Dwarf

Race: Dwarf
Builds:

Dwarf-Small;
Dwarf-Medium

Weight Range: 80 - 280
Height Ranges: 3 foot to 5 foot
Genders: Male, Female
Life Expectancy: 600
Quick List of Modifiers for all dwarfs:
+2 to Strength 
+2 to Fortitude
+1d4 to Offensive Power
+1d4 to Power Gen Dice
-3 to Initiative
+2 to Defense, Stamina
-2 to Acrobatics
-1 to Evade
Weapons created by dwarf has 20% more attack power
Armor created by dwarf has 10% more defense

Basic History

Dwarfs have never made themselves a part of society. Preferring to be left alone in their mines and underground dwellings, most were happy to be ignored. This continues to this very day, however since the Great Magic War, some dwarf clans have surfaced, ready to finally take their piece of the world.

Positives & Negatives

Dwarfs are kind and honorable. These short people have a lot of strength built up inside of them. And being so short, they can fit into places that other races cannot. But being short does have it’s disadvantages. A dwarf is slow and clumsy. They tend to be the last one to move in battle, unless accompanied by an orc, and have a hard time doing normal tasks such as carrying multiple things in their arms and climbing.

Dwarves are immune to being knocked back or knocked down. Dwarfs make great traders, merchants, and warriors.

Racial Skills & Talents

All Dwarves start with the following racial skills and talents.

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Carry 1 Power self 1 hour Normal Athletics Increase weight limit by 50% for 1 hour. N/A
Talent Sort by Talent, Ascending Sort by Talent, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending Handicap Cost Sort by Handicap Cost, Ascending Sort by Handicap Cost, Descending
Dwarven Endurance

Occasionally the Dwarf will need a boost of extra Power. The Dwarf can exchange Soul for Power at a cost of 2 Soul per 1 Power. 

be a dwarf N/A
Low Light Vison Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. be a dwarf N/A

Dwarves can also have different bonuses depending upon their sub-race.

Mountain Dwarf Skills & Talents

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Dwarven Armor Empowerment Soul Spent any armor touched 1d6 rounds Normal Arcana

Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into Defense at a cost of 3 Soul per 1 defense. The effect lasts for 1d6 rounds and this ability cannot be used again until the effect wears off. 

be a dwarf
Dwarven Forge 2 Soul 1 weapon permanent effect Normal Insight Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some.  A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange armor spirit for armor defense or armor defense for armor spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It  takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points be a dwarf
Item Combination N/A self instant Easy Insight

Lets you combine a number of items to make a new item:

  • 2 Items: Easy Insight Check
  • 3 Items: Normal Insight Check
  • 4 Items: Hard Insight Check
  • 5 Items: Impossible Insight Check
N/A

Talent Sort by Talent, Ascending Sort by Talent, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending Handicap Cost Sort by Handicap Cost, Ascending Sort by Handicap Cost, Descending
Dwarven Prospector

Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf\'s runic power. 

be a dwarf N/A

Iron Dwarf Skills & Talents

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Basic Bashing Proficiency N/A self 1d6 rounds Normal Critical Decrease target's evade by 1 and increase bashing damage by 1. Must equip a bashing weapon.
Basic Chopping Proficiency N/A self 1d6 rounds Normal Critical Decreases target's evade by 1 and increases chopping damage by 1. Must equip axe or chopping weapon.
Dwarven Axe Berserker 4 Power self instant Normal React -2

Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this skill. If used successfully, you get 1d4 extra swings with your axe, no offensive power added however.  

be a dwarf and weild an axe
Dwarven Hammer Berserker 4 Power self instant Normal React -S

Dwarfs are masters of the hammer, and can use hammers and mallets better than most other races. As long as the Dwarf wields a hammer, he or she can use this ability. If used successfully, you get 1d4 extra swings with your hammer, no offensive power added however.  

be a dwarf and use a hammer or mallet

Talent Sort by Talent, Ascending Sort by Talent, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending Handicap Cost Sort by Handicap Cost, Ascending Sort by Handicap Cost, Descending
That Only Counts As One!

Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no offensive power added.  

be a dwarf N/A

Shield Dwarf Skills & Talents

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Dwaven Tuck N/A self instant Easy Defense When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Armor Defense and Armor Spirit by 20% for the duration of the defensive round. be a dwarf
Guard 2 Power any ally in move range instant Easy React This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked. N/A
Shield Wall self self and any affected allies 1d4 rounds Normal Defense You hold your shield in front of you and duck behind it, making the shield like a wall. While behind the shield wall you cannot move, however any attacks that target you must first get past the shield wall. This increases your Physical and Magical Armor by 2, making it harder to hit you. If any of your allies use this with you and are next to you, a more secure wall is formed further increasing Physical and Magical armor by 1 for everyone involved.  Shield equipped
Stand Your Ground 2 Power self 1d6 rounds Easy Brace

Unable to be knocked down or moved when standing still.

N/A

Talent Sort by Talent, Ascending Sort by Talent, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending Handicap Cost Sort by Handicap Cost, Ascending Sort by Handicap Cost, Descending
For The Clan!

Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a normal reaction check. If the roll is a success, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. 

be a dwarf N/A
Last Dwarf Standing

If the dwarf is the last one alive, the dwarf will get a bonus of 2 to his or her vitality save check, and come back with 50% Vitality instead of just 1 Vitality. If the dwarf isn't the last one alive, the dwarf gets a second free vitality save check. Vitality Save will always bring the shield dwarf back with 20% Vitality instead of 1 Vitality.

be a dwarf N/A

Rune Dwarf Skills & Talents

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Blood Empowering Spent Vitality self instant Easy Endure With this skill the rune elf can empower his or her spell with their very life force. For every 1 Vitality spent, the damaging or healing power of the spell increases by 1.  be a dwarf
Runic Absorbtion Soul Spent self instant Easy Arcana The rune dwarf can absorb some of the magic that gets past his or her armor. The rune dwarf does this by spending Soul. For every 1 soul spent, 10% of the spell damage can be absorbed, up to 70%. That absorbed damage is then converted into extra runic power at a 2 absorbed damage equals 1 runic power rate, which will be used with the next spell the dwarf casts, or will disappear at the end of battle, which ever comes first.  Be a rune dwarf.
Runic Tech Combination 1 Soul self instant Easy Arcana

This skill allows you to combine two or more runic tech items to make a new runic tech item, the check roll difficulty depends on how many items are combined:

  • 2 Items: Easy Arcana
  • 3 Items: Normal Arcana
  • 4 Items: Hard Arcana
  • 5 Items: Impossible Arcana
N/A

Talent Sort by Talent, Ascending Sort by Talent, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending Handicap Cost Sort by Handicap Cost, Ascending Sort by Handicap Cost, Descending
Dwarven Runes

Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when placed on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. 

be a dwarf N/A

Lifespan

Dwarfs have two stages of life, childhood and adulthood. Childhood is a time of growth starts out at the same rate as human children but slows down by the age of 5 so that a dwarf stays considered a child until they are 20. The child is completely dependent of his/her parents for every need. This is the stage the dwarf learns to take care of himself.

During adulthood, which last from 20 until death, the dwarf leaves his parents and tries to make his own way in the world. Dwarfs can still depend on their parents, in fact dwarfs usually live very close to their parents. A dwarf usually doesn’t search for a wife until he is 128. Dwarfs reach their middle age when they are 200 years old, but don't become an elder until they are 400 years old.

Female dwarfs die 100 years before male dwarfs, basically because of the childbirth process that takes so much energy from them. If a female does not ever conceive a child, the female will live to be the same age as the male dwarf. When a dwarf reaches their max age, they die of a severe stroke.

Appearance

Dwarfs are short and chubby and have tanned, coarse skin. When a dwarf grows a beard, they never cut it off or shave it, whether they are male or female. A beard is a dwarf’s symbol of strength. They have either black, gray, or green eyes that are basically an oval shape. Their hair is usually gray, black, or red, and is long and matted. Dwarfs value bodily hair growth, so most have hair on their back, in their arm pits, on their legs and arms, and on their chest, whether they are male or female.

Living Habitat

They live in hilly or mountain regions, and rarely travel.

Food & Sleeping Requirements

Dwarfs must have 4 meals each day consisting of meat and fungus, and drink rum with each meal. They must sleep at least 1/2 a cycle or they will suffer from fatigue.

Culture

Dwarfs all appreciate the values and virtues of hard work. They cherish their crafts and handiwork, and the metals they work with. They tend to be a bit stingy though if they give you a gift, no matter how small or how grand, and you don’t accept it, they take that as a serious offense. They celebrate family and honor and trust above all others and are typically of a monotheistic belief.

Dwarfs make use of the family name as their surname now days, but this is a recent custom that only started during the Second Era. Their family names originally came from what craft they were a part of or something they were famously known for. First names are chosen much like with any other race, they pick a name they like and give it to their offspring. Typically it is the father that names the children, and this is done only when the child turns one. Before that time the child is simply known as “Baby Dwarf”.

Racial Relations

Dwarfs tend to relate well only to like-minded races. They have good relations with the Humans. Dwarfs are very distrustful of all elves, and have a very deep hatred for the Dark Elf.  They will work with to some extent with anthropoids, but are distrustful of the beast men. They are also distrustful of all other races.

World Movement

Dwarves have a slow gait but a decent running speed.

Race Sort by Race, Ascending Sort by Race, Descending Speed 1-3 Sort by Speed 1-3, Ascending Sort by Speed 1-3, Descending Speed 4-6 Sort by Speed 4-6, Ascending Sort by Speed 4-6, Descending Speed 7-10 Sort by Speed 7-10, Ascending Sort by Speed 7-10, Descending Speed 11-13 Sort by Speed 11-13, Ascending Sort by Speed 11-13, Descending Speed 14-17 Sort by Speed 14-17, Ascending Sort by Speed 14-17, Descending Speed 18-20 Sort by Speed 18-20, Ascending Sort by Speed 18-20, Descending Speed 21+ Sort by Speed 21+, Ascending Sort by Speed 21+, Descending
Dwarf 1d4 1d6 1d8 1d10 1d12 2d8 1d20; +1d4 for every 3 additional speed

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Tags: Dwarf, Races