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Dwarf Wizard, how to play him?
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<blockquote data-quote="Painfully" data-source="post: 1377575" data-attributes="member: 601"><p>Well, I kind of had this whole secret dwarven clan idea going for a bit when I developed my dwarven wizard. </p><p></p><p>A clan that lived in very tall mountains and worshiped a god of the sky (not Moradin?) had learned their magic by studying the stars. But something terrible happened long ago, and it caused the other clans to shun the wizards so much that any acknowledgement of their existence was struck out of historical records--although there might be some blemish marks left behind for the curious historian to ponder on. Meanwhile, the clan of wizards became isolationists, and didn't come out of their mountain for about 1,000 years. </p><p></p><p>But, the young are always eager and curious to explore. So, after 1,000 years it was decided to hold a lottery for those who wished to explore outside the mountains, and their mission was to return 100 years later to share what they have learned of the outside world, and especially of magic. Guess who won the lotto? </p><p></p><p>----------</p><p></p><p>The cool part is that anybody from this particular mountain clan would be seen as somehow different, even among dwarves. They might have a slight accent in speech, a different skintone, perhaps be a little shorter, and alcohol would be a new experience for them, as they live in the high mountains (think Himalayas) perhaps even above the clouds. I would recommend the endurance feat as a prerequisite, but it's really for flavor.</p><p></p><p>The clan I envisioned is actually about half wizards, and half clerics. Divination could be a strong source for their historical ties with the other clans. Perhaps they divined some terrible calamity, or misread a prophecy that caused them to be outcast from dwarven society.</p><p></p><p>I use comets as omens, and meteorites as sources of "raw souls" from the anvil of Moradin himself. Those meteorites are precious because they can be forged to become sentient weapons that model themselves after the one who handles them the most.</p><p></p><p>The clans ability to divine the sky is what lets them determine where meteorites might fall. And I once used an NPC cleric to lead a party of PCs to one such meteorite. Of course, that's when they meet the half-fiend/duergar that got a hot tip from a lich beholder to go get them rocks. But that's a whole other story.</p><p></p><p>This whole clan story leaves open the option of taking the mystic theurgist PrC too, which was one of my intentions.</p></blockquote><p></p>
[QUOTE="Painfully, post: 1377575, member: 601"] Well, I kind of had this whole secret dwarven clan idea going for a bit when I developed my dwarven wizard. A clan that lived in very tall mountains and worshiped a god of the sky (not Moradin?) had learned their magic by studying the stars. But something terrible happened long ago, and it caused the other clans to shun the wizards so much that any acknowledgement of their existence was struck out of historical records--although there might be some blemish marks left behind for the curious historian to ponder on. Meanwhile, the clan of wizards became isolationists, and didn't come out of their mountain for about 1,000 years. But, the young are always eager and curious to explore. So, after 1,000 years it was decided to hold a lottery for those who wished to explore outside the mountains, and their mission was to return 100 years later to share what they have learned of the outside world, and especially of magic. Guess who won the lotto? ---------- The cool part is that anybody from this particular mountain clan would be seen as somehow different, even among dwarves. They might have a slight accent in speech, a different skintone, perhaps be a little shorter, and alcohol would be a new experience for them, as they live in the high mountains (think Himalayas) perhaps even above the clouds. I would recommend the endurance feat as a prerequisite, but it's really for flavor. The clan I envisioned is actually about half wizards, and half clerics. Divination could be a strong source for their historical ties with the other clans. Perhaps they divined some terrible calamity, or misread a prophecy that caused them to be outcast from dwarven society. I use comets as omens, and meteorites as sources of "raw souls" from the anvil of Moradin himself. Those meteorites are precious because they can be forged to become sentient weapons that model themselves after the one who handles them the most. The clans ability to divine the sky is what lets them determine where meteorites might fall. And I once used an NPC cleric to lead a party of PCs to one such meteorite. Of course, that's when they meet the half-fiend/duergar that got a hot tip from a lich beholder to go get them rocks. But that's a whole other story. This whole clan story leaves open the option of taking the mystic theurgist PrC too, which was one of my intentions. [/QUOTE]
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