Rennard
2009-12-22, 02:01 PM
Gary Gygax once commented that the purpose of limiting demi-human level advancement in OD&D was to promote a human-dominated world, as was seen in most fantasy literature. Humans were the only race that could advance to any level in any class, and that was intended to be the incentive to play the over the front-loaded powers of the dwarf or (in the extreme case) the elf.
When 3rd edition came along, the limits on the demi-humans were removed, but they were also brought into line with the power level of the human. I think that was a bad move from a fluff standpoint (although it made the game simpler to learn and had more variety of play).
The ancient demi-human races of legend had strange supernatural that made them creatures of wonder to the humans that met them. These were the dwarves that crafted Thor's hammer or turned to stone in sunlight. These were the elves that drew men into strange and unknowable realms, or cast a thousand-year sleep on a helpless king. They should feel supernatural, not just different.
At the same time, as far as my campaign world is concerned, these ancient races ruled in the Days Before Days, the unknowable length of time before the Age of Broken Dreams and the creation of the human race. They were masters of magic and weird technologies, the secrets of which have been lost in the intervening centuries of strife and war. They should feel powerful but fallen, their time forever replaced by the flexible and innovative human race, despite their incredible natural advantages. Their fall from grace should feel like a loss to them as well.
But how to represent them? How to make the demi-humans more powerful, but at the same time keep the world human-dominated, as Gygax originally intended?
The answer is simple: make all the demi-human races have a Level Adjustment of at least +1.
This solves all the problems: A Level Adjustment allows for more front-loading of a supernatural being, while penalizing them by slowing the rate at which they advance in level. It allows human to have greater levels of skill at the same "level," representing their mental flexibility and the ease at which they learn.
This lets my demi-humans have vastly different abilities, while keeping them playable, making them appear more than just "different" humans, and maintaining game balance.
I'm starting the proccess with my dwarves. Tell me what you think. Are they all LA+1? Too powerful? Too weak? Be brutal and fair - I'd expect nothing less. Lastly, can you think of any other clans that might be cool? Galadran is a large place, and any suggestions would be welcome...
History of the Dwarves in Galadran
During the Days Before Days, the dwarven race lived among the Isha, the handmaidens of the Highgod. They were the most beloved race of all the Highgod's children, and enjoyed a preeminent position among all the other races. For the untold length of those unrecorded day, the dwarves lived among the mountains, content to share the land with the gnomes and the fae, dedicated to living their lives in the service of the Highgod as his crafters and protectors of the stone and the underworld.
When humans first arrived, the dwarves paid them no real mind. They were savage and stupid, and did not enjoy the Highgod's favor. The dwarves never understood the threat that mankind could pose, and routinely enslaved them for menial labor or hunted them for sport. These pitiful creations were no match for their skill and might - they served no purpose but as servants or game for the Highgod's favored.
What no one understood was that humans would change everything. The least of races had become desperate to free themselves from the yoke of their diminished position, and the human tribe of Elvah had hatched a plan. Through ways no longer understood in modern times, they trapped the Highgod in the mortal realm. Sealed away from the majority of his divine power, the Great God was still a mighty foe - but he was mortal. With the combined might of three tribes, the humans brought low the Highgod. The warlord of the Elvah consumed the Highgod's heart, while the remaining survivors of the Three Tribes drank the marrow from His bones. Powerful magic coursed through their veins, bestowing them with strange powers. In one act, the Elvah tribes had become the Elves, and the other races were left without a God.
This catastrophe affected the dwarves more than the other races. Their entire sense of worth and self had come from their position with the Highgod. Confused and afraid, they hid among their mountain holds as the Elves and remaining human tribes savaged the gnomes and fae in the world above. For decades they were unwilling to leave their mountain fortresses. Finally, emissaries from the Elves approached them. They used flattery and honeyed words to win the dwarven people. Yes, they had killed the Highgod - and was that not proof of his weakness? The dwarves were strong and faithful, but had given their service to an inferior master. If they would but put their faith in the new God - the God of Murder - they would find an eager master, ready to reward their faith.
