What DO you DO for... Dwarves? [I'm baaaaack!!]

Nyaricus

First Post
Ladies, gentlemen, geeks and gamers! I have returned to HR territory!

It's time to bring back the goodness :D

So, folks, here's the topic of my newest WDYD threads: Dwarves. What do you change about them? Have a homebrewed version you got kicking around? Seen something cool you'd like to link for us? Any positive contribution is *more* then welcome :D

I'll be posting my changes momentarily in a subsequent post.

cheers,
--N

Edit: links to other WDYD threads:
[sblock=What DO you DO Threads]
CLASSES
What DO you DO for... Barbarians?

What DO you DO for... Bards?

What DO you DO for... Clerics?

What DO you DO for... Druids?

What DO you DO for... Fighters?

What Do you Do for... Monks?

What DO you DO for... Paladins?

What DO you DO for... Ranger?

What DO you DO for... Rogues?

What DO you DO for... Sorcerers?

RACES
What DO you DO for... Half-Elves?
[/sblock]
 
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In core games, dwarves do not have any changes, yet ;)

In my homebrew Ascension: Paths of Power, dwarves are very Tolkienesque. I've done a lot of research on Middle Earth dwarves, and I think I have some very flavourful dwarves which fit in with what Tolkien wrote. While Tolkien never really differentiated between his dwarves (although there was an offshoot long ago named the petty dwarves, which I haven't fully researched yet, but will eventually stat out) there were certain "-isms" which I felt warranted the "D&D touch" of subraces; thus I have 3 varieties, named Deep Hill and Mountain dwarves; please give feedback on them :)

Dwarves in Ascension: Paths of Power
On thing must be said about dwarves in A-PoP: they enjoy work (and the benefits thereof) more then any other thing in the world. Dwarves are good at heart, but stay mostly neutral on many subjects. They are a reclusive race given to keeping to themselves, and are rarely well-integrated with other societies. They favour simple tools which get the job done. Utilitarian clothing of simple make is common, and is nothing to look at; although dwarves take great care of their beard, keeping them well-kept and stylish (to dwarven standards, of course). Orcs (orcs being the collective term for orcs proper, half-orcs, goblins, goblin-men, hobgoblins and ogres [who are descendants of orcs and giant pairings] and orogs [a new race of half-orc and half-ogre descent]) and Dwarves, whom are given to inhabiting the same underground regions, have been in conflict time untold, and both races are given to attacking first and asking questions later. Dwarves also suffer enmity with dragons, who often raid their treasure holds and steal it; trolls, who dwell deep under the earth or on the footsteps of their mountain homes and have a taste for dwarf-flesh; and giants; who dwarves have constantly fought for room to dwell up in their mountain homes.

[sblock=Deep Dwarves]
Deep Dwarves
My whole life, I have toiled under rock and stone. Never has the sun touched my face.

Deep dwarves are the most reclusive of all the dwarven races. They are the doughty workers who mine the deepest, darkest shafts of ore; many deep dwarves have never even seen the sun. They often are in conflict with goblins, who dwell deep in the earth, and trolls, who seek the darkness so as not to turn to stone - and who of course love dwarf-flesh (it's really win-win for them). Deep Dwarves are quite neutral in dwarven politics and in demeanour; they are often neutral in alignment. They have the following traits:

