(Shark World) Dwarves

Crothian

First Post
Dwarves of Shark World

In the early days of Paltas (Shark World) there were about a dozen different races that all called themselves dwarves. Most of the dwarves lived in the deep mountains and the hard rock. All the races were master craftsmen of different materials from wood and stone, to metal and shell. It is said that they even mastered alchemy to the point of taking one substance and creating another with it.

The dwarves never became that accustomed to the water. This kept their numbers low, but at the same time kept them well protected from the hunters in the waters. Many of the dwarves built boats and other forms of water transportation, but all the other races were more then willing to travel to trade with dwarves.

When the meteors hit, the dwarves figured they could hold up in their mountains and underground complexes. But they figured wrong and famine and disease swept through many of these contained communities. The dwarves that survived traveled to be with other dwarves. Many of these trips were never completed.

Over many centuries the different dwarven races have breed together to form one race. Occasionally there is a dwarf with unusual characteristics will be born.

Personality: The dwarves are still the hardest workers anyone knows. They are trying to regain past glory and open up their old trading routes. They are also on the look for other dwarven survivors and communities. Because of this most dwarves are very single minded and stubborn.

Physical Description: Same as normal.

Relations: The dwarves have always known they can rely on themselves, but have begun to realize that many other races are better suited for different tasks. With this relations has come an understand and a desire to work side by side many races.

Alignment: Dwarves tend to neutral good, but can be of any alignment.

Dwarven Lands: They live mostly on islands in the great oceans. They are slowly building up ships to increase communications between these islands and with the other races.

Religion: They mostly worship Philas, goddess of fire. The traders and seamen worship Deacor, god of sea travel, trading, and crossing boundaries.

Languages: The dwarves speak dwarven. Most pick up Aquan as a second language.

Racial Traits

---Dwarves get +2 to Constitution and –2 to Dex
---Medium Sized
---Base Speed 20ft
---+4 to any two craft skills and +2 to Appraise anything related to these craft skills
---Dark Vision 60ft
---+2 to all saves against poison
---+2 to all saves verse spells and spell like abilities
---Automatic Languages: Dwarven
---Favored Class: Fighter

Also choose one of the following:
1) +2 to Diplomacy and Bluff when trading
2) +10ft Base Speed
3) +4 poison verse Poison (replaces the +2)
4) +3 verse all spells and spell like abilities (this replaces the +2)
5) Free Endurance and toughness Feat
6) +2 to Fire magic
7) Free Materwork weapon at first level
 
Last edited:

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Crothian said:


Everything is debateable

If I could make a suggestion or two,


it sounds like to me these dwarves shouldn't take the chr hit. They atleast trade frequently. If not actively.

I think they should get a +4 to either weaponsmithing, armorsmithing, mining or blacksmithing not any craft

Since they worship Philas they should get a +2 vs fire saving throws instead of all magic

The list of chooice you provide is way to good. I would nix that.

I guess mine would look like this:

Racial Traits

---Dwarves get +2 to Constitution and –2 to Dex ( all those years in the minds really slow you down)
---Medium Sized
---Base Speed 20ft
---+4 to any one of these craft skills: weaponsmithing, armorsmithing, mining or blacksmithing
---- Swim. diplomacy, knowledge (seamanship), and bluff are class skills
---Dark Vision 60ft
---+2 to all saves against poison and mutation effects from the meteor
---+2 to all saves verse fire spells
---Automatic Languages: Dwarven
---Favored Class: Fighter
--- Due to their mastercraftsmen all dwarven PC start out with a masterwork weapon of their choice
---All dwarves start with Toughness and Endurance as free bonus feats
 

I opened up the craft to all crafts to allow Dwarves to be master of all crafts. I don't like limiting them. The +2 vers fire does make sense since they tend to worship that god, but I'm worried about the elves being cold and the dwarves being hot.

I like the minus to dex instead of Cha.

I put in the list of options to show that the dwarves have a varied heritege.
 



Crothian said:
What options would make sense for this? Are there others that fit in with dwarves and can be used in a nice, balanced way?

By options do you mean the pick one section at the bottom?

How about ripping suggestions out of my idea?

1) Free Endurance and toughness Feat
2) + 2 to Fire magic
3) Free Materwork weapon at first level



ALSo, Every creature on this planet should have swim on their skill list.
 

trentonjoe said:


By options do you mean the pick one section at the bottom?

How about ripping suggestions out of my idea?

1) Free Endurance and toughness Feat
2) + 2 to Fire magic
3) Free Materwork weapon at first level



ALSo, Every creature on this planet should have swim on their skill list.

That's a good idea. And what I was referring to. Need to stop posting when I'm that tired. :D
 

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