The dwarven clans accepted. The Elves taught them sorcery, and infused their bloodlines with arcane energies, transforming them. The dwarven people were more resistant to the transformation, but emerged powerful and savage servants of the New God. For the entirety of the Age of Broken Dreams, the dwarven race served the Elves in their wars against the other races. Finally, sick at their own savagery and desperate for redemption, they turned on their former master, and destroyed him in his moment of victory. They hewed his body to pieces, and used their sorcerous powers to scatter his remains across the world, so he might never again reform. They then began their long climb from the darkness to rejoin the mortal races that had fought against the God of Murder.
In modern times, several millennia later, dwarves still suffer from the shame of their treachery, and work tirelessly to reestablish their reputation among the other races. Most of the mortal races have forgiven them many times over, but the shame still burns in the dwarven psyche. To this day, they hate and distrust elves (whom they have never forgiven), as well as the humans of Koboronanji, who fought with the elven tribes until the end of the war and remained unrepentant.
Dwarven Clans in Galadran
The Wolf Clan
These are intended to be the "regular" dwarves of the campaign world - the equivilent of Hill dwarves. They have been given enlarge person as a special abilility, but are otherwise like PHB dwarves. They were inspired by the duregar from the Psionics book. I just thought they were neat.
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Movement: A wolf clan dwarf’s base land speed is 20 feet. However, 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: Wolf clan dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a wolf clan 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 wolf clan dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a wolf clan dwarf can use the Search skill to find stonework traps as a rogue can. A wolf clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Wolf clan dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A wolf clan dwarf 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).
• Racial Bonuses: A wolf clan dwarf gains a +2 racial bonus on saving throws against poison, spells and spell-like effects. He also gains a +2 racial bonus on Appraise checks that are related to stone or metal items, and a +2 racial bonus on Craft checks that are related to stone or metal.
• Pack Tactics: When the wolf clan dwarf is attacking an opponent that is flanked, he and all those flanking the same opponent gain a +4 competence bonus to hit and damage.
• Spell-like Abilities: A wolf clan dwarf has a small pool of reserve energy. He has three charges at first, and gains an additional one when he reaches 10th and 15th level. As a standard action, a charge may be spent to activate one of the following spell-like abilities: enlarge person (only affects the wolf clan dwarf and any items he is carrying), or cause fear. The wolf clan dwarf may also spend two charges to enhance his enlarge person spell to grow an additional size catagory(+4 size bonus to Strength, a -4 size penalty to Dexterity [to a minimum effective Dexterity score of 1], a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size), or to cast fear. All Caster levels for these abilities equal twice the dwarf’s class level (Minimum 3rd level).
• Automatic Languages: Common and Dwarven.
•Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter.
Level Adjustment: +1
Razorfin Clan
This clan was invented by a player of mine. He wanted Carribean "water" dwarves that lived in the volcanic islands of the west, so I came up with this.
+2 Str, +2 Con, -2 Cha
• Medium: As Medium creatures, Razorfin dwarves have no special bonuses or penalties due to their size.
• Base Speed: Razorfin dwarves base land speed is 20 feet. Razorfin dwarves base swim speed is 30 feet.
• Aquatic: Razorfin dwarves are aquatic humanoids, and have the aquatic and human subtypes.
• Amphibious (Ex): Razorfin dwarves can breathe water or air equally well, without limitation.
• Natural Attack: A razorfin dwarf has a natural bite attack that deals 1d6 points of damage. If fighting without a weapon, a razorfin dwarf uses his bite as a primary attack, adding 1–1/2 times his Strength bonus to damage. If armed with a weapon, he can use his bite or weapon, as he chooses. When making a full attack, a razorfin dwarf normally uses the weapon as his primary attack along with the bite as a natural secondary attack (at –5 attack). If the razorfin dwarf gets extra attacks by virtue of a base attack bonus of +6 or higher, he gets them only with his primary attack. When under the effects of his enlarge person special ability, this attack increases to 1d8 points of damage.
• Echolocation: In the water, a razorfin dwarf can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. Razorfin dwarves have blindsense out to 120 feet, but the blindsense doesn’t extend beyond the water.
• Spell-like Ability: 3/day – enlarge person. Caster level equals twice the razorfin dwarf’s class level (Minimum 3rd level). This ability only affects the razorfin dwarf and any items he is carrying.
• Racial Bonuses: Razorfin dwarves have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. Razorfin dwarves can use the run action while swimming, provided they swim in a straight line.
Favored Class: Fighter.