Deep Dwarves
  • -2 Dex, +2 Con, -2 Cha
  • Small Size: Deep Dwarves are short of stature.
  • Powerful Build: Deep Dwarves, however, have broad, powerful frames which betray their height. Whenever a Deep Dwarf is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Deep Dwarf is treated as one size larger if doing so is advantageous to him. A Deep Dwarf is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Deep Dwarf can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Base Lands Speed: -1/4*
  • Darkvision: 90 feet
  • +2 on all saves against spells and spell-like abilities.
  • +2 on all Appraise, Craft and Lore** skill-checks involving gems, metal and stone.
  • +1 on all Lore: Architecture and Survival checks. Deep Dwarves are adapted to spending long periods underground mining.
  • -2 on all Ride checks. A dwarves physique is not suited for travel in a saddle.
  • Bonus Weapon-Group Proficiency: Axes -or- Hammers -or- Picks.
  • +1 on Damage versus Orcs and Trolls
  • Automatic Language(s): Dwarven and Regional Dialect.
  • Class Choices***: Crusader, Noble, Priest, Pugilist, Scout, Warrior.
  • LA +0****
* 20 feet if using standard movement methods
** Lore = Knowledge
*** I don't use the favoured classes rule. Rather, I have a list of classes that races may be, based upon the theme of the race; you can not be a class outside this list, but maybe openly multiclass within it. If you care to use this for your games, sub-in the following list, which tries to keep with theme: Knight (PHBII), Marshall (MH, with the PHBII alt. ability 'Adrenaline Boost'), Noble (DLCS), Cloistered Cleric (UA), Monk (PHB; no alignment restrictions), Wilderness Rogue (UA; with fighter feats in lieu of SA), Fighter (PHB).
**** Most of my races are more powerful for their LA, but I don't ruin them with a glassjaw by using LA itself. This race is in-line for a LA+1 in most games.[/sblock]

[sblock=Mountain Dwarves]
Mountain Dwarves
Here is the heart and soul of Dwarfdom; where kings are made and many peoples come to trade!

Mountain Dwarfs are indeed the heart and soul of the race; they hold up all the traditional morals of the dwarves, and have some of the richest dwarven culture to be found. They have conquered vast areas of mountain ranges and have massive cities holding the majority of the dwarven populace. They are pure of heart and have recently unlocked their massive gates fo the first time in a few hundred years, opening up the world to all of the dwarven treasures and finery. Mountain Dwarves have a long history of conflicts with dragons, who desire their vast gold holdings, and have thus trained with spears to strike at their soft underbellies. They have the following traits:

Mountain Dwarves
  • +2 Str, -2 Dex, +2 Con
  • Small Size: Deep Dwarves are short of stature.
  • Powerful Build: Mountain Dwarves, however, have broad, powerful frames which betray their height. Whenever a Mountain Dwarf is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Mountain Dwarf is treated as one size larger if doing so is advantageous to him. A Mountain Dwarf is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Mountain Dwarf can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Base Lands Speed: -1/4*
  • Darkvision: 60 feet
  • +2 on all saves against spells and spell-like abilities.
  • -2 on all Charisma-based checks except Intimidate.
  • +2 on all Appraise, Craft and Lore** skill-checks involving gems, metal and stone,
  • +1 on all Lore: Dwarven History and Lore: Dwarven Local checks. Dwarves are all well-versed in their long history.
  • -2 on all Ride checks. A dwarves physique is not suited for travel in a saddle.
  • Bonus Weapon-Group Proficiency: Axes -or- Hammers -or- Spears.
  • +1 on Damage versus Orcs and Dragons
  • Automatic Language(s): Dwarven and Regional Dialect.
  • Class Choices***: Crusader, Noble, Priest, Pugilist, Thief, Warrior
  • LA +0****
* 20 feet if using standard movement methods
** Lore = Knowledge
*** I don't use the favoured classes rule. Rather, I have a list of classes that races may be, based upon the theme of the race; you can not be a class outside this list, but maybe openly multiclass within it. If you care to use this for your games, sub-in the following list, which tries to keep with theme: Knight (PHBII), Marshall (MH, with the PHBII alt. ability 'Adrenaline Boost'), Noble (DLCS), Cloistered Cleric (UA), Monk (PHB; no alignment restrictions), Rogue (PHB), Thug (UA), Fighter (PHB).
**** Most of my races are more powerful for their LA, but I don't ruin them with a glassjaw by using LA itself. This race is in-line for a LA+1 in most games.[/sblock]

[sblock=Hill Dwarves]
Hill Dwarves
Aye, the sun may shine on our faces, but our hearts still dwell in our mountain roots

