Alright.
My first 4e game is going to be run by my fiancee. I've been the de facto GM for our group for a few years, so this is the first time in a while that I'll get to play a character.
This also may be the last time I will be able to for some time, as I don't know how often she will want to GM in the future.
As such, I'm attempting to make a memorable character. To do so, I find myself going back to prior memorable characters that I've played. Of all of them, two stand out, despite playing neither of them for more than 2 or 3 sessions.
They are memorable to the point that my website is named after one.
They have one thing in common.
They were both Gully Dwarves.
Now, for those of you who don't know Dragonlance, and don't know what a Gully Dwarf is, I give you the following description.
From http://kencyclopedia.com/kender/roleplaying/3EGullyDwarves.cfm
But WotC, in their foolishness, failed to include 4e stats for the Gully Dwarf! I know! It's incomprehensible!
Which means I need to make my own.
I have ran this by a couple of other boards. It has gone through some changes, and I am now bringing it here. Please comment and let me know what you think.
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Gully Dwarf (Aghar)
RACIAL TRAITS
Average Height: 3’6”–4’
Average Weight: 100-140 lb.
Ability Scores: +2 Constitution, +2 Dexterity
Size: Small
Speed: 6 squares
Vision: Low-light
Languages: Common, Gullytalk (a pidgin language, incomprehensible to all but Gully Dwarves)
Skill Bonuses: +2 Dungeoneering, +2 Stealth/Endurance (I haven't decided yet, any suggestions?)
Dwarf Blood: Aghar are, in fact, Dwarves. Mostly. Technically. They count as Dwarves for all effects, at any rate.
Cast Iron Stomach: +5 racial bonus on saving throws against poison.
Sticks and Stones: Aghar gain a +2 proficiency bonus when wielding improvised weapons (both melee and ranged).
Beneath Notice: By looking pathetic and cowering in front of enemies, the Gully is able to move about the battlefield with impunity.
Aghar do not provoke any Opportunity Attacks while moving. This effect ends immediately after you attack any enemy in an encounter. All other Opportunity Attack conditions still apply.
Cornered!: When flanked or adjacent to 3 or more enemies, you get a +1 bonus on damage rolls.
My first 4e game is going to be run by my fiancee. I've been the de facto GM for our group for a few years, so this is the first time in a while that I'll get to play a character.
This also may be the last time I will be able to for some time, as I don't know how often she will want to GM in the future.
As such, I'm attempting to make a memorable character. To do so, I find myself going back to prior memorable characters that I've played. Of all of them, two stand out, despite playing neither of them for more than 2 or 3 sessions.
They are memorable to the point that my website is named after one.
They have one thing in common.
They were both Gully Dwarves.
Now, for those of you who don't know Dragonlance, and don't know what a Gully Dwarf is, I give you the following description.
From http://kencyclopedia.com/kender/roleplaying/3EGullyDwarves.cfm
In any case, a Gully Dwarf is one of my main choices for a character for this game. I loved my first two (a CN Paladin and a Druid) and am seriously considering making another Gully Dwarf Paladin for my first 4e character.Gully Dwarves are among the most reviled races on Krynn. Of unknown origin (some say dwarves and gnomes, while others replace gnomes with humans), the Aghar are a dwarven subrace that has managed to eke out a meager existance wherever they can, mainly in refuse heaps and other places most civilized races would not care to touch. Due to this, they have a keen survival instinct and a foraging talent like no other. They may seem cowardly, running from most any danger, but corner a Gully and you will be in for a surprise. On the whole, though, Aghar are very stupid, with maybe 1 out of every 50 being able to count higher than 2. Nonetheless, Gullys are almost universally cheerful people.
But WotC, in their foolishness, failed to include 4e stats for the Gully Dwarf! I know! It's incomprehensible!
Which means I need to make my own.
I have ran this by a couple of other boards. It has gone through some changes, and I am now bringing it here. Please comment and let me know what you think.
----------------
Gully Dwarf (Aghar)
RACIAL TRAITS
Average Height: 3’6”–4’
Average Weight: 100-140 lb.
Ability Scores: +2 Constitution, +2 Dexterity
Size: Small
Speed: 6 squares
Vision: Low-light
Languages: Common, Gullytalk (a pidgin language, incomprehensible to all but Gully Dwarves)
Skill Bonuses: +2 Dungeoneering, +2 Stealth/Endurance (I haven't decided yet, any suggestions?)
Dwarf Blood: Aghar are, in fact, Dwarves. Mostly. Technically. They count as Dwarves for all effects, at any rate.
Cast Iron Stomach: +5 racial bonus on saving throws against poison.
Sticks and Stones: Aghar gain a +2 proficiency bonus when wielding improvised weapons (both melee and ranged).
Beneath Notice: By looking pathetic and cowering in front of enemies, the Gully is able to move about the battlefield with impunity.
Aghar do not provoke any Opportunity Attacks while moving. This effect ends immediately after you attack any enemy in an encounter. All other Opportunity Attack conditions still apply.
Cornered!: When flanked or adjacent to 3 or more enemies, you get a +1 bonus on damage rolls.