Saturday, April 3, 2021

[B/X Class] Traditional Dwarf

The Dwarf race-class as it stands I think does well enough at letting you play as the modern idea of the dwarf. You know the one; the elf-hating, axe-or-hammer-swingin’, beer-swillin’, grudge-bearin’, gold-lovin’, scottish accented dwarf that everyone thinks Gimli is but is really more like a Warhammer thing? Yeah, that one.

I wanted to cobble together some class features that would make my dwarves better represent the “miner fairy craftsman” sort of dwarf. The ones that whistle while they work and make wondrous things from the metals and jewels they mine from the earth. Something that combines parts of all the little demi-human races with some fairytale flair. Hopefully, this does the trick.


DISCLAIMER: I HAVE NOT PLAYTESTED THIS.


Traditional Dwarf


Demi-humans that resemble short old men with long noses and beards, possessing strength much greater than their size. They dwell in tunnels within the earth, where they mine for gems and ore.

Hit Dice, To-Hit, Saves, Experience: as Dwarf

Armor: Any, including shields.

Weapons: Any.


Languages - Along with the common tongue, dwarves can speak the secret language of burrowing creatures, and can converse with animals like badgers, moles, rabbits, and ferrets. While these animals can talk back, they can't communicate complex ideas.


Low Light Vision - You’re used to working in dim light. You can see perfectly well in moonlight, and see twice as far in torchlight.


Hiding - When in an environment of natural or carven stone, you can take one round to vanish, hiding so well you can only be found with an extensive search (4-in-6 chance to remain hidden). You can also hide in other environments with sufficient cover (2-in-6 chance of success). Hiding requires the dwarf to remain silent and motionless.


Dwarf-Sense

  • When looking at a piece of craftsmanship, you have a good idea of who made it and what its function is.

  • You can spot geological and construction features with a 3-in-6 chance of success. These include secret passages, concealed traps, unsafe construction, thin walls, and metal ore veins or gems.

  • With one round of close examination (touching, sniffing), you can tell if an item is magical or not. 10 minutes of close examination allows you to make an Intelligence check to learn more about it. (shamelessly stolen from the GLOG Wizard)


Stone Friend - Stones are always listening, but are usually too lazy to bother speaking. For dwarves, they will make an exception. Speak to a stone and it has a 1-in-6 chance of participating in a conversation


(Note: The success chance is per stone, so the player can't "spam" the roll to make it talk. How much time would have to pass for a stone to be ready to talk may vary, but this shouldn't be immediately repeatable. The success could also be modified by the dwarf's CHA.


See Skerples’s take on stone elementals for what I’m going for here.)


Metalworking - Given the proper raw materials and equipment, you can craft any metal weapon, armor, jewelry, or tool with masterful quality. Once in your life, you may craft your Masterwork, a powerful magic item of your own creation.

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