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<blockquote data-quote="Breakstone" data-source="post: 309207" data-attributes="member: 481"><p>Y'know, I have a strange feeling that this thread will be overflowing with "Woah"s... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p><p></p><p>Erasmus the Horse was in another campaign, in which I played Jacob Fox, the artistocrat/sorcerer. Fun game.</p><p></p><p>This current campaign takes place in Casket City, a huge city on top of a mesa at the edge of the Kingdom of Icarus (pronounced IK ah rus). The City contains many species, who are divided into different sections of town. There's the Suburbs (for humans), Slums (for poor humans and halflings), Orc Ghetto, Haven (for the monks and pacifists), Dwarf District, Sea Dwarf District, and Elf Sanctuary.</p><p></p><p>The Sea Dwarves are a race I made up. They're pretty much just taller, viking-esque dwarves. I simply tweaked the dwarf stats and came up with the following for the Sea Dwarves:</p><p></p><p></p><p><strong><span style="font-size: 12px">Sea Dwarf</span> </strong></p><p><strong>Racial Traits</strong></p><p></p><p></p><p>· +2 Constitution, -2 Charisma: Sea Dwarves are stout and tough but tend to be gruff and reserved.</p><p></p><p>· Medium-size: As Medium-size creatures, sea dwarves have no special bonuses or penalties due to their size.</p><p></p><p>· Sea Dwarven base speed is 20 feet.</p><p></p><p>· Low-Light Vision: Sea Dwarves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.</p><p></p><p>· Old Salt: Old Salt grants sea dwarves a +2 racial bonus on checks to notice unusual features of water, such as reefs, lurking predators, and tide pools. A sea dwarf who merely comes within 10 feet of water can tell the depth of the water up to 50 feet.</p><p></p><p>· +2 racial bonus on saving throws against poison: Sea Dwarves are hardy and resistant to toxins.</p><p></p><p>· +2 racial bonus on saving throws against spells and spell-like effects.</p><p></p><p>· +1 racial bonus to attack rolls against orcs and goblinoids: Sea Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.</p><p></p><p>· +4 dodge bonus against giants: This bonus represents special training that sea dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he’s caught flat-footed, he loses this dodge bonus, too.</p><p></p><p>· +2 racial bonus on Appraise checks that are related to rare or exotic items: Sea Dwarves are familiar with valuable items of all kinds.</p><p></p><p>· +2 racial bonus on Spot checks: Sea Dwarves have keen eyes.</p><p></p><p>· +2 racial bonus on Craft checks that are related to wood: Sea Dwarves are especially capable with working with wood, especially in ship building.</p><p></p><p>· +2 racial bonus on Use Ropes checks: Sea Dwarves are trained in the art of rope.</p><p></p><p>· Automatic Language: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Aquan, Auran.</p><p></p><p>· Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Se Dwarven culture extols the virtues of the warrior, and the vocation comes easily to sea dwarves.</p></blockquote><p></p>
[QUOTE="Breakstone, post: 309207, member: 481"] Y'know, I have a strange feeling that this thread will be overflowing with "Woah"s... :cool: Erasmus the Horse was in another campaign, in which I played Jacob Fox, the artistocrat/sorcerer. Fun game. This current campaign takes place in Casket City, a huge city on top of a mesa at the edge of the Kingdom of Icarus (pronounced IK ah rus). The City contains many species, who are divided into different sections of town. There's the Suburbs (for humans), Slums (for poor humans and halflings), Orc Ghetto, Haven (for the monks and pacifists), Dwarf District, Sea Dwarf District, and Elf Sanctuary. The Sea Dwarves are a race I made up. They're pretty much just taller, viking-esque dwarves. I simply tweaked the dwarf stats and came up with the following for the Sea Dwarves: [b][SIZE=3]Sea Dwarf[/SIZE] Racial Traits[/b] · +2 Constitution, -2 Charisma: Sea Dwarves are stout and tough but tend to be gruff and reserved. · Medium-size: As Medium-size creatures, sea dwarves have no special bonuses or penalties due to their size. · Sea Dwarven base speed is 20 feet. · Low-Light Vision: Sea Dwarves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. · Old Salt: Old Salt grants sea dwarves a +2 racial bonus on checks to notice unusual features of water, such as reefs, lurking predators, and tide pools. A sea dwarf who merely comes within 10 feet of water can tell the depth of the water up to 50 feet. · +2 racial bonus on saving throws against poison: Sea Dwarves are hardy and resistant to toxins. · +2 racial bonus on saving throws against spells and spell-like effects. · +1 racial bonus to attack rolls against orcs and goblinoids: Sea Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively. · +4 dodge bonus against giants: This bonus represents special training that sea dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he’s caught flat-footed, he loses this dodge bonus, too. · +2 racial bonus on Appraise checks that are related to rare or exotic items: Sea Dwarves are familiar with valuable items of all kinds. · +2 racial bonus on Spot checks: Sea Dwarves have keen eyes. · +2 racial bonus on Craft checks that are related to wood: Sea Dwarves are especially capable with working with wood, especially in ship building. · +2 racial bonus on Use Ropes checks: Sea Dwarves are trained in the art of rope. · Automatic Language: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Aquan, Auran. · Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Se Dwarven culture extols the virtues of the warrior, and the vocation comes easily to sea dwarves. [/QUOTE]
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