Post by Stix on Mar 20, 2009 23:58:14 GMT -5
Athasian Dwarves are hairless and tend to have a very large muscle mass. Lives of hard work in the hot sun leave them with a rich tan and rugged, calloused hands and feet.
A dwarf's chief love is toil. A dwarf is never happier than when there is a cause to work or fight for, something he can approach with stoic single-mindedness for weeks, months, years, or even decades at a time. Once a dwarf's mind is committed to a certain task, he'll only set it aside after a great deal of grumbling and coercion. The fulfillment he achieves upon completion of a lengthy, difficult task is what he strives for.
The task to which a dwarf is presently committed is referred to as his focus. A dwarf's focus must be a feat requiring at least one week to complete. Shorter term goals cannot be considered a focus. Actually, a dwarf's commitment to his focus is based in his physiology-those who complete their lives before they complete their foci live out their afterlives as banshees in the wastes, haunting their unfinished works!
An Athasian dwarf takes notice of other beings based upon his focus. If the other being is also actively committed to the dwarf’s focus, the dwarf will consider him a sensible and dependable companion. If, however, the other being is vehemently opposed to the dwarf's focus, the two will be irrevocably at odds until one or the other is dead. There is very little room for compromise in the mind of a dwarf.
Strength: 11 to 21
Dexterity: 6 to 19
Constitution: 16 to 22
Intelligence: 7 to 20
Wisdom: 7 to 20
Charisma: 5 to 18
Size: Medium
Movement Rate: 6
Infravision, 60'
+1 to all saves, +2 to all proficiency checks, and +10% to all percentile rolls when working toward focus
Bonuses vs. poison, rod/staff/wand, spell:
Multiclass options:
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Cleric/Psionicist
Thief/Psionicist
Fighter/Cleric/Psionicist
Fighter/Thief/Psionicist
(Any "Cleric" entry can be replaced with "Templar".)
Male height range: 4'2" - 4'10"
Female height range: 4' - 4'8"
Male weight range: 180 - 320 lbs
Female weight range: 170 - 310 lbs
Starting age range: 29 - 49
Lifespan: 200 years
Dwarves begin play with 5 Character Points. They may purchase the following racial abilities:
Attack bonus (5): +1 to hit with a weapon of choice.
Fear bonus (5): +2 vs. fear effects.
Great war yell (10): The dwarf can let out a battle cry three times per day. Beings within 20’ whose hit dice are equal to or less than the dwarf’s must save vs. spell or be stunned for 1d4 rounds. Victims who make a successful save are deafened for 1d4 rounds.
Metal sense (5): The PC can detect metal within a 30’ radius, once per day per level.
Regeneration (10): The PC’s extremely high metabolism promotes fast healing. The dwarf regenerates 1 HP per hour.
Thick skin (10): The dwarf suffers only half damage from bludgeoning weapons due to extremely thick skin and dense muscles.
Tough hide (10): The PC possesses a natural AC of 8.
A dwarf's chief love is toil. A dwarf is never happier than when there is a cause to work or fight for, something he can approach with stoic single-mindedness for weeks, months, years, or even decades at a time. Once a dwarf's mind is committed to a certain task, he'll only set it aside after a great deal of grumbling and coercion. The fulfillment he achieves upon completion of a lengthy, difficult task is what he strives for.
The task to which a dwarf is presently committed is referred to as his focus. A dwarf's focus must be a feat requiring at least one week to complete. Shorter term goals cannot be considered a focus. Actually, a dwarf's commitment to his focus is based in his physiology-those who complete their lives before they complete their foci live out their afterlives as banshees in the wastes, haunting their unfinished works!
An Athasian dwarf takes notice of other beings based upon his focus. If the other being is also actively committed to the dwarf’s focus, the dwarf will consider him a sensible and dependable companion. If, however, the other being is vehemently opposed to the dwarf's focus, the two will be irrevocably at odds until one or the other is dead. There is very little room for compromise in the mind of a dwarf.
Strength: 11 to 21
Dexterity: 6 to 19
Constitution: 16 to 22
Intelligence: 7 to 20
Wisdom: 7 to 20
Charisma: 5 to 18
Size: Medium
Movement Rate: 6
Infravision, 60'
+1 to all saves, +2 to all proficiency checks, and +10% to all percentile rolls when working toward focus
Bonuses vs. poison, rod/staff/wand, spell:
Constitution | Bonus |
4–6 | +1 |
7–10 | +2 |
11–14 | +3 |
15–18 | +4 |
19–21 | +5 |
22+ | +6 |
Fighter | Ranger | Gladiator | Defiler | Preserver | Cleric, Air | Cleric, Earth | Cleric, Fire | Cleric, Water | Druid | Templar | Thief | Bard | Trader | Psionicist |
16 | N/A | Unlimited | N/A | N/A | 10 | 20 | 14 | 12 | N/A | 10 | 12 | N/A | 14 | Unlimited |
Multiclass options:
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Cleric/Psionicist
Thief/Psionicist
Fighter/Cleric/Psionicist
Fighter/Thief/Psionicist
(Any "Cleric" entry can be replaced with "Templar".)
Male height range: 4'2" - 4'10"
Female height range: 4' - 4'8"
Male weight range: 180 - 320 lbs
Female weight range: 170 - 310 lbs
Starting age range: 29 - 49
Lifespan: 200 years
Dwarves begin play with 5 Character Points. They may purchase the following racial abilities:
Attack bonus (5): +1 to hit with a weapon of choice.
Fear bonus (5): +2 vs. fear effects.
Great war yell (10): The dwarf can let out a battle cry three times per day. Beings within 20’ whose hit dice are equal to or less than the dwarf’s must save vs. spell or be stunned for 1d4 rounds. Victims who make a successful save are deafened for 1d4 rounds.
Metal sense (5): The PC can detect metal within a 30’ radius, once per day per level.
Regeneration (10): The PC’s extremely high metabolism promotes fast healing. The dwarf regenerates 1 HP per hour.
Thick skin (10): The dwarf suffers only half damage from bludgeoning weapons due to extremely thick skin and dense muscles.
Tough hide (10): The PC possesses a natural AC of 8.