PumpkinEater
2009-08-08, 12:59 PM
The Dwarves
Personality: The dwarves are rough, cruel, and devious. They reside in the Glass Mountain range, and are rarely seen. Like the elves, only myths and legends exist about them. Dwarves are generally bloodthirsty fiends, although they generally have a code of honor which they adhere to (typically not harming defenseless children). Dwarven arms and armor are finely crafted, and dwarves spend most of their time either mining for ore, forging weapons and armor, or training. Dwarves hold one another in high respect, and there are little, if ever any, disputes between themselves.
Physical Description: Dwarves stand at about 3 and a half feet tall, and are quite broad. They have extraordinarily pale skin (when not covered in dust and soot), and their hair colors range from light gray to black. They typically have red eyes, and large eyebrows. They weigh about 120 – 160 pounds on average, and they are considered adults at the age of 20. Dwarves normally live to be about 200 years old.
Alignment: Dwarves are generally evil, although many of them are also neutrally aligned. Dwarves tend towards lawfulness, although there are some chaotic dwarves, and they are the more bloodthirsty of them.
Relations: Dwarves are completely unaware of the existence of elves, and they would regard them as humans if they were to ever meet one. The dwarves occasionally raid human encampments in the Glass Mountains, but only for the thrill of killing. They take nothing from these encampments, considering worthless, low quality trinkets anyhow.
Dwarven Lands: The dwarven homeland, Grunweld, is within the Glass Mountains, as a large network of caves linked throughout multiple mountains. These caves extend below the bases of the mountains as well. Mining tunnels are spread all through the Glass Mountains, and the dwarven homeland spread slowly throughout. There are many chambers for training, and there is one specific chamber that is used to hold staged battles.
Religion: The dwarves believe in no god.
+4 Constitution, -2 Charisma, -2 Wisdom
Medium size: Elves, being medium, receive no adjustments based on size.
Speed: A dwarf’s base land speed is 20 feet. Dwarves receive no penalty on movement speed when wearing medium or heavy armor, or when carrying a medium or heavy load.
Skill Affinity (Forging and Mining): Dwarves receive a +2 racial bonus on all craft (Weaponsmithing), craft (Armorsmithing), and profession (miner) checks.
Cold Endurance: Dwarves receive a +6 racial bonus on fortitude saves to resist the effects of cold weather or exposure.
Arctic Stalkers: Dwarves receive a +4 racial bonus to hide, move silently, and survival checks made when in an arctic environment.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when 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. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Icecunning: Dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone.
Darkvision: Dwarves can see in the dark up to 120 feet away. Darkvision is in black and white only.
Languages: Dwarven
Favored Class: Fighter
Level Adjustment: +1
Okay. Dwarves! Thoughts?
Personality: The dwarves are rough, cruel, and devious. They reside in the Glass Mountain range, and are rarely seen. Like the elves, only myths and legends exist about them. Dwarves are generally bloodthirsty fiends, although they generally have a code of honor which they adhere to (typically not harming defenseless children). Dwarven arms and armor are finely crafted, and dwarves spend most of their time either mining for ore, forging weapons and armor, or training. Dwarves hold one another in high respect, and there are little, if ever any, disputes between themselves.
Physical Description: Dwarves stand at about 3 and a half feet tall, and are quite broad. They have extraordinarily pale skin (when not covered in dust and soot), and their hair colors range from light gray to black. They typically have red eyes, and large eyebrows. They weigh about 120 – 160 pounds on average, and they are considered adults at the age of 20. Dwarves normally live to be about 200 years old.
Alignment: Dwarves are generally evil, although many of them are also neutrally aligned. Dwarves tend towards lawfulness, although there are some chaotic dwarves, and they are the more bloodthirsty of them.
Relations: Dwarves are completely unaware of the existence of elves, and they would regard them as humans if they were to ever meet one. The dwarves occasionally raid human encampments in the Glass Mountains, but only for the thrill of killing. They take nothing from these encampments, considering worthless, low quality trinkets anyhow.
Dwarven Lands: The dwarven homeland, Grunweld, is within the Glass Mountains, as a large network of caves linked throughout multiple mountains. These caves extend below the bases of the mountains as well. Mining tunnels are spread all through the Glass Mountains, and the dwarven homeland spread slowly throughout. There are many chambers for training, and there is one specific chamber that is used to hold staged battles.
Religion: The dwarves believe in no god.
+4 Constitution, -2 Charisma, -2 Wisdom
Medium size: Elves, being medium, receive no adjustments based on size.
Speed: A dwarf’s base land speed is 20 feet. Dwarves receive no penalty on movement speed when wearing medium or heavy armor, or when carrying a medium or heavy load.
Skill Affinity (Forging and Mining): Dwarves receive a +2 racial bonus on all craft (Weaponsmithing), craft (Armorsmithing), and profession (miner) checks.
Cold Endurance: Dwarves receive a +6 racial bonus on fortitude saves to resist the effects of cold weather or exposure.
Arctic Stalkers: Dwarves receive a +4 racial bonus to hide, move silently, and survival checks made when in an arctic environment.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when 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. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Icecunning: Dwarves can apply their stonecunning benefits to structures and natural features made of ice, as well as those made of stone.
Darkvision: Dwarves can see in the dark up to 120 feet away. Darkvision is in black and white only.
Languages: Dwarven
Favored Class: Fighter
Level Adjustment: +1
Okay. Dwarves! Thoughts?