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(Mongoose) Quintessential Dwarf II - Out This Week!
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<blockquote data-quote="MongooseMatt" data-source="post: 1640433" data-attributes="member: 16996"><p>Hi guys,</p><p></p><p>The Quintessential Dwarf II, penned by Alejandro Melchor, is out this week!</p><p></p><p>Racial Paths allows characters who opt to take certain feats and skills to follow specific dwarven archetypes, granting them a certain set of benefits and disadvantages that will serve to emphasise their cultural background. For example, a character may opt to pursue the Path of Defiance, possibly granting him the benefit of being Unshakeable though in doing so, he will also develop a Short Fuse. Many such Paths are open to Dwarves, including the Path of Delving, Diamond, Family, Granite, Magma, Mountains, Mundane, Protection, Shade and Tradition.</p><p></p><p>Multiclassed Dwarves looks at specialising characters through existing core classes, with a specific view to the nature of the dwarven race. For example, a Dwarven Bard/Druid can become a Cavern Singer while a Fighter/Evoker becomes a Forge Warrior. There are only slight tweaks to the existing classes when they are used in this way but they serve to ensure each race in your campaign has its own very unique culture.</p><p></p><p>The Legendary Dwarf concentrates on prestige classes that will interest high level characters and they are all given rules that will push them high into Epic Level. These include the Demolisher, Earthcore, Forge Hand, Hoard Seeker, King Under the Mountain, Storm Warrior and Titankin.</p><p></p><p>Superior Tools is a standard feature, looking at the very best a race or class can produce - for Dwarves, this may be limitless. New weapons include mortars, orgraths, power rams and phosphate, while armour goes from the plated cloak to fortress shields and, useful in dungeons, the interlocking shield. More space is given to Thaergrin - Great Armour that can turn its wearer into a lumbering juggernaut. Various alchemical and mineral materials will get crafting types interested, allowing them to create exotic items with a multitude of new ingredients and techniques.</p><p></p><p>The Magical Dwarf centres on what this race can produce through arcane and divine means, from bouncing melee weapons to repairing armour. Complete rules are given for crafting Dwarven Stone Circles and the various abilities that can be granted to a dolmen. This leads to Ancestor Worship and a genuinely new form of religion that is readily adaptable to any campaign.</p><p></p><p>Tricks of the Race introduces Dwarven Fighting Styles, along with some superb illustrations that demonstrate just how these unique styles are used in combat - don't try it at the gaming table! Special Combat Training can also keep groups of dwarves fit for battle with some new tricks, so long as they can find a suitable mentor. Last, Dwarven Sports and Games looks at the more physical past-times of Dwarves with some unique 'tests' that can be inflicted on non-dwarves at a moment's notice.</p><p></p><p>The Dwarven Engineering chapter covers everything a crafting type character could want who is after something. . . more. From siege engines to fortified structures, the Dwarven talent for engineering is explored and translated into the d20 System so you can begin filling your campaign world with some truly wondrous locations that do not require magic for creation.</p><p></p><p>The next chapter focuses on the Clan, and provides a complete structure to create Dwarven Clans, their leaders, citizens and society - in theory, you could stat block every Dwarven settlement in your campaign world. A great benefit to Games Masters and players who wish to lead other Dwarves.</p><p></p><p>The book winds up with Survival Tactics, an essay on the best use of Dwarves while adventuring and how they can improve their success rate in adventures while staying alive - vital reading for anyone wanting to immerse themselves in what it means to be Dwarven. This is followed by a complete index and character sheet.</p><p></p><p>The Quintessential Dwarf II is priced at $21.95 and is available this week from all good games stores and book shops.</p></blockquote><p></p>
[QUOTE="MongooseMatt, post: 1640433, member: 16996"] Hi guys, The Quintessential Dwarf II, penned by Alejandro Melchor, is out this week! Racial Paths allows characters who opt to take certain feats and skills to follow specific dwarven archetypes, granting them a certain set of benefits and disadvantages that will serve to emphasise their cultural background. For example, a character may opt to pursue the Path of Defiance, possibly granting him the benefit of being Unshakeable though in doing so, he will also develop a Short Fuse. Many such Paths are open to Dwarves, including the Path of Delving, Diamond, Family, Granite, Magma, Mountains, Mundane, Protection, Shade and Tradition. Multiclassed Dwarves looks at specialising characters through existing core classes, with a specific view to the nature of the dwarven race. For example, a Dwarven Bard/Druid can become a Cavern Singer while a Fighter/Evoker becomes a Forge Warrior. There are only slight tweaks to the existing classes when they are used in this way but they serve to ensure each race in your campaign has its own very unique culture. The Legendary Dwarf concentrates on prestige classes that will interest high level characters and they are all given rules that will push them high into Epic Level. These include the Demolisher, Earthcore, Forge Hand, Hoard Seeker, King Under the Mountain, Storm Warrior and Titankin. Superior Tools is a standard feature, looking at the very best a race or class can produce - for Dwarves, this may be limitless. New weapons include mortars, orgraths, power rams and phosphate, while armour goes from the plated cloak to fortress shields and, useful in dungeons, the interlocking shield. More space is given to Thaergrin - Great Armour that can turn its wearer into a lumbering juggernaut. Various alchemical and mineral materials will get crafting types interested, allowing them to create exotic items with a multitude of new ingredients and techniques. The Magical Dwarf centres on what this race can produce through arcane and divine means, from bouncing melee weapons to repairing armour. Complete rules are given for crafting Dwarven Stone Circles and the various abilities that can be granted to a dolmen. This leads to Ancestor Worship and a genuinely new form of religion that is readily adaptable to any campaign. Tricks of the Race introduces Dwarven Fighting Styles, along with some superb illustrations that demonstrate just how these unique styles are used in combat - don't try it at the gaming table! Special Combat Training can also keep groups of dwarves fit for battle with some new tricks, so long as they can find a suitable mentor. Last, Dwarven Sports and Games looks at the more physical past-times of Dwarves with some unique 'tests' that can be inflicted on non-dwarves at a moment's notice. The Dwarven Engineering chapter covers everything a crafting type character could want who is after something. . . more. From siege engines to fortified structures, the Dwarven talent for engineering is explored and translated into the d20 System so you can begin filling your campaign world with some truly wondrous locations that do not require magic for creation. The next chapter focuses on the Clan, and provides a complete structure to create Dwarven Clans, their leaders, citizens and society - in theory, you could stat block every Dwarven settlement in your campaign world. A great benefit to Games Masters and players who wish to lead other Dwarves. The book winds up with Survival Tactics, an essay on the best use of Dwarves while adventuring and how they can improve their success rate in adventures while staying alive - vital reading for anyone wanting to immerse themselves in what it means to be Dwarven. This is followed by a complete index and character sheet. The Quintessential Dwarf II is priced at $21.95 and is available this week from all good games stores and book shops. [/QUOTE]
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