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<blockquote data-quote="-SIN-" data-source="post: 3815992" data-attributes="member: 50643"><p>[sblock=Eldlorn - Arcane Dwarves]</p><p></p><p>Eldlorn Racial Traits</p><p></p><p>• +2 Intelligence, –2 Charisma: Where other dwarves are hardy, eldlorn are smart, though they share the gruff disposition of most dwarves.</p><p></p><p>• Medium: As Medium creatures, eldlorn have no special bonuses or penalties due to their size.</p><p></p><p>• Eldlorn base land speed is 20 feet. Unlike other dwarves, eldlorn base speed is reduced when wearing medium or heavy armor or when carrying a medium or heavy load, as for other creatures.</p><p></p><p>• Darkvision: Eldlorn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and eldlorn can function just fine with no light at all.</p><p></p><p>• Low-light vision: Eldlorn see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.</p><p></p><p>• Stonecunning: This ability grants an arcane dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even hen built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An eldlorn who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an eldlorn can use the Search skill to find stonework</p><p>traps as a rogue can. An arcane dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.</p><p></p><p>• Fey: As fey, eldlorn are immune to spells and spelllike effects that specifically target humanoids, such as charm person or hold person.</p><p></p><p>• Dwarven Blood: Although they are fey, not humanoids, eldlorn breed true with dwarves. The child of an eldlorn-dwarf union is always a dwarf; because of this, the eldlorn race dwindles with each generation. For all effects related to race, eldlorn are considered dwarves.</p><p></p><p>• +2 racial bonus on Knowledge (arcana) and Knowledge (history) checks. These skills are always class skills for eldlorn characters, and arcane dwarves can make these checks untrained.</p><p></p><p>• +2 racial bonus on Craft checks that are related to stone or metal.</p><p></p><p>• Ancestral Memories (Su): Once per week, an eldlorn can contact his ancestors to seek advice on a specific course of action. This ability functions as the augury spell cast by a cleric of a level equal to the eldlorn’s Hit Die total. It is the eldlorn’s ancestors, rather than</p><p>a deity, who offer a prediction.</p><p></p><p>• Automatic Languages: Sylvan, Undercommon, sometimes Dwarven. Bonus Languages: Common, Draconic, Giant, Gnome, Goblin, Orc, and Terran.</p><p></p><p>• Favored Class: Wizard. A multiclass eldlorn’s wizard class does not count when determining whether he takes an experience point penalty for multiclassing.[/sblock]</p><p></p><p>[sblock=Isen - Arctic Dwarves]</p><p></p><p>Isen Racial Traits</p><p></p><p>• –2 Dexterity, +4 Constitution, –2 Charisma: Isen have the same detached personalities as other dwarves, but an almost preternatural endurance more than makes up for their being less agile than their dwarven kin.</p><p></p><p>• Medium: As Medium creatures, isen have no special bonuses or penalties due to their size.</p><p></p><p>• Isen base land speed is 20 feet. However, arctic dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p></p><p>• Darkvision: Isen can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and isen can function just fine with no light at all.</p><p></p><p>• Ice and Stonecunning: This ability grants an arctic dwarf a +2 racial bonus on Search checks to notice unusual ice or stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe surfaces, shaky ceilings, and the</p><p>like. Something that isn’t ice or stone but is disguised as such also counts as unusual ice or stonework. An arctic dwarf who merely comes within 10 feet of unusual ice or stonework can make a Search check as if he were actively searching, and an isen can use the Search skill to find ice or stonework traps as a rogue can. An arctic dwarf can also intuit depth, sensing his approximate depth underground or beneath an icebound surface as naturally as a human can sense which way is up.</p><p></p><p>• Stability: An isen gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p></p><p>• Cold Subtype: Isen are immune to all cold damage, but are vulnerable to fire, taking half again as much (+50%)damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.</p><p></p><p>• +1 racial bonus on attack rolls against frost giants and white dragons.</p><p></p><p>• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p></p><p>• +4 racial bonus on Survival checks made in arctic or underground environments.</p><p></p><p>• Automatic Languages: Dwarven and Common. Bonus Languages: Draconic, Giant, Terran, and Undercommon.</p><p></p><p>• Favored Class: Druid. A multiclass isen’s druid class does not count when determining whether he takes an experience point penalty for multiclassing[/sblock]</p></blockquote><p></p>
