My variation on Dwarves

Shades of Green

First Post
I've modified the Dwarven race to give them a more technological/disciplined military outlook to fit with my Steampunk campaign; attack/defence bonuses against Giants/Goblinoids were replaced because most of these kinds of monsters are extinct in the Dwarven homelands - they are only common in the Colonies.

So, here we go:

Dwarven Racial Traits:
* +2 to Constitution, -2 to Charisma:Dwarves are stout and tough but tend to be gruff and reserved.
* Medium Size: as medium-size creatures, Dwarves have no special bonuses or penalties due to their size.
* Dwarven base speed is 20 feet.
* 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 could function just fine with no light at all.
* Stonecunning: Stonecunning grants Dwarves a +2 racial bonus on 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 is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a 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 could also intuit depth, sensing his approximate depth underground as naturally as a Human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
* +2 racial bonus to saving throws against desease and poison: Dwarves are hardy and resistant to toxins and pathogens.
* +2 racial bonus to Disable Device and Open Lock skill checks: Dwarves have a knack for dealing with mechanical contraptions.
* +2 racial bonus to Craft skill checks related to stone, metal, steam and clockwork: Dwarves are especially capable with stonework, metalwork and technology.
* Military Training: All dwarves are proficient with all firearms and with Bayonets, as well as either Hand Axes, Battle Axes or Dwarven Waraxes.
* Stability: +2 racial bonus to all rolls made to resist Bull Rush, Trip and similar effects.
* Automatic Languages: "Common" and Old Dwarven. Bonus Languages: Giant, Goblin, Ceran, Terran and Undercommon.
* Favored Classes: Fighter and Musketeer (Steam & Sorcery, p.44). A multiclass Dwarf's Fighter and Musketeer classes do no count when determining whether he suffers an XP penalty when multiclassing. Dwarven culture extols the virtue of the warrior, and savors the musket as well as the war-axe; Fighting hand-to-hand as well as shooting straight come easy to Dwarves.
 
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Nifft

Penguin Herder
Shades of Green said:
* Military Training: All dwarves are proficient with all firearms and with Bionets, as well as either Hand Axes, Battle Axes or Dwarven Waraxes.

Bionets? What game is this?

-- N
 




Arkhandus

First Post
Hrum.... They seem a tad more powerful than core Dwarves, but not by much.... Not really sure what would be appropriate to remove for balance purposes, but considering how strong Dwarves already are in the core rules, I might not bother weakening these since there's not much difference. Perhaps go a bit further from the core Dwarf by giving them a -1 or -2 racial penalty on saves against magic, saying that their technological development has left them a bit poor at resisting magical effects now? Kinda like Arcanum..... {:^D

BTW, you misspelled rogue in the Stonecunning description, you spelled it rouge, which is a color of makeup or something IIRC. :)
 



Nifft

Penguin Herder
I liked Bionets better... ;)

Seriously, though, if you're moving them from "mystical tunnel dweller" to "machine master", I'd drop Stonecunning. Give them a bonus vs. *mechanical* traps instead of those that are composed of stone -- already mostly included in their bonus to Disable Device etc.

-- N
 

Shades of Green

First Post
Dwarven Racial Traits (Updated):
* +2 to Constitution, -2 to Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
* Medium Size: as medium-size creatures, Dwarves have no special bonuses or penalties due to their size.
* Dwarven base speed is 20 feet.
* 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 could function just fine with no light at all.
* +2 racial bonus to Disable Device, Open Lock, Knowledge (Steamcraft) and Knowledge (Clockwork) skill checks: Dwarves have a knack for dealing with mechanical contraptions.
* +2 racial bonus to Craft skill checks related to stone, metal, steam and clockwork: Dwarves are especially capable with stonework, metalwork and technology.
* Military Training: All dwarves are proficient with all Firearms and with Bayonets, as well as either Hand Axes, Battle Axes or Dwarven Waraxes.
* Stability: +2 racial bonus to all rolls made to resist Bull Rush, Trip and similar effects.
* Automatic Languages: Argexan and Old Dwarven. Bonus Languages: Giant, Goblin, Ceran, Terran and Undercommon.
* Favored Classes: Fighter and Musketeer (Steam & Sorcery, p.44). A multiclass Dwarf's Fighter and Musketeer classes do no count when determining whether he suffers an XP penalty when multiclassing. Dwarven culture extols the virtue of the warrior, and savors the musket as well as the war-axe; Fighting hand-to-hand as well as shooting straight come easy to Dwarves.
 
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