This is a companion posting to the exile found at this post. [/url]http://www.enworld.org/showthread.php?t=167285[/url] They only differ marginaly from PHB dwarves I took out some of their societal bonuses such as +4 AC for giants and the +1 to hit orcs and gobliniods. I increased their str and gave them energy resistances. I also upped their LA to +1. I am worried its a bit much as I know dwarves are considered one of the most powerfull LA 0 races. I have considered removing a lot of their stoneworking bonuses as well as their resistance to toxins. Also I am looking for a way to remove their -2 Cha, only because Cha is the only stat for casting in this campaign. as always I am looking forward to everyones thoughts on my little creations.
Dwarves (Geldenheim)
Ancient and proud, the dwarves of Geldenheim are the decedents of the First born dwarves of yore. The children of the Word of Elements, dwarves are hardy, strong, inquisitive and industrious, making them one of the most far ranging races (just behind men) and the most populous of the elder races. Dwarves are well known for their impressive mountain strongholds, well crafted (albeit heavy) equipment, panache for war and the discovery of the first Binding rituals.
Personality: Lifetimes of conflict and bloodshed have hardened the hearts of the dwarven people towards outsiders making them appear gruff and taciturn. Non dwarves who find themselves befriended by the dwarves learn that the dwarves are a thoughtful, often curious race possessed of a deep appreciation of beauty and craftsmanship. Dwarves are almost fanatically loyal to family, clan and country, meaning that to seriously insult, hurt or wrong a dwarf may bring the wrath of an entire clan upon the offender. Most dwarves have a passion for life far beyond that of other races, holding drinking, feasting, love, song and fighting to be the most glorious aspects of living. Most dwarves tend to be overly courageous some might even say reckless, often charging in where others might shy away.
Physical Description: Standing between 4 and 4-1/2 feet tall dwarves are the shortest of the civilized races of Isankur. This does not mean that they are the smallest, however. They tend to be thick and stocky easily matching humans in weight. Dwarven women tend to be noticeably shorter and lighter than the men. Their skin ranges through many different hues. All dwarven skin tones reflect the dwarven ties with the elements (especially earth) colors such as brown, the colour of freshly turned earth, ruddy clay, light sand or even the grey of granite. Their hair is similar in tone, often looking like strands of spun metal like gold, silver, copper, iron or coal. Geldenheim Dwarves take great pride in their hair and always let it grow long, though always immaculately trimmed. A Dwarf’s hair is also a symbol of their clan. Dwarves place their hair in elaborate braids adorning it with finely crafted jewelry. These are not arbitrary decorations however, they adhere to a strict code of conduct and denote a particular dwarf’s family, clan and rank within each. It is usually easy to find a leader among the dwarves of Geldenheim just look for the one with most fanciful and bejeweled hair. A dwarf who cuts their hair is considered bereft of clan and title. Hair cutting and shaving is reserved for those cast out of dwarven society. Dwarves are a long lived race. Maturing at around 30 years of age most dwarves live to see their second century and some have been known to live well into their third.
Relations: Dwarves get along best with the Oghrim, both being elder races they have fought countless battles and survived myriads of cataclysms together. In most ways a dwarf will treat Oghrim the way they would treat another dwarf. Considering that within the last 600 years (2 - 3 dwarven generations) the human Empire of Isandreal tried to enslave nearly a whole clan of dwarves leading to a brief, brutal and bloody conflict that ended with the fall of said empire. Most dwarves are mistrustful of humans and their intentions, considering them to be untrustworthy and quick to betray. Given the history of humans this is not an unfounded assumption. This is especially true of humans hailing from either the Empire of Shesh or the Volde lands (places where slavery is still widely practiced). Though in recent years good relations between both the northern Trade Kingdoms and the Kingdom of Keldreal, especially the installment of the dwarven Baron at Longbridge, have done much to gain some small respect and trust for Men (northern men at least).
Exiles are given wide berth by most dwarves. Though they respect the fighting prowess of the Kenji, the standoffish attitude and rampant magiphobia of the Exiles, along with their ability to take slight at nearly anything means that dwarves tend to avoid contact with Exiles unless absolutely necessary. Most meetings between the two races end in a fight. Dwarves loathe Shadow Dwarves with all their being and will usually kill any of the “abominations” on sight without hesitation. Geldenheim dwarves have a somewhat strained relationship with the new comer Osterwald dwarves, treating them as estranged cousins or errant children. Most Geldenheim dwarves feel a need to educate the Osterwald on how to be a real dwarf.