Level Adjustment: +1
Great Tusk Clan
This clan was inspired by a game I played where my players attempted to attack a dwarven stronghold. I had laid so many traps and ambushes on them that they commented that this must be different clan than the Wolves. I like the idea, so I kept it. The original idea came from a dwarf varient in Races of Stone, but I forget which one. I've changed it a little, but I wanted to cite the source anyway.
• +2 Strength, +2 Constitution, -2 Dexterity, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• A great tusk dwarf's base land speed is 20 feet. However, 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: Great tusk dwarves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and great tusk dwarves can function just fine with no light at all.
• Improved Stonecunning: This ability grants a great tusk dwarf a +4 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 great tusk dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a the dwarf can use the Search skill to find stonework traps as a rogue can. A great tusk dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Great tusk dwarves may treat all repeating crossbows as martial weapons, rather than exotic weapons.
• Improved Stability: A great tusk dwarf gains a +8 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).
• Racial Bonuses: A great tusk dwarf gains a +2 racial bonus on saving throws against poison, spells and spell-like effects. He also gains a +2 racial bonus on Craft (trapmaking) and Search skill checks.
• Racial Penalties: A great tusk dwarf suffers a -2 penalty on all saving throws versus spells and spell-like abilities that have the Air or Water subtype or generated by creatures with the Air or Water subtype.
• Spell-like Ability: 3/day – passwall. Caster level equals twice the great tusk dwarf’s class level (Minimum 3rd level). This ability only affects the great tusk clan dwarf and any items he is carrying.
• Automatic Languages: Common and Dwarven.
•Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter.
Level Adjustment: +1
The Nightwings Clan
This clan just needed to be made. Nocturanal dwarves with bat-like abilities. Too cool, and not what you'd normally think of with dawrves.
+2 Con, +2 Wis, -2 Int, -2 Cha
• Medium: As Medium creatures, nightwings dwarves have no special bonuses or penalties due to their size.
• Base Speed: Nightwings dwarves base land speed is 20 feet. They may move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Blindsight: Nightwings dwarves have blindsight out to 60 feet.
• Racial Bonuses: A nightwings dwarf gains a +2 racial bonus on saving throws against poison, spells and spell-like effects. He also gains a +3 racial bonus on Jump, Climb, and Move Silently skill checks. In addition, Jump is always a class skill for nightwings dwarves.
• Poison Use (Ex): Nightwings dwarves gain the Poison Use feat as a bonus feat.
• Sneak Attack (Ex): Any time a nightwings dwarf’s opponent is denied his Dexterity bonus, or if the nightwings dwarf flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack ability, is subject to the same limitations, and stacks with that ability.
• Spell-like Ability: 3/day – jump. Caster level equals twice the nightwings dwarf’s class level (Minimum 3rd level). This ability may only be used on the nightwings dwarf.
Favored Class: Rogue.
Level Adjustment: +1
Silverback Clan
The inspiration for this class came from the movie The Rundown. Specifically, this scene (http://www.youtube.com/watch?v=uU7poLCRbg8). My friend explained to me that THAT is what jungle dwarves would look like fighting a human adventurer. It convinced me (until that time, I thought "jungle dwarves" sounded dumb). This is what I came up with.
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Movement: A silverback dwarf’s base land speed is 30 feet.
• Low-Light Vision: Silverback dwarves have low-light vision: they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
• Bonus Feat: Silverback dwarves gain the Improved Grapple feat for free.
• Momentum: If a silverback dwarf ends a Jump occupying the same space as an opponent, he may immediately perform a bull rush with a +2 to the result for every 5 feet he jumped that turn. If the opponent is pushed more than 10 feet as a result of this bull rush, he is dazed for one round. This special attack provokes an Attack of Opportunity as normal, unless the silverback dwarf has the Improved Bull Rush feat.
• Powerful Build: Whenever a silverback 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), he is treated as one size larger if doing so is advantageous to him. A silverback 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.
• Racial Bonuses: A silverback dwarf gains a +3 racial bonus on saving throws against poison. He also gains a +2 racial bonus on Climb and Jump skill checks, as well as Grapple checks. In addition, Climb is always a class skill for a silverback dwarf.
• Spell-like Ability: 3/day – enlarge person. Caster level equals twice the silverback dwarf’s class level (Minimum 3rd level). This ability only affects the silverback dwarf and the equipment he is carrying.