Hill Dwarves are those of the race who have dwelt in the World Above (as the dwarves term it) for many generations. They are less tied to their workshops then other dwarves, haven given up a large portion of security their dwarven homelands offer; they generally face much different threats then their close cousins. Conflicts with Giants are much more common, as they dwell in the same territory much of the time. Hill Dwarves have the following traits:

Hill Dwarves
  • +2 Str, -2 Dex, +2 Con
  • Small Size: Deep Dwarves are short of stature.
  • Powerful Build: Hill Dwarves, however, have broad, powerful frames which betray their height. Whenever a Hill Dwarf is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Hill Dwarf is treated as one size larger if doing so is advantageous to him. A HIll Dwarf is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Hill Dwarf can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Base Lands Speed: -1/4*
  • Darkvision: 30 feet
  • +2 on all saves against spells and spell-like abilities.
  • -2 on all Charisma-based checks except Intimidate.
  • +2 on all Appraise, Craft and Lore** skill-checks involving gems, metal and stone.
  • +1 on all Lore: Geography and Lore: [Region] Local checks. Dwarves know a great deal about the lands they dwell in and the people therein.
  • -2 on all Ride checks. A dwarves physique is not suited for travel in a saddle.
  • Bonus Weapon-Group Proficiency: Axes -or- Hammers -or- Clubs & Maces.
  • +1 on Damage versus Orcs and Giants
  • Automatic Language(s): Dwarven and Regional Dialect.
  • Class Choices***: Crusader, Noble, Priest, Pugilist, Scout, Warrior.
  • LA +0****
* 20 feet if using standard movement methods
** Lore = Knowledge
*** I don't use the favoured classes rule. Rather, I have a list of classes that races may be, based upon the theme of the race; you can not be a class outside this list, but maybe openly multiclass within it. If you care to use this for your games, sub-in the following list, which tries to keep with theme: Knight (PHBII), Marshall (MH, with the PHBII alt ability 'Adrenaline Boost'), Noble (DLCS), Cloistered Cleric (UA), Monk (PHB; no alignment restrictions), Wilderness Rogue (UA; with fighter feats in lieu of SA), Fighter (PHB).
**** Most of my races are more powerful for their LA, but I don't ruin them with a glassjaw by using LA itself. This race is in-line for a LA+1 in most games.[/sblock]

cheers,
--N
 
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From when I had Dwarves (per se) kicking around, it was just this - other than flavour text:

+2 Con, -2 Dex (rather than the standard mods).
 



From the Aquerra wiki:

Dwarves are non-magical in nature. No dwarf may ever cast arcane spells without being afflicted by a curse that eventually twists him into an evil and misshapen derro.
 


In my campaign I use a world similar to the Elder Scrolls games: dwarves have been gone for hundreds of years and no one really even knows why. :)
 

evilbob said:
In my campaign I use a world similar to the Elder Scrolls games: dwarves have been gone for hundreds of years and no one really even knows why. :)

Funny, thats what I do with Gnomes.

Scholars are trying to decipher the gnomish language of "Dwer".
 

Aus_Snow said:
From when I had Dwarves (per se) kicking around, it was just this - other than flavour text:

+2 Con, -2 Dex (rather than the standard mods).
That's basically a change I've been considering; and giving dwarves -2 on all Charisma-base checks except for intimidate, and a -2 on Ride checks. Dwarves are still the most powerful core race; this brings them back in line, IMO.

XCorvis said:
Yay, welcome back Nyaricus! Don't forget you've still got to do Wizards too.
It's nice to be back; I've been posting a a few threads in HR the last week, and I've finally decided to bring back the goodness.Be prepared for more from me :]

el-remmen, you just reminded me that I didn't give my dwarve the +2 against spells and spell-like abilities I meant to :heh:. BTW, love the flavour aspect of them twisting into Derro if they cast (arcane?) spells. That's prime material right there :)

Raven Crowking - of course *I* know about these guys, but it's always nice to hook u all these threads together.

cheers,
--N
 

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