Alignment: Like all First Born Geldenheim dwarves tend towards goodness, though there are always exceptions to prove the rule. They also are generally lawful, placing tradition, family and clan very high in their values
Dwarven Lands: The Kingdom of Geldenheim is situated deep within, on and around the northern portion of the Iron Peaks. Most dwarven cities are situated underground with only watch towers and fierce battlements denoting their positions. This makes many of the other peoples of Isankur regard the dwarves as insular and somewhat paranoid but any dwarf will tell you not to be foolish they live underground because up in the mountains arable land is hard to come by and they’re are not going to waste it by putting up houses. Geldenheim is not the only Dwarven Kingdom, situated on the outskirts of the Volde lands is the BleitzKraag the smoldering volcano that rose around the resting place of the demon lord Atzel-Kahn. It is the home of the vicious Shadow Dwarves. Farther to the east beyond the Desolation is the mysterious home of the Osterwald dwarves.
Language: Geldenheim Dwarves speak their own language, the gold tongue; which also uses its own alphabet and script based off the First words. Dwarven stories tend to be oral as dwarves love to embellish their tales. Anything of great importance is always written down. When Geldenheim dwarves learn other languages it is usually Isan, the language of ancient Isandreal as well as the tongue of trade used by the human lands. They may also learn Oghrish, Draconian, the sub languages of men or the tongues of their enemies.
Names: To the Dwarves of Geldenheim names are a sacred thing. The name of the clan comes first, then the name of the family and finally ones given name (usually given to oneself). A dwarf also has a true name, but they believe that to know such a thing grants another some measure of control of that person. As such a true name is only known by the closest of family members and it is considered one of the greatest honors and signs of trust to be told a dwarf’s true name.
Dwarven Racial Traits
· +2 Strength, +2 Constitution, -2 Charisma: Dwarves are strong and tough, but are not known for their endearing personalities.
· Medium: as medium creatures, dwarves have no special bonuses or penalties due to their size.
· Dwarf base land speed is 20 feet. However dwarves can move at this speed even when wearing medium or heavy armor or carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations.)
· Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal vision, and dwarves can function just fine with no light at all.
· Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings and the like. Something that isn’t stone but is disguised as it also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a search check as if he were actively searching and a dwarf can use the search skill to find stonework traps just as a rogue can. A dwarf can also intuit depth sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability due to their ties to the elements.
· Weapon Familiarity: Dwarves may treat waraxes as martial weapons rather than exotic weapons.
· Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
· +2 racial bonus to saving throws against poison: dwarves are hardy and resistant to toxins.
· +2 racial bonus to saving throws against spells and spell-like abilities: Dwarves ancient ties to the Words of Creation still afford them some protection from magic.
· +2 racial bonus on appraise checks that are related to stone or metal items: dwarves are familiar with valuable items of all kind especially those made of stone or metal
· Resistance to Energy. Dwarves magical heritage and affinity for the elements provides them with some measure of protection against energy attacks giving them resistance to fire 5, cold 5 and electricity 5.
· Automatic Languages: dwarven characters begin the game knowing both dwarven (Geldenheim) and Isan.
· Favored class: Fighter
· Level adjustment: +1
Dwarves (Geldenheim)
Ancient and proud, the dwarves of Geldenheim are the decedents of the First born dwarves of yore. The children of the Word of Elements, dwarves are hardy, strong, inquisitive and industrious, making them one of the most far ranging races (just behind men) and the most populous of the elder races. Dwarves are well known for their impressive mountain strongholds, well crafted (albeit heavy) equipment, panache for war and the discovery of the first Binding rituals.
Personality: Lifetimes of conflict and bloodshed have hardened the hearts of the dwarven people towards outsiders making them appear gruff and taciturn. Non dwarves who find themselves befriended by the dwarves learn that the dwarves are a thoughtful, often curious race possessed of a deep appreciation of beauty and craftsmanship. Dwarves are almost fanatically loyal to family, clan and country, meaning that to seriously insult, hurt or wrong a dwarf may bring the wrath of an entire clan upon the offender. Most dwarves have a passion for life far beyond that of other races, holding drinking, feasting, love, song and fighting to be the most glorious aspects of living. Most dwarves tend to be overly courageous some might even say reckless, often charging in where others might shy away.
Physical Description: Standing between 4 and 4-1/2 feet tall dwarves are the shortest of the civilized races of Isankur. This does not mean that they are the smallest, however. They tend to be thick and stocky easily matching humans in weight. Dwarven women tend to be noticeably shorter and lighter than the men. Their skin ranges through many different hues. All dwarven skin tones reflect the dwarven ties with the elements (especially earth) colors such as brown, the colour of freshly turned earth, ruddy clay, light sand or even the grey of granite. Their hair is similar in tone, often looking like strands of spun metal like gold, silver, copper, iron or coal. Geldenheim Dwarves take great pride in their hair and always let it grow long, though always immaculately trimmed. A Dwarf’s hair is also a symbol of their clan. Dwarves place their hair in elaborate braids adorning it with finely crafted jewelry. These are not arbitrary decorations however, they adhere to a strict code of conduct and denote a particular dwarf’s family, clan and rank within each. It is usually easy to find a leader among the dwarves of Geldenheim just look for the one with most fanciful and bejeweled hair. A dwarf who cuts their hair is considered bereft of clan and title. Hair cutting and shaving is reserved for those cast out of dwarven society. Dwarves are a long lived race. Maturing at around 30 years of age most dwarves live to see their second century and some have been known to live well into their third.