• Automatic Languages: Common and Dwarven.
•Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter.
Level Adjustment: +1
When 3rd edition came along, the limits on the demi-humans were removed, but they were also brought into line with the power level of the human. I think that was a bad move from a fluff standpoint (although it made the game simpler to learn and had more variety of play).
The ancient demi-human races of legend had strange supernatural that made them creatures of wonder to the humans that met them. These were the dwarves that crafted Thor's hammer or turned to stone in sunlight. These were the elves that drew men into strange and unknowable realms, or cast a thousand-year sleep on a helpless king. They should feel supernatural, not just different.
At the same time, as far as my campaign world is concerned, these ancient races ruled in the Days Before Days, the unknowable length of time before the Age of Broken Dreams and the creation of the human race. They were masters of magic and weird technologies, the secrets of which have been lost in the intervening centuries of strife and war. They should feel powerful but fallen, their time forever replaced by the flexible and innovative human race, despite their incredible natural advantages. Their fall from grace should feel like a loss to them as well.
But how to represent them? How to make the demi-humans more powerful, but at the same time keep the world human-dominated, as Gygax originally intended?
The answer is simple: make all the demi-human races have a Level Adjustment of at least +1.
This solves all the problems: A Level Adjustment allows for more front-loading of a supernatural being, while penalizing them by slowing the rate at which they advance in level. It allows human to have greater levels of skill at the same "level," representing their mental flexibility and the ease at which they learn.
This lets my demi-humans have vastly different abilities, while keeping them playable, making them appear more than just "different" humans, and maintaining game balance.
I'm starting the proccess with my dwarves. Tell me what you think. Are they all LA+1? Too powerful? Too weak? Be brutal and fair - I'd expect nothing less. Lastly, can you think of any other clans that might be cool? Galadran is a large place, and any suggestions would be welcome...
History of the Dwarves in Galadran
During the Days Before Days, the dwarven race lived among the Isha, the handmaidens of the Highgod. They were the most beloved race of all the Highgod's children, and enjoyed a preeminent position among all the other races. For the untold length of those unrecorded day, the dwarves lived among the mountains, content to share the land with the gnomes and the fae, dedicated to living their lives in the service of the Highgod as his crafters and protectors of the stone and the underworld.
When humans first arrived, the dwarves paid them no real mind. They were savage and stupid, and did not enjoy the Highgod's favor. The dwarves never understood the threat that mankind could pose, and routinely enslaved them for menial labor or hunted them for sport. These pitiful creations were no match for their skill and might - they served no purpose but as servants or game for the Highgod's favored.
What no one understood was that humans would change everything. The least of races had become desperate to free themselves from the yoke of their diminished position, and the human tribe of Elvah had hatched a plan. Through ways no longer understood in modern times, they trapped the Highgod in the mortal realm. Sealed away from the majority of his divine power, the Great God was still a mighty foe - but he was mortal. With the combined might of three tribes, the humans brought low the Highgod. The warlord of the Elvah consumed the Highgod's heart, while the remaining survivors of the Three Tribes drank the marrow from His bones. Powerful magic coursed through their veins, bestowing them with strange powers. In one act, the Elvah tribes had become the Elves, and the other races were left without a God.
This catastrophe affected the dwarves more than the other races. Their entire sense of worth and self had come from their position with the Highgod. Confused and afraid, they hid among their mountain holds as the Elves and remaining human tribes savaged the gnomes and fae in the world above. For decades they were unwilling to leave their mountain fortresses. Finally, emissaries from the Elves approached them. They used flattery and honeyed words to win the dwarven people. Yes, they had killed the Highgod - and was that not proof of his weakness? The dwarves were strong and faithful, but had given their service to an inferior master. If they would but put their faith in the new God - the God of Murder - they would find an eager master, ready to reward their faith.
The dwarven clans accepted. The Elves taught them sorcery, and infused their bloodlines with arcane energies, transforming them. The dwarven people were more resistant to the transformation, but emerged powerful and savage servants of the New God. For the entirety of the Age of Broken Dreams, the dwarven race served the Elves in their wars against the other races. Finally, sick at their own savagery and desperate for redemption, they turned on their former master, and destroyed him in his moment of victory. They hewed his body to pieces, and used their sorcerous powers to scatter his remains across the world, so he might never again reform. They then began their long climb from the darkness to rejoin the mortal races that had fought against the God of Murder.
