Dwarven Lumberjack

Kafkonia said:
You might want to think about taking the Exemplar PrC to improve the focus of your skills.

I have a feeling there's something in the 3.0 Ultimate Prestige Classes book, but I rarely look at that.

And there's a feat that gives you five extra skill points, if you're concerned about that... name escapes me.
I don't currently own that book (or know where the Exemplar PRC is located - or your mystery feat).... any chance of a synopsis of the PRC and a confirmation of the location of the other topics?? It sounds like something to take a peek at.
 

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smootrk said:
I don't currently own that book (or know where the Exemplar PRC is located - or your mystery feat).... any chance of a synopsis of the PRC and a confirmation of the location of the other topics?? It sounds like something to take a peek at.

Exemplar is in Complete Adventuer -- it gives you skill bonuses, and lets you give skill bonuses to others nearby.

The others will have to wait until I get home.
 


Ranger levels? You don't need no stinkin' ranger levels!!

Dwarf Fi X / Dwarven Defender Y (where X + Y = current Character level :p)

Fighter: Feat, feats, and... feats!
Dwarven Defender: Someone several posts up mentioned this, and I second the concept!

If you wanna get fancy with it, toss in a Warlock level to pick up Spider Climb!

Back in 3.0 I had an oddball Dwarf who was an outcast of his clan. "that boyo aignt right!"

It seems he had a fondness for nature. Loved to climb trees, dance nekkid in the moonlight, and wear light armor when he went ta fighting. I kinda remember him being a Bbn 1 / Rgr 1 (hehe) / Fi 4 around the time he died attempting to defend Coryn's Crossing from an overwhelming number of Orcs, Goblins, and three 1/2 Dragon Warhorses (you laugh now... just wait till some sadistic DM sends 'em after you!!" Yeah, it was a nasty TPK. (moment of silence)

Anyways, um... kudos to you and your Dwarven Lumberjack!!
 

Here is more info on the clan structure for this character concept. Any comments or suggestions?

I have to recreate from memory all the little details that I lost on the ENWorld Thread, but essentially this clan of dwarves works around the wood trade. Families within the clan specialize in Woodcrafts (Wheel and Wainwrights, charcoal makers, carpentry, lumber supplies (supports for mines, and other mundane crafts), and in mercantile endeavors that deal in the trade of lumber & woodcraft. Some deal in secondary tree products like nuts and syrups made from tree saps. The clan is surprisingly well off, because unlike many dwarven clans, the clan deals in renewable resources that year after year are available while other clans may have most or all their resources tied up in a mine where a particular vein may run out at any time - a reason that many dwarven clans seem to disappear from time to time.

Militarily, the clan produces a number of wilderness warrior types (rangers, scouts, wilderness-rogues, etc.) and the military units are some of the most effective protectors of the dwarven lands surrounding the deeper mountain retreats. The siege engineers excel at producing traps that can reduce attackers quickly. Huge log traps roll down the mountain, and areas that are designed to hold reservoirs of rocks that produce effective landslides when the supporting structures are pulled away (think of the ewok traps in RotJ). The warriors tend to wield axes and dwarven urgoshes, but unlike typical dwarven warriors they tend to wear light armors such as leathers & padded armor to allow better movement in the mountain forests surrounding the more rooted dwarven nations.

The standard Dwarf member of the clan tends to wear close fitting leathers or other heavy clothes for protection. These are often designed with tartans patterns to differentiate the distinct families, and it is considered bad-form to wear the pattern of other families (think flannel shirts with leather or heavy denim/canvas type pants combos - the Paul Bunyan type or Canadian lumberjack style). Unlike most dwarves who pride their beards so much, the members often keep their beards short, often having only rough stubble type beards - more of a safety precaution (when dealing with the saws & woodworking tools) that has become standard fare of the clan members. The clan heraldic device would incorporate an Axe and a Saw (or maybe a tree figure).

Clan members are quite loyal and tend to be very honest when dealing with either dwarves (keeping a LG, NG or LN alignment typically - usually LN). Their ability to deal with other races including elvenkind has proved to be a boon for their wealth as they will trade more readily than their more anti-social brethren.

The clan houses are large lodge style structures high in the mountains with heavy wood & stone structures (think old-fashioned ski resorts or hunting lodges - or think of Glen Eyrie "castle" over by Garden of the Gods). The structures are well defended, and some of the clan are mounted on Griffons as aerial defenders.

Although they generally get along with other races including the elvish, the clan is definitely not the tree hugging nature types. Their interest in nature and the wilderness is decidedly merchantile. Even when their is a druid amongst the clan, the druid is not very interested in the balance of things, he is most likely just persuing a vocation that grants the most advantage in the regions of interest. Generally, these dwarves don't give a rat's a$$ about conservation. They see the forests as a source of income that keeps growing back (from the longer dwarven life point of view). They enjoy the forested mountains but are often at odds with the conservation-minded folk. These dwarves think nothing about logging areas almost clean or building long log chutes, or jamming the rivers & streams with masses of logs.
 

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