Relations: Dwarves get along best with the Oghrim, both being elder races they have fought countless battles and survived myriads of cataclysms together. In most ways a dwarf will treat Oghrim the way they would treat another dwarf. Considering that within the last 600 years (2 - 3 dwarven generations) the human Empire of Isandreal tried to enslave nearly a whole clan of dwarves leading to a brief, brutal and bloody conflict that ended with the fall of said empire. Most dwarves are mistrustful of humans and their intentions, considering them to be untrustworthy and quick to betray. Given the history of humans this is not an unfounded assumption. This is especially true of humans hailing from either the Empire of Shesh or the Volde lands (places where slavery is still widely practiced). Though in recent years good relations between both the northern Trade Kingdoms and the Kingdom of Keldreal, especially the installment of the dwarven Baron at Longbridge, have done much to gain some small respect and trust for Men (northern men at least).
Exiles are given wide berth by most dwarves. Though they respect the fighting prowess of the Kenji, the standoffish attitude and rampant magiphobia of the Exiles, along with their ability to take slight at nearly anything means that dwarves tend to avoid contact with Exiles unless absolutely necessary. Most meetings between the two races end in a fight. Dwarves loathe Shadow Dwarves with all their being and will usually kill any of the “abominations” on sight without hesitation. Geldenheim dwarves have a somewhat strained relationship with the new comer Osterwald dwarves, treating them as estranged cousins or errant children. Most Geldenheim dwarves feel a need to educate the Osterwald on how to be a real dwarf.
Alignment: Like all First Born Geldenheim dwarves tend towards goodness, though there are always exceptions to prove the rule. They also are generally lawful, placing tradition, family and clan very high in their values
Dwarven Lands: The Kingdom of Geldenheim is situated deep within, on and around the northern portion of the Iron Peaks. Most dwarven cities are situated underground with only watch towers and fierce battlements denoting their positions. This makes many of the other peoples of Isankur regard the dwarves as insular and somewhat paranoid but any dwarf will tell you not to be foolish they live underground because up in the mountains arable land is hard to come by and they’re are not going to waste it by putting up houses. Geldenheim is not the only Dwarven Kingdom, situated on the outskirts of the Volde lands is the BleitzKraag the smoldering volcano that rose around the resting place of the demon lord Atzel-Kahn. It is the home of the vicious Shadow Dwarves. Farther to the east beyond the Desolation is the mysterious home of the Osterwald dwarves.
Language: Geldenheim Dwarves speak their own language, the gold tongue; which also uses its own alphabet and script based off the First words. Dwarven stories tend to be oral as dwarves love to embellish their tales. Anything of great importance is always written down. When Geldenheim dwarves learn other languages it is usually Isan, the language of ancient Isandreal as well as the tongue of trade used by the human lands. They may also learn Oghrish, Draconian, the sub languages of men or the tongues of their enemies.
Names: To the Dwarves of Geldenheim names are a sacred thing. The name of the clan comes first, then the name of the family and finally ones given name (usually given to oneself). A dwarf also has a true name, but they believe that to know such a thing grants another some measure of control of that person. As such a true name is only known by the closest of family members and it is considered one of the greatest honors and signs of trust to be told a dwarf’s true name.
Dwarven Racial Traits
· +2 Strength, +2 Constitution, -2 Charisma: Dwarves are strong and tough, but are not known for their endearing personalities.
· Medium: as medium creatures, dwarves have no special bonuses or penalties due to their size.
· Dwarf base land speed is 20 feet. However dwarves can move at this speed even when wearing medium or heavy armor or carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations.)
· Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal vision, and dwarves can function just fine with no light at all.
· Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings and the like. Something that isn’t stone but is disguised as it also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a search check as if he were actively searching and a dwarf can use the search skill to find stonework traps just as a rogue can. A dwarf can also intuit depth sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability due to their ties to the elements.
· Weapon Familiarity: Dwarves may treat waraxes as martial weapons rather than exotic weapons.
· Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
· +2 racial bonus to saving throws against poison: dwarves are hardy and resistant to toxins.
· +2 racial bonus to saving throws against spells and spell-like abilities: Dwarves ancient ties to the Words of Creation still afford them some protection from magic.
· +2 racial bonus on appraise checks that are related to stone or metal items: dwarves are familiar with valuable items of all kind especially those made of stone or metal
· Resistance to Energy. Dwarves magical heritage and affinity for the elements provides them with some measure of protection against energy attacks giving them resistance to fire 5, cold 5 and electricity 5.
· Automatic Languages: dwarven characters begin the game knowing both dwarven (Geldenheim) and Isan.
· Favored class: Fighter
· Level adjustment: +1