In modern times, several millennia later, dwarves still suffer from the shame of their treachery, and work tirelessly to reestablish their reputation among the other races. Most of the mortal races have forgiven them many times over, but the shame still burns in the dwarven psyche. To this day, they hate and distrust elves (whom they have never forgiven), as well as the humans of Koboronanji, who fought with the elven tribes until the end of the war and remained unrepentant.
Dwarven Clans in Galadran
The Wolf Clan
These are intended to be the "regular" dwarves of the campaign world - the equivilent of Hill dwarves. They have been given enlarge person as a special abilility, but are otherwise like PHB dwarves. They were inspired by the duregar from the Psionics book. I just thought they were neat.
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Movement: A wolf clan dwarf’s base land speed is 20 feet. However, 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: Wolf clan dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a wolf clan 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 wolf clan dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a wolf clan dwarf can use the Search skill to find stonework traps as a rogue can. A wolf clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Wolf clan dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A wolf clan dwarf 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).
• Racial Bonuses: A wolf clan dwarf gains a +2 racial bonus on saving throws against poison, spells and spell-like effects. He also gains a +2 racial bonus on Appraise checks that are related to stone or metal items, and a +2 racial bonus on Craft checks that are related to stone or metal.
• Pack Tactics: When the wolf clan dwarf is attacking an opponent that is flanked, he and all those flanking the same opponent gain a +4 competence bonus to hit and damage.
• Spell-like Abilities: A wolf clan dwarf has a small pool of reserve energy. He has three charges at first, and gains an additional one when he reaches 10th and 15th level. As a standard action, a charge may be spent to activate one of the following spell-like abilities: enlarge person (only affects the wolf clan dwarf and any items he is carrying), or cause fear. The wolf clan dwarf may also spend two charges to enhance his enlarge person spell to grow an additional size catagory(+4 size bonus to Strength, a -4 size penalty to Dexterity [to a minimum effective Dexterity score of 1], a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size), or to cast fear. All Caster levels for these abilities equal twice the dwarf’s class level (Minimum 3rd level).
• Automatic Languages: Common and Dwarven.
•Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter.
Level Adjustment: +1
Razorfin Clan
This clan was invented by a player of mine. He wanted Carribean "water" dwarves that lived in the volcanic islands of the west, so I came up with this.
+2 Str, +2 Con, -2 Cha
• Medium: As Medium creatures, Razorfin dwarves have no special bonuses or penalties due to their size.
• Base Speed: Razorfin dwarves base land speed is 20 feet. Razorfin dwarves base swim speed is 30 feet.
• Aquatic: Razorfin dwarves are aquatic humanoids, and have the aquatic and human subtypes.
• Amphibious (Ex): Razorfin dwarves can breathe water or air equally well, without limitation.
• Natural Attack: A razorfin dwarf has a natural bite attack that deals 1d6 points of damage. If fighting without a weapon, a razorfin dwarf uses his bite as a primary attack, adding 1–1/2 times his Strength bonus to damage. If armed with a weapon, he can use his bite or weapon, as he chooses. When making a full attack, a razorfin dwarf normally uses the weapon as his primary attack along with the bite as a natural secondary attack (at –5 attack). If the razorfin dwarf gets extra attacks by virtue of a base attack bonus of +6 or higher, he gets them only with his primary attack. When under the effects of his enlarge person special ability, this attack increases to 1d8 points of damage.
• Echolocation: In the water, a razorfin dwarf can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. Razorfin dwarves have blindsense out to 120 feet, but the blindsense doesn’t extend beyond the water.
• Spell-like Ability: 3/day – enlarge person. Caster level equals twice the razorfin dwarf’s class level (Minimum 3rd level). This ability only affects the razorfin dwarf and any items he is carrying.
• Racial Bonuses: Razorfin dwarves have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. Razorfin dwarves can use the run action while swimming, provided they swim in a straight line.
Favored Class: Fighter.
