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gullydwarf+2 Dexterity, +2 Constitution, –4 Intelligence, –4 Charisma. Gully dwarves are surprisingly nimble and can thrive under conditions that would kill others. Their survival instincts enable them to prosper in dangerous regions. They are sadly lacking in both intellect and social graces. If you are randomly generating your character’s ability scores, an ability score reduced to 2 or less by racial modifiers is instead given a value of 3. Survival Instinct: Gully dwarves are driven to survive. They receive a +2 racial bonus on Hide, Move Silently, and Survival checks. Gully dwarves may use Survival checks even in cities to forage for food and basic necessities. Hardy: Gully dwarves are resistant to the effects of disease and poison, receiving a +2 racial bonus on Fortitude saves to resist the effects of poison and disease. Pitiable: Gully dwarf diplomacy consists of flattery, begging, crying, cringing, and plead- ing. They’ve honed this ability to a fine art. Gully dwarves receive a +4 racial bonus on Diplomacy checks used to convince an enemy not to harm them. Cowardly: Gully dwarves are extremely sus- ceptible to Intimidation and fear effects. They suffer a –4 penalty on level checks to resist Intimidation checks made against them and on saving throws against fear effects. Automatic Languages: Gullytalk and Com- mon. Bonus Languages: None. Favored Class: Rogue.
Dark Dwarvesдварфское плюс +2 Constitution, –4 Charisma. Dark dwarves possess the toughness and stamina of dwarves, but are sullen and reserved. Darkvision out to 120 feet. +2 racial bonus on Hide, Listen, and Move Silently checks. Dark dwarves are skilled in skulking in the darkness, and make excellent spies. Light Sensitivity: Dark dwarves take a –2 cir- cumstance penalty on attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell. Favored Class: Rogue. krin gnomeRacial Traits +2 Dexterity, +2 Intelligence, –2 Strength, –2 Wisdom. Small and skilled with their hands, gnomes tend to be more agile but less physi- cally strong than larger races. With their keen inventiveness, gnomes are extremely intelli- gent, but they often put the quest for knowl- edge ahead of any consequences that may come from their Life Quest. Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carry- ing limits are three -quarters of those of Medium characters. Gnome base land speed is 20 feet. +2 racial bonus on Craft (alchemy) checks. Gnomes have a keen sense of smell that helps them in identifying noxious substances. Guild Affiliation: At character creation, the gnome character selects a Guild with which he is affiliated. Since there are innumerable guilds, they are technically broken into three major categories: Craft Guilds (bowyer, black- smithing, leatherworking, and the like), Tech- nical Guilds (architecture, chemistry, engineer- ing, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, phi- losophy, and so on). If the gnome selects a Craft Guild, the gnome gains a +2 racial bonus on all Craft checks. Technically inclined gnomes gain a +2 racial bonus on all Profes- sion checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks. +2 racial bonus on Will saves. A gnome is con- stantly involved in pursuits of a Life Quest. The gnome may appear to be constantly dis- tracted from day-to-day matters, it’s because the gnome is caught up in thinking, dreaming, or planning the Life Quest. Because of this, it is difficult to sway a gnome from a chosen path. Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Ergot, Ogre, and Solamnic. Though they rarely leave Mount Nevermind, gnomes pick up the languages of the others who occupy the same island. Favored Class: Special. A gnome’s first class (the class he takes as a 1st-level character) is his favored class. Gnomes tend to explore any path to its conclusion and are not easily sidetracked once they have chosen a course. Gnomes in dif- ferent guilds learn different abilities almost from birth. Some are trained to deal with outside threats, becoming members of the Guild of Defense and Martial Sciences, while others determined to quantify magic as a pure science are members of the Guild of Magical Sciences, including so-called mysticism and sorcery. Such gnomes are technically renegades, though as long as they stay inside Mount Nevermind and do not inflict their magic on the world at large, the members of the Orders of High Sorcery do not believe it worth their while to pursue these magician-gnomes. krin mad gnomeRacial Traits: Mad gnomes share all the racial traits as ordinary gnomes, except as follows: +2 Dexterity, –2 Strength. Mad gnomes do not display the raw creative genius possessed by ordinary gnomes, nor are they as inclined toward thinking before acting. +2 racial bonus on Open Lock and Disable Device. Mad gnomes have a greater under- standing of small mechanical devices and work on the smaller scale. Mad gnomes can use both Open Lock and Disable Device even if they have 0 ranks in the skills. This replaces the gnome Guild Affiliation. Mad gnomes lose the +2 bonus on Will saves, since Life Quests simply have no real meaning to them anymore. Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
Racial bonus on saves against spells and spell-like abilities increases to +3. Racial bonus on Fortitude saves against poisons increases to +3. Darkvision out to 90 feet. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. dwarfDwarf Traits (Ex): Dwarves possess the following racial traits.
+2 Constitution, –2 Charisma. Humanoid (Dwarf). Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size. Hill dwarf base land speed is 20 feet. However, hill 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: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all. 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 isn’t 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. Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A hill 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). +2 racial bonus on saving throws against poison.*Not reflected in the saving throw numbers given here. +2 racial bonus on saving throws against spells and spell-like effects.*Not reflected in the saving throw numbers given here. +1 racial bonus on attack rolls against orcs and goblinoids. +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 it’s 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 and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Fighter. A multiclass hill dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Level Adjustment: +0.
The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
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