Savage Dwarves

drnuncheon

Explorer
I'm getting ready to start a short online game, and my wife expressed an interest in running a dwarven barbarian. Not only did she do that, but she wrote a nifty backstory dealing with how she was chosen by the Wolverine spirit when she went to find her totem, and was "blessed" with his rage.

Anyway, as she went to make the stats, we both felt that the standard dwarven abilities didn't really seem to fit the savage tribe she pictured her character as being from. They're not the traditional underground miners, so things like Stonecunning, Craft & Appraise bonuses aren't very appropriate.

Here's what I was thinking of changing - do people think this is a fair trade? Too generous? Not good enough?

* +2 to Craft (stone/metal) & Appraise (rare/exotic) becomes +2 to Wilderness Lore
* +2 to poison saves becomes +2 to saves vs. cold
* attack/dodge bonuses remain the same (orcs, goblinoids and giants roam the mountains)
* darkvision remains the same (although they're not dwellers in the underground, their ancestors were).

The thing I need the most help on is stonecunning. Obviously that needs to become something more related to their habitat - but what should I replace it with? Any great ideas?

J
 

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Is this berserker-barb?
Then it shouldn't be to different, wilderness lore and all that is good.

Or a Lonley barb?
Community is what holds a together dwarves, this dwarf will go crazy. Totem warrior and Fera are good, Iron shadow did ther first, and I did Fera. I can't find them now.
 

drnuncheon said:
I'm getting ready to start a short online game, and my wife expressed an interest in running a dwarven barbarian. Not only did she do that, but she wrote a nifty backstory dealing with how she was chosen by the Wolverine spirit when she went to find her totem, and was "blessed" with his rage.

Anyway, as she went to make the stats, we both felt that the standard dwarven abilities didn't really seem to fit the savage tribe she pictured her character as being from. They're not the traditional underground miners, so things like Stonecunning, Craft & Appraise bonuses aren't very appropriate.

Here's what I was thinking of changing - do people think this is a fair trade? Too generous? Not good enough?

* +2 to Craft (stone/metal) & Appraise (rare/exotic) becomes +2 to Wilderness Lore
* +2 to poison saves becomes +2 to saves vs. cold
* attack/dodge bonuses remain the same (orcs, goblinoids and giants roam the mountains)
* darkvision remains the same (although they're not dwellers in the underground, their ancestors were).

The thing I need the most help on is stonecunning. Obviously that needs to become something more related to their habitat - but what should I replace it with? Any great ideas?

J

Why doesn't it fit as is?

Craft stone = Making stone tools and weapons (essential for a savage barbarian), I'd also think poison would be a constant threat regardless of culture (wild mushrooms, spiders etcetc)

Stonecutting I'd keep as a rationale for all thos Stonehenge type structures:) otherwise Intuit Direction +2 is nice.

However its your game so enjoy...
 

drnuncheon said:

* +2 to Craft (stone/metal) & Appraise (rare/exotic) becomes +2 to Wilderness Lore
* +2 to poison saves becomes +2 to saves vs. cold
* attack/dodge bonuses remain the same (orcs, goblinoids and giants roam the mountains)
* darkvision remains the same (although they're not dwellers in the underground, their ancestors were).

The thing I need the most help on is stonecunning. Obviously that needs to become something more related to their habitat - but what should I replace it with?

Stonecunning is a bonus to Spot & Search under specific conditions. IMHO it makes sense to take away the Stonecunning, Appraise and Craft bonuses and replace them with +2 Spot and +2 Listen bonus.

The +2 vs. Poison should remain the same -- poison is a threat everywhere.

-- Nifft
 

PC, good to see you on the thread, since I'm kicking things off with something very near & dear to your heart. :D If you're not too tired of following OSM storyhours you will be able to check this one out once we start.

The weather sense sounds kind of interesting, a way to definitely connect the dwarves more with their aboveground environment. I'll run it by her and see what she thinks.

To answer some of the other questions/comments:

Craft bonuses: sure, being able to make stone weapons is useful, but I didn't want it to be the focus of this dwarven culture, the way forging is so important to ordinary dwarves. I wanted to find something that would better reflect their savage, fallen nature - they've lost the old crafting secrets.

Regarding the poison, again I wanted to reflect the harsh environment of the dwarves. There aren't going to be many poisonous animals in the mountains (at least aboveground) while the cold and ice is an everpresent threat to them.

Ferret, I'm sorry, but I have no idea what you just said. Totem warrior and Fera? Are those prestige classes?

J
 

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