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toapat
2012-07-23, 12:10 PM
Dwarves

Dwarves. They are Legendary warriors and smiths descended from demigods. None other know the secrets of the earth as the dwarves do, as their sprawling kingdoms sleep under the mountains. Many know of the legendary works of forge and still of the dwarves.

Personality: Dwarves are a race of happy shortfolk who rather enjoy their alcohol, battle, and dress in full plate. The Dwarves are great craftsmen and have forged many artifacts of legend.

Physical Description: Dwarves are very short, stocky mountaindwellers who have magnificent flowing beards. They have normal skin tones, and most commonly have red hair.

Relations: Dwarves form clans within their own nations, which often get in friendly rivalries over who brews the best beer, or has the most magnificent legends. Outside of their society, Dwarves get along well with humans, halflings, and gnomes. Elves react to dwarves possitively if they grew up in non-elven lands. Dwarves respect Orcs as fierce warriors.

Alignment: Dwarves hold no particular alignment.

Dwarven Lands: While humans rule the surface, Dwarves control the depths. Most mountainranges contain at least a dwarven settlement, if not dwarven cities.

Religion: Dwarves worship the Dwarffather, Moradin. They also Worship a number of deities who see Moradin as their leader.

Language: Dwarves speak Common and Dwarven They may pick up any other languages as relevant.

Adventurers: Dwarves typically set out on adventure in order to make a name for themselves and for their clan, or to discover some new plant with which to brew tastier alcohol.

Dwarven Racial Traits:
+2 Constitution, -2 Charisma
Humanoid (Dwarf)
Medium: As Medium creatures, Dwarves have no special bonuses or penalties due to their size.
Dwarven base land speed is 20 feet, however, Dwarves can move at this speed even in Medium and Heavy armor or when carrying a Medium or Heavy load.
Darkvision out to 60 feet
Stonecunning: This ability grants a hill 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 isnt stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Second Skin: Dwarves have so long worn heavy armor, that it has become ingrained into their genetics. Dwarves do not suffer any penalties from wearing armor, and do not suffer from arcane spell failure while wielding shields.
Weapon Familiarity: Dwarves treat the Dwarven Waraxe and the Dwarven Urgrosh as Martial weapons.
Stability: Dwarves gain 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).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common, Dwarf. Bonus Languages: Any.
Favored Class: Male: Warblade Female: Cleric
LA +0

Dwarven Random Starting Ages
{table=head]Adulthood|Simple|Moderate|Complex
40 years|+3d6|+5d6|+7d6[/table]

Dwarven Aging Effects
{table=head]Middle Age|Old Age|Venerable|Maximume Age

125 years|188 years|250 years|+2d% years[/table]

Dwarven random Height and Weight
{table=head]Gender|Base Height|Height Modifier|Base Weight|Weight Modifier

Male|3 9|+2d4|130 lb.| (2d6) lb.

Female|3 7|+2d4|100 lb.| (2d6) lb.[/table]

BarroomBard
2012-07-23, 01:21 PM
So... it's exactly the same, except you made them a little heavier, a little taller, and gave them +2 Strength and removed all penalties for armor, without giving them any additional drawbacks of any kind?

LordErebus12
2012-07-23, 01:28 PM
So... it's exactly the same, except you made them a little heavier, a little taller, and gave them +2 Strength and removed all penalties for armor, without giving them any additional drawbacks of any kind?

i agree, this is rather unnecessary, dwarves are great as they are...

toapat
2012-07-23, 01:49 PM
Ill fix the height, weight, and strength bonus.

and yes, i admit dwarves are awesome.

bobthe6th
2012-07-23, 02:30 PM
this is interesting... only change seems to be the armor thing... which is odd. it only really benafits arcane casters, and does so massivly. I would add a draw back for casters like a natural resistance to casting or something.

toapat
2012-07-23, 02:34 PM
this is interesting... only change seems to be the armor thing... which is odd. it only really benafits arcane casters, and does so massivly. I would add a draw back for casters like a natural resistance to casting or something.

what would you consider an apropriet penalty for casting in full plate besides ASF?

bobthe6th
2012-07-23, 02:39 PM
perhapce natural ASF? something like

Ham fingered(Ex): a dwarves fingers, while good enough for crafting tend to muddle the complex motions of spell casting. dwarves are considered to naturaly have a 25% arcane spell failure chance. If the spell casting class that lets them cast the arcane spell would let them do so in light armor, the chance is reduced to 15%. if in medium armor, it is reduced to 5%. if with a shield, 0%.

so you could make a full plate duskblade(a small advantage), but it is a pain to make a wizard dwarf. perhapce have a mage cast subrace that loses both the second skin and hamfingered traits, but increases to 30ft movment speed?