Dwarves: My flavor and twist on the angry miners.

Meatboy

First Post
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
 

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I like the fluff, I just don't care too much for the abilities. Why? Because they don't have any basis in the fluff. Why are they stronger than other dwarves? Why are they resistant to elemental attacks? Because they were created earlier? I guess I just don't follow that reasoning. I also think that they are probably LA +2 as written but I am far from the master of crunch.

Drexes
 

Meatboy, I am loving the great descriptions you are giving the dwarves. Infact, this isn't half-off what mine resemble - deep distrust for other races (orcs, giants, elves and humans, in that order), similar outlook, et al. The best part was that the fluff you provided really gives them a life - they do seem to be a part of real, live world; which is just great :) Excellent fluff, although lets see what we can do with the crunch here, eh?

Meatboy said:
· +2 Strength, +2 Constitution, -2 Charisma: Dwarves are strong and tough, but are not known for their endearing personalities.
Okay, here's what I did and what I would suggest you to do. Give them +2 Str, +2 Con and a -2 Dex. Dwarves really don't NEED Dex, and it helps tie in with the standby that dwarves are slow movers and take their time, etc. Now, in order to represent their crotchety nature, give them a -2 penalty on all Cha-based skill checks except for intimidate. I did this, and it works and it IS balanced - Cha only helps out some (or in your case, most) spellcasters and Turning Undead - and since dwarves can be so passionate about things I don't see why they wouldn't be when caving in the heads of a few zombies :] Also, -2 to Cha based essentually gives them a -4 to charisma on one of the most important aspects of the Cha ability score.

Meatboy said:
· Medium: as medium creatures, dwarves have no special bonuses or penalties due to their size.
okay, sounds alright.

Meatboy said:
· 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.)
This is undeniably a very nice ability (and even according to the FAQ allows dwarves to Tumble in fullplate :heh: ) and gives them a definite nudge to LA+1

Meatboy said:
· 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.
Another nice one, but fitting.

Meatboy said:
· 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.
I might just keep the +2 to search checks and the ability to sense how far underground you are - it's all you really need and they are nice & appropriate.

Meatboy said:
· Weapon Familiarity: Dwarves may treat waraxes as martial weapons rather than exotic weapons.
Okay, still sounds good.

Meatboy said:
· 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).
Again, okay.

Meatboy said:
· +2 racial bonus to saving throws against poison: dwarves are hardy and resistant to toxins.
Is this really needed? There really isn't much need for this minor ability, and with everything else I'd rather see you with a balanced race than with one which isn't.

Meatboy said:
· +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.
Okay, still good.

Meatboy said:
· +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
Alrighty.

Meatboy said:
· 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.
How about Resist 1 each, or choose one to get 5 from? Honestly, it is well known that the dwarf is by a long shot the most powerful PC race, and even with the core dwarf it should be a LA +1 race. Or, how about giving them, as part of their +2 vs. Spells and SPAs, +3 when Fire, Cold or Electricity is being used? Slightly more balanced and tunes them to a breezy LA +1. A nice LA +1, but dwarves are already one of the comfyest of the LA+0s

What thingks ye?
 

@drexes
I like the fluff, I just don't care too much for the abilities. Why? Because they don't have any basis in the fluff. Why are they stronger than other dwarves? Why are they resistant to elemental attacks? Because they were created earlier? I guess I just don't follow that reasoning.

Well the dwarves and a few other races of this world were created by the creator using the 4 words of creation. At the time dwarves were tied to the word of elements and were immortal elemental beings. After a tragic cataclysm all the first born races lost their powers. This was not a sudden thing but every subsequent generation was less powerful as the remain diefic power became spread thinner and thinner. So due to there elemental ties in antiquity these dwarves are strong, tough, resiliant and have a natural affinity for the elements, especially resisting them.

@Nyaricus

The best part was that the fluff you provided really gives them a life - they do seem to be a part of real, live world; which is just great Excellent fluff, although lets see what we can do with the crunch here, eh?

Thanks alot, I know that a lot of times its the fluff that really brings something to life. I am glad that you dig it.

As for your suggestions. You make many excelent ones and I will go ahead and incorporate them to tone these guys back a bit.

Thanks to both of you for your comments and suggestions.
 

Meatboy said:
Thanks alot, I know that a lot of times its the fluff that really brings something to life. I am glad that you dig it.
Yeah, no problem. The funny thing is, too, that a lot of your fluff is pretty similar to mine (other than the Words of Creation bit) but just in specifically how you decribe these guys, it's pretty similar.

Meatboy said:
As for your suggestions. You make many excelent ones and I will go ahead and incorporate them to tone these guys back a bit.
Cool. I generally think I'm pretty good at balancing crunch, and like I said my dwarves are pretty similar - hell, for kicks, here they are:

[sblock]Dwarf
  • +2 Str, -2 Dex, +2 Con: Dwarves are incrediably hardy and strong, but much slower than the other races of Ascension.
  • Medium Size: despite being quite short, dwarves are broad and stocky, thus counting as medium sized creatures.
  • Base Land Speed: -25% Dwarves have short legs and are slower than the other races, However Medium and Heavy Armours do not slow Dwarves as it normally would other races.
  • Darkvision 90 feet: Dwarves are folk of the underground and their eyes have adjusted accordingly.
  • +2 on saving throws versus all spells and spell-like abilities.
  • -2 on all Charisma-based skill checks except intimidate
  • +2 on all Appraise, Craft and Lore skill checks involving Gems, Metals and Stones
  • Bonus Weapon Group Proficiency: Axes or Hammers or Spears
  • +1 on damage rolls versus Orcs [this includes goblins IMC] and Dragons
  • Automatic Languages: Dwarven and regional dialect(s)
  • Level Adjustment: +1
  • Class Choices: Crusader, Cut-throat, Noble, Priest, Scout, Thief, Warrior


These guys are based on Tolkiens LOTR dwarves; I have another race of dwarves called Petty Dwarves which are based off the corresponding race in Middle Earth which I haven't statted up yet either; but for now there's my core dwarven race.
[/sblock]

Meatboy said:
Thanks to both of you for your comments and suggestions.
No problem dude :)
 

[REVISED]
Here are the revised stats for my dwarves as per the suggestions made in this thread. Hopefully this evens them out a bit. Again thanks to the commentors.

Dwarven Racial Traits
· +2 Strength, +2 Constitution, -2 Dexterity: Dwarves are strong and tough, but their proportions make it hard to act as nimbly as other races.
· -2 penalty to all cha based skills, except intimidate. Dwarves do not get along well with others.
· 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 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 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 3, cold 3 and electricity 3.
· Automatic Languages: dwarven characters begin the game knowing both dwarven (Geldenheim) and Isan.
· Favored class: Fighter
· Level adjustment: +1
 

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