Seeking for help: half-dwarf

Zzyzx

First Post
I've introduced half-dwarf/half-human "muls" to my campaign that is very elemental focused in setting. Stronger tension between elemental forces and less focus on good vs evil (i.e. clerics worship one of the four cardinal elements, and always have Air, Earth, Fire, or Water as a third domain).

Dwarves are bald like in Darksun, and Small with Powerful Build and +2 racial bonus on saving throws against all fire spells and effects instead of some of the standard PHB resistances. They also are more crafty, roguish types, though still very clannish. Dwarves are traditionally more aligned with the powers of Fire and Earth. (Elves are aquatic and more aligned with Air and Water, but that is another story.)

Humans are pretty normal, stats as the PHB and not particularly aligned with any of the elements.

My idea for Half-Dwarf "Muls" follows:

Muls

Humans and dwarves often dwell in the same areas, and through close contact some pairing between the races can occur. The result of these matches is called a mul. They are often stronger than either parent, inheriting the size of the human and the heavy frame of the dwarf, but have a reputation (sometimes deserved) of a weak intellect, as well as the hard-headed nature of the dwarf. They are most often as hairless as their dwarven parent, but their skin may be of any human or dwarven shade. In both human and dwarf communities, young muls are expected to grow up to be warriors and use their strength to protect the tribe or clan. Especially among the dwarves, muls are expected to dedicate their lives to the clan, as they are unable to breed.

• +2 Strength, -2 Intelligence, -2 Charisma. A Mul’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, Muls have no special bonuses or penalties due to their size.
• Mul base land speed is 30 feet.
• Darkvision: Muls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Muls can function just fine with no light at all.
• Dwarf Blood: For all effects related to race, a Mul is considered a Dwarf.
• Automatic Languages: Common and Dwarf. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Barbarian. A multiclass Mul’s barbarian class does not count when determining whether he takes an experience point penalty.

So basically the half-orc stats with different fluff. Any ideas to make them a little unique without changing the power level? I need them to be ECL +0 to stay one of the core PC races.
 

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I got this from a file I downloaded from Athas.org. This is from an older version than what's there, now. I have not looked at the updates to see if there have been any changes.

Mul Traits
• +4 Strength, +2 Constitution, -2 Charisma. Combining the human height with the dwarven musculature, muls end up stronger than either parent race, but their status as born-to-be slaves makes them insecure in their dealings with others.
• Medium: As Medium creatures, muls have no special bonuses or penalties due to their size.
• Mul base land speed is 30 feet.
• Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like normal sight, and muls can function just fine with no light at all.
• Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement.
• Extended activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue.
• Dwarven Blood: For all special abilities and effects, a mul is considered a dwarf. Muls, for example, can use dwarvish weapons and magic items with racially specific dwarven powers as if they were dwarves.
• Nonlethal Damage Resistance 1/-. Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
• Favored Class: Gladiator
• Automatic Language: Common. Bonus Languages: Dwarven, Elven, Gith, Giant, Tarek
• Level Adjustment +1. As a hybrid half-race, muls are considerably more powerful than either of their parent races, thus they gain levels more slowly.​
Other than being a +1 Level Adjustment, it's pretty good. I'm not sure what to remove to bring it down to a +1 level adjustment. Maybe dropping the +4 Strength to a +2? And, ??? I don't know???
 
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