[QUOTE="-SIN-, post: 3815992, member: 50643"] [sblock=Eldlorn - Arcane Dwarves] Eldlorn Racial Traits • +2 Intelligence, –2 Charisma: Where other dwarves are hardy, eldlorn are smart, though they share the gruff disposition of most dwarves. • Medium: As Medium creatures, eldlorn have no special bonuses or penalties due to their size. • Eldlorn base land speed is 20 feet. Unlike other dwarves, eldlorn base speed is reduced when wearing medium or heavy armor or when carrying a medium or heavy load, as for other creatures. • Darkvision: Eldlorn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and eldlorn can function just fine with no light at all. • Low-light vision: Eldlorn see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Stonecunning: This ability grants an arcane dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even hen built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An eldlorn who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an eldlorn can use the Search skill to find stonework traps as a rogue can. An arcane dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. • Fey: As fey, eldlorn are immune to spells and spelllike effects that specifically target humanoids, such as charm person or hold person. • Dwarven Blood: Although they are fey, not humanoids, eldlorn breed true with dwarves. The child of an eldlorn-dwarf union is always a dwarf; because of this, the eldlorn race dwindles with each generation. For all effects related to race, eldlorn are considered dwarves. • +2 racial bonus on Knowledge (arcana) and Knowledge (history) checks. These skills are always class skills for eldlorn characters, and arcane dwarves can make these checks untrained. • +2 racial bonus on Craft checks that are related to stone or metal. • Ancestral Memories (Su): Once per week, an eldlorn can contact his ancestors to seek advice on a specific course of action. This ability functions as the augury spell cast by a cleric of a level equal to the eldlorn’s Hit Die total. It is the eldlorn’s ancestors, rather than a deity, who offer a prediction. • Automatic Languages: Sylvan, Undercommon, sometimes Dwarven. Bonus Languages: Common, Draconic, Giant, Gnome, Goblin, Orc, and Terran. • Favored Class: Wizard. A multiclass eldlorn’s wizard class does not count when determining whether he takes an experience point penalty for multiclassing.[/sblock] [sblock=Isen - Arctic Dwarves] Isen Racial Traits • –2 Dexterity, +4 Constitution, –2 Charisma: Isen have the same detached personalities as other dwarves, but an almost preternatural endurance more than makes up for their being less agile than their dwarven kin. • Medium: As Medium creatures, isen have no special bonuses or penalties due to their size. • Isen base land speed is 20 feet. However, arctic dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). • Darkvision: Isen can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and isen can function just fine with no light at all. • Ice and Stonecunning: This ability grants an arctic dwarf a +2 racial bonus on Search checks to notice unusual ice or stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe surfaces, shaky ceilings, and the like. Something that isn’t ice or stone but is disguised as such also counts as unusual ice or stonework. An arctic dwarf who merely comes within 10 feet of unusual ice or stonework can make a Search check as if he were actively searching, and an isen can use the Search skill to find ice or stonework traps as a rogue can. An arctic dwarf can also intuit depth, sensing his approximate depth underground or beneath an icebound surface as naturally as a human can sense which way is up. • Stability: An isen gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). • Cold Subtype: Isen are immune to all cold damage, but are vulnerable to fire, taking half again as much (+50%)damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. • +1 racial bonus on attack rolls against frost giants and white dragons. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +4 racial bonus on Survival checks made in arctic or underground environments. • Automatic Languages: Dwarven and Common. Bonus Languages: Draconic, Giant, Terran, and Undercommon. • Favored Class: Druid. A multiclass isen’s druid class does not count when determining whether he takes an experience point penalty for multiclassing[/sblock] [/QUOTE]
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