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Dwarf Varrient - Narrowlands CS
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<blockquote data-quote="Umarth" data-source="post: 2515275" data-attributes="member: 7235"><p>In a standard D&D world I'd agree no metals better than adamantium. Since magic item creation is scaled way way back though my players are unlikely to ever find a +1 weapon. Necessitates the need for some more exotic materials to make things out of.</p><p></p><p>Petty-Dwarves aren’t gnomes. Petty Dwarves are actually the result of a ceremony where you destroy a "true" Dwarfs heart and scatter its remains over about 10 statues you are turning into "Petty" Dwarves. This, obviously, permanently kills the original Dwarf and nets you ten new Dwarves that don't get to reincarnate but do live for a few hundred more years on average.</p><p></p><p>Since Petty Dwarves are semi-descendents from an imortalish race and yet are mortal themselves they tend to be very preoccupied with staving off death. Not to mention how good can you feel about yourself if you knew your birth was only through foul rituals that involved slaying another.</p><p></p><p>To top it off Petty-Dwarves are the ones who taught the other races how to refine the dwarf's heart metal from true dwarf’s hearts.</p><p></p><p>It's easy enough to drop the metal aspect out of the campaign and give dwarfs heart some other desirable ability that people would kill for.</p><p></p><p></p><p>The giant idea is a great one and I'll have to play around with it some in my campaign. </p><p></p><p>I'll go ahead and toss up the petty dwarf stats.</p><p>I unfortunately don't have a full write-up on them yet.</p><p>Petty-Dwarf:</p><p> +2con, -2int, -2wis, -2cha</p><p> Small s size: +1 attack, +1AC, +4 Hide, Weapon restrictions</p><p> Cary loads as medium creature</p><p> 20ft movement</p><p> Dark vision</p><p> +2vs poison</p><p> +2vs spells and spell like effects</p><p> +2vs enchantment/compulsion effects</p><p> +1 to all saves</p><p> +1 racial bonus to appraisal and craft checks with metal or stone.</p><p> +2 move silently </p><p> +1hp/lvl</p><p> Favored Class Rogue</p><p></p><p>Petty-Dwarf Levels: </p><p>Petty-Dwarves can take up to three levels in “Petty-Dwarf” at any time. Not all Petty-Dwarves take racial levels.</p><p>Hit Dice: d10</p><p>Skill Points at 1st Character Level: (4+intl mod) x4</p><p>Skill Points at Higher Levels: 4+ Intl Mod</p><p>Class Skills: Appraise, Balance, Bluff, Hide, Move Silently, Survival</p><p>Weapon/Armor Proficiencies: Dwarves are proficient with all simple weapons, light armor, and shields. </p><p>Level BaB Fort Ref Will Special</p><p>1 0 2 2 0 +1 Dex; False Death</p><p>2 1 3 3 0 +1 Con; Life’s Blood</p><p>3 1 3 3 1 +1 Dex; Cling to Life</p><p></p><p>False Death: when you are hit you may drop to the ground and pretend to be dead. Unless your opponent succeeds in an opposed bluff roll (heal or sense motive vs bluff) they believe you have died.</p><p>Life’s Blood: Petty-Dwarves are immune to any ability that causes HP loss over time do to blood loss and automatically make any stabilization checks.</p><p>Cling to Life: When a petty-dwarf would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the petty-dwarf can attempt to shrug off some of the damage. She makes a fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow.</p></blockquote><p></p>
[QUOTE="Umarth, post: 2515275, member: 7235"] In a standard D&D world I'd agree no metals better than adamantium. Since magic item creation is scaled way way back though my players are unlikely to ever find a +1 weapon. Necessitates the need for some more exotic materials to make things out of. Petty-Dwarves aren’t gnomes. Petty Dwarves are actually the result of a ceremony where you destroy a "true" Dwarfs heart and scatter its remains over about 10 statues you are turning into "Petty" Dwarves. This, obviously, permanently kills the original Dwarf and nets you ten new Dwarves that don't get to reincarnate but do live for a few hundred more years on average. Since Petty Dwarves are semi-descendents from an imortalish race and yet are mortal themselves they tend to be very preoccupied with staving off death. Not to mention how good can you feel about yourself if you knew your birth was only through foul rituals that involved slaying another. To top it off Petty-Dwarves are the ones who taught the other races how to refine the dwarf's heart metal from true dwarf’s hearts. It's easy enough to drop the metal aspect out of the campaign and give dwarfs heart some other desirable ability that people would kill for. The giant idea is a great one and I'll have to play around with it some in my campaign. I'll go ahead and toss up the petty dwarf stats. I unfortunately don't have a full write-up on them yet. Petty-Dwarf: +2con, -2int, -2wis, -2cha Small s size: +1 attack, +1AC, +4 Hide, Weapon restrictions Cary loads as medium creature 20ft movement Dark vision +2vs poison +2vs spells and spell like effects +2vs enchantment/compulsion effects +1 to all saves +1 racial bonus to appraisal and craft checks with metal or stone. +2 move silently +1hp/lvl Favored Class Rogue Petty-Dwarf Levels: Petty-Dwarves can take up to three levels in “Petty-Dwarf” at any time. Not all Petty-Dwarves take racial levels. Hit Dice: d10 Skill Points at 1st Character Level: (4+intl mod) x4 Skill Points at Higher Levels: 4+ Intl Mod Class Skills: Appraise, Balance, Bluff, Hide, Move Silently, Survival Weapon/Armor Proficiencies: Dwarves are proficient with all simple weapons, light armor, and shields. Level BaB Fort Ref Will Special 1 0 2 2 0 +1 Dex; False Death 2 1 3 3 0 +1 Con; Life’s Blood 3 1 3 3 1 +1 Dex; Cling to Life False Death: when you are hit you may drop to the ground and pretend to be dead. Unless your opponent succeeds in an opposed bluff roll (heal or sense motive vs bluff) they believe you have died. Life’s Blood: Petty-Dwarves are immune to any ability that causes HP loss over time do to blood loss and automatically make any stabilization checks. Cling to Life: When a petty-dwarf would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the petty-dwarf can attempt to shrug off some of the damage. She makes a fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. [/QUOTE]
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