All Dwarf Party - Add a character (also, Barb Dwarf Movement disussion)

I too will chime in with the idea of a "caver" style Dwarf ranger; sort of like a Steve Irwin of the Underdark...

*jumps on Beholder and wrestles it to the ground*

"Crikey mate, isn't he a beauty!"
 

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Full on, In yer face, Butt kicking Fighter all the way !!!

I think dwarves rock as Fighters with all the bonuses they get now more than compensating for the bonus feat of a Human, and what's more they get to use the Dwarven War Axe without having to spend a feat on Exotic Weapon Prof. and so can be fully armored with sheild. I would go for a Tower Sheild as although it does give penalites on movement the Dwarf can still overcome this and be the party "Tank". Plus full ocver in a tight spot is not to be frowned at. Also the party can never have enough fighters in case it gets outflanked or out manouvered by the Underdark denizens, particularly the crafty Drow. Yes Dwarven Fighter is my vote....Steel Encased Death Machine....Get in !!!! Cheers :D
 

Druid!

Even underground, you will still control the environment. Faerie Fire is absolutely awesome in the darkness. Longstrider will make your whole party love you -- slow-moving Dwarves that they are.

Play as high Dex, low Str. (Yeah, I know, but still.) You'll have a great array of Touch spells, from Produce Flame to Flame Blade to Poison and Contageon.

You will control the environment. 1st level gives you Entangle, Obscuring Mist, Pass Without Trace, Jump and Longstrider. (Entangle will work with mushrooms.)

At higher levels, Stone Shape, Spike Stones, Gust of Wind, Plant Growth, Wall of Fire/Thorns/Stone, Insect Plague, Move Earth, and eventually Creeping Doom, Earthquake, Reverse Gravity and Elemental Swarm all let you shape the battlefield as you wish.

Then, you have your standard damage spells. Note that Call Lightning works underground now. :D

Finally, you can Wild Shape into something quick & stealthy, or big & strong, or a water-breather, or a climber, or ... it's pretty flexible.

And last but not least, at 9th level you become immune to all poisons. There are a lot of poisons in the Underdark.

-- Nifft
 

I would suggest either a Ranger, or a Druid. A Ranger can track, hunt, scout, and generally keep the party alive very well. Rangers make much better scouts than Rogues thanks to the increased HD and higher BAB.

A Druid would be great for this party. With two Clerics, albiet one a multiclass, present, you will not have to waste spells on healing. Druids are tough, strong, and have better artillery/attack spells than any other divine caster. Wild Shape is great, of course, and so are the special abilities.
 


puck

Heres an NPC that I converted from OA based off PUCK from alphaFlight, in OA he was a BUSHI,

Fighter 5
Barbarian 2
Rogue 3

LongSword
Throwing Axes
Mighty Long Bow

Elven Chain
Large Shield

Boots of Springing and Striding (+10 move, House Rule)
WF: Lsword
Quick Draw
Power Attack
Extended Rage
Improved Init
WSp: Lsword
Improvied Crit: Lsword

little buggar moves 40, (base 20, +10 Barb, +10 boots)
with Quickdraw and Imp Init and a bandolier of throwing axes hes sure to get his full attack in with some Sneak Attack on the first round of combat.

Pair him up with nearly anyone else and theyll chew threw encounters. Puck has a high tumble and good AC so moving around opponents for Flanking is a key manuever.

If you build him up slow, add a class at a time, F-1st, Rg-2nd, Brb-3rd, rg-4th, brb-5th, then fighter.

anyhows thats a 3.0 but its mostly the same in 3.5

Druid/Ranger would be great

or use those Racial levels from Malhavok for dwarf might be fun.
 
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Thanks for all the great ideas folks! My synapses are beginning to percolate a bit.

Hammerfist, I think his move is actually correct. I posted this at the other board, but now that you have brought it up, I might as well post it here.

I've seen several posts here talking about how the new dwarf change to medium and heavy armor will result in a dwarf barbarian mantaining his 30 foot movement but I don't think that's how the rules read.

From the Player's Handbook 3.5



Dwarf based land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.


A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.


I've seen a half dozen posts or more explaining this, but I guess I just don't get it.

Dwarf base move = 20 feet
Barbarian bonus = +10 feet
Total move = 30 feet
Medium Armor penalty = -10 feet
Net move = 20 feet.

The dwarf ability to wear medium or heavy armor without penalty is worded in such a way that it *only* prevents the speed from droping below 20 feet, not that it prevents it from dropping below whatever modified rate the character might have as a result of fast movement due to class.

I just don't see *anywhere* that it shows a dwarf being able to negate the penalty for wearing medium armor. The actual wording only says that a dwarf is not slowed below 20'

The dwarfs armor exemption would only appear to be invoked if the penalties would drop the movement below 20', which is clearly not the case here.
 


SRD states:
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

I see your arguments, but a barbarian's speed is not reduced by medium armor and a normal dwarf is not slowed by medium or heavy loads. Therefore, if a dwarf barbarian is inherently faster by 10 feet, why would medium armor slow him when it does not slow other dwarfs? I guess I do not buy the idea that there is a magic barrier at 20 feet.

I DO understand your point of view, but I think the other view has a legitimate argument. One that sways me at least.

I also recommend grabbing up a copy of Bad Axe's Dwarves. I know you said you were keeping things vanilla, but the book adds a lot of flavor to a dwarf only campaign. Naturally, I am completely biased, but check out Rune's Heroes of High Favor: A Dwarf Saga. A great SH about an all Dwarven party.
 


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