannot choose Multiattack, Weapon Focus (claw or bite), or Greater Weapon Focus (claw or bite) without the appropriate Natural Weapon Mastery racial talent.

Talent Skills: When the trog selects this racial talent, he gains a total talent bonus of +5 that may be distributed among any of the following skills: Craft (any), Knowledge (dungeoneering), Knowledge (religion), Listen, Profession (any), Spot, and Survival. Special: A skill may receive no more than a +3 talent bonus from this ability.

TROGLODYTE RACIAL TRANSFORMATIONS

Trogs may choose one racial transformation at 2nd, 4th, 6th, 8th, and 10th levels. The character must meet all the prerequisites of the selected racial transformation, if any.

Darkvision: When the trog selects this racial transformation, he gains darkvision to a range of 60 feet.

Natural Armor: Each time the trog selects this racial transformation, his natural armor increases by +1.

Natural Camouflage: The trog gains a limited ability to change his coloration and texture in order to blend in with his surroundings. He gains a +4 transformation bonus to Hide checks. In rocky or underground areas, this increases to a +8 transformation bonus to Hide checks.

Stench: After taking this racial transformation, whenever the troglodyte is angry or frightened, he secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of the troglodyte must succeed on a Fortitude save (DC 10 + one-half character level + Constitution modifier) or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Prerequisite: Character level 4+.

Transformation Feats: When a trog selects this racial transformation, he gains one of the following bonus feats: Dodge, Great Fortitude, Stealthy, or Toughness. Special: The character must meet the prerequisites for any feat selected. This racial transformation may not be selected twice in a row.

Transformation Skills: When the trog selects this racial transformation, he gains a total talent bonus of +5 that may be distributed among any of the following skills: Climb, Jump, Move Silently, and Swim. Special: A skill may receive no more than a +3 transformation bonus from this ability.

TROGLODYTE ABILITY SCORE INCREASES

3rd Level: +2 Cha
5th Level: +2 Wis
7th Level: +2 Str
9th Level: +2 Dex
 

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