Level Adjustment: +1
Great Tusk Clan
This clan was inspired by a game I played where my players attempted to attack a dwarven stronghold. I had laid so many traps and ambushes on them that they commented that this must be different clan than the Wolves. I like the idea, so I kept it. The original idea came from a dwarf varient in Races of Stone, but I forget which one. I've changed it a little, but I wanted to cite the source anyway.
• +2 Strength, +2 Constitution, -2 Dexterity, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• A great tusk dwarf's base land speed is 20 feet. However, 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: Great tusk dwarves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and great tusk dwarves can function just fine with no light at all.
• Improved Stonecunning: This ability grants a great tusk dwarf a +4 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 great tusk dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a the dwarf can use the Search skill to find stonework traps as a rogue can. A great tusk dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Great tusk dwarves may treat all repeating crossbows as martial weapons, rather than exotic weapons.
• Improved Stability: A great tusk dwarf gains a +8 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).
• Racial Bonuses: A great tusk dwarf gains a +2 racial bonus on saving throws against poison, spells and spell-like effects. He also gains a +2 racial bonus on Craft (trapmaking) and Search skill checks.
• Racial Penalties: A great tusk dwarf suffers a -2 penalty on all saving throws versus spells and spell-like abilities that have the Air or Water subtype or generated by creatures with the Air or Water subtype.
• Spell-like Ability: 3/day – passwall. Caster level equals twice the great tusk dwarf’s class level (Minimum 3rd level). This ability only affects the great tusk clan dwarf and any items he is carrying.
• Automatic Languages: Common and Dwarven.
•Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter.
Level Adjustment: +1
The Nightwings Clan
This clan just needed to be made. Nocturanal dwarves with bat-like abilities. Too cool, and not what you'd normally think of with dawrves.
+2 Con, +2 Wis, -2 Int, -2 Cha
• Medium: As Medium creatures, nightwings dwarves have no special bonuses or penalties due to their size.
• Base Speed: Nightwings dwarves base land speed is 20 feet. They may move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Blindsight: Nightwings dwarves have blindsight out to 60 feet.
• Racial Bonuses: A nightwings dwarf gains a +2 racial bonus on saving throws against poison, spells and spell-like effects. He also gains a +3 racial bonus on Jump, Climb, and Move Silently skill checks. In addition, Jump is always a class skill for nightwings dwarves.
• Poison Use (Ex): Nightwings dwarves gain the Poison Use feat as a bonus feat.
• Sneak Attack (Ex): Any time a nightwings dwarf’s opponent is denied his Dexterity bonus, or if the nightwings dwarf flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack ability, is subject to the same limitations, and stacks with that ability.
• Spell-like Ability: 3/day – jump. Caster level equals twice the nightwings dwarf’s class level (Minimum 3rd level). This ability may only be used on the nightwings dwarf.
Favored Class: Rogue.
Level Adjustment: +1
Silverback Clan
The inspiration for this class came from the movie The Rundown. Specifically, this scene (http://www.youtube.com/watch?v=uU7poLCRbg8). My friend explained to me that THAT is what jungle dwarves would look like fighting a human adventurer. It convinced me (until that time, I thought "jungle dwarves" sounded dumb). This is what I came up with.
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Movement: A silverback dwarf’s base land speed is 30 feet.
• Low-Light Vision: Silverback dwarves have low-light vision: they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
• Bonus Feat: Silverback dwarves gain the Improved Grapple feat for free.
• Momentum: If a silverback dwarf ends a Jump occupying the same space as an opponent, he may immediately perform a bull rush with a +2 to the result for every 5 feet he jumped that turn. If the opponent is pushed more than 10 feet as a result of this bull rush, he is dazed for one round. This special attack provokes an Attack of Opportunity as normal, unless the silverback dwarf has the Improved Bull Rush feat.
• Powerful Build: Whenever a silverback 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), he is treated as one size larger if doing so is advantageous to him. A silverback 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.
• Racial Bonuses: A silverback dwarf gains a +3 racial bonus on saving throws against poison. He also gains a +2 racial bonus on Climb and Jump skill checks, as well as Grapple checks. In addition, Climb is always a class skill for a silverback dwarf.
• Spell-like Ability: 3/day – enlarge person. Caster level equals twice the silverback dwarf’s class level (Minimum 3rd level). This ability only affects the silverback dwarf and the equipment he is carrying.
• Automatic Languages: Common and Dwarven.
•Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter.
Level Adjustment: +1