OK, now Dwarves…
...but first, another house rule that I’d implement if using these new racial
traits: Ability Score improvements gained due to leveling should be either a +2
bonus to one stat or +1 bonus to 2 stats (I believe D&D 5E does that). I’m
not sure how much this scrambles with Pathfinder’s RAW balance, but the option
above should fit better with my racial talents.
The only part about
this take on Dwarves is that I found nothing to do with was the “+2 to Wisdom”
aspect of the original mechanics. I thought about a some racial talent that
allowed dwarves to gain a kind of daily short rest (from D&D 5E) in order
to recover perhaps a spell slot or daily class ability but found the idea too
complicated/powerful. I also wasn’t satisfied with giving Dwarves any boost to
divine spells in specific (they aren’t that pious in my mind).
Also, as mentioned in
a previous post of this series, the idea is that Ability Score bonus are now
something given by the character’s class taken at 1st level (like 13th
Age). There’re no Ability Score racial adjustments, bonuses or penalties.
Instead of the later, I tried to come up with a more flavorful mechanic (and
ended with something closer to FATE… hope you don’t mind).
DWARVES
Dwarves are Medium-sized
humanoids [dwarf] with speed of 20 ft.
Starting languages: Dwarves begin play speaking Common
and Dwarven. Dwarves with high Intelligence scores can choose from the
following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Racial Traits
Slow and Steady: your speed is never modified by armor or
encumbrance. Enemies trying to bull rush or trip you must roll twice and pick
the worst result.
Hardy: once per day, you can reroll a Constitution check
or Fortitude save roll. You ignore the first time each day that you’re fatigued,
exhausted or poisoned.
Stonecunning: once per day, you can reroll one Ability
or Skill check directed related to a rocky terrain or stonework, like a
Perception check to note a secret stone door or a Survival check to find tracks
in a cave (the GM has the final word, the idea is that Dwarves are spiritually attuned
to stone).
You
can tell when you’re within 1 mile of the surface (either the “true Surface” or just a big underworld or vault) and which
way is up or down (you can’t be fooled by
artificial gravity and can always feel if you’re moving up or down).
You
have darkvision up to 60 feet.
You
must choose also either the Greed or Gruffness Racial talents at 1st
level. These are special talents that reflect either the dwarves’ legendary
gruffness or their often/sometimes mistaken greed
Greed: once per day, you can choose to suffer an
attack of opportunity or otherwise spent a full-round action trying to get (or
just staring hungrily at) any valuable object made of precious metal or gems.
Outside of combat, you must get into to trouble in an attempt to fetch a
valuable item of precious metal or with gems. If your GM accepts the trouble, you
gain a new daily use of any of your racial traits.
Gruffness: once per day, at the start of any
non-combat encounter, you can automatically worse an NPC (or group of NPCs)
attitude toward you (and the party) by one step (from Indifferent to
Unfriendly, or from Unfriendly to Hostile, for example). If the GM accepts, you
gain a new daily use of any of your racial traits. Just seeing or hearing you
bring up some unpleasant memories or prejudices about “dwarven honor and
sincerity”.
Finally,
also at 1st level, you can choose Dwarvencraft, Dwarven
Fighting Style, Dwarven Grudge, Giantslayer or Wisdom of Rock and Root as a bonus Racial Talent.
Dwarven Racial Talents
Racial Talents are
exclusive abilities that can be acquired during advancement. You can substitute
an Ability Score increase for one of the following Racial Talents.
Dwarf-Friend Oath: you consider your party members to
be Dwarf-Friends, a rare honor (and a yet rarer attitude among dwarves). Once
per day, as an immediate action, you can switch places with an adjacent
Dwarf-Friend as if you’re the original target of the attack.
Dwarvencraft: when rolling an Appraise, Craft,
Knowledge, Spellcraft or Use Magic Device check on a dwarven-made object or on
an item forged with precious metals or gems, you can roll twice and pick the
best result.
Instead
of rolling twice, you can choose to roll a Spellcraft skill check (even if
untrained) do determine if any one of the above items are magical (as if
casting detect magic).
Finally,
with your GM approval, this racial talent allows you to buy item creation feats
using your character level instead of spellcaster level (if you’re not a
spellcaster, you’ll probably have to buy
the necessary scrolls or otherwise acquire a spellcaster’s help to fulfill
other item’s requisites). Remember that you can only craft dwarven items or
objects forged with precious metals and gems.
Dwarven Fighting Style: you are proficient with
battleaxes, heavy picks, and warhammers, and treat any weapon with the word
"dwarven" in its name as a martial weapon.
If
you are already proficient with any of the weapons above due to a class
feature, you gain a daily reroll to attack rolls, combat maneuver checks or
damage rolls with those weapons.
Dwarven Grudge: once per day, you can reroll one attack roll,
combat maneuver check or damage roll against humanoid creatures of the orc and
goblinoid subtypes. Instead of a reroll you can choose to automatically confirm
a critical hit (If you want to incite/provoke
your dwarven players, add the elf subtype to the above list).
Giantslayer (Version I): creatures of the giant subtype
must roll twice and pick the worst result with attack rolls and combat maneuver
checks made against you (What if an ogre
try to bull rush your dwarf with Giantslayer and Slow and Steady racial talents…
I don’t know the math, but roll 3d20 and pick the worst).
Giantslayer (Version II): once per day you can choose to
suffer half damage from any extraordinary, spell-like or supernatural attack
used by a creature of Large size or bigger against you.
(I really can’t decide which version of
Giantslayer to use… maybe I’ll keep both. In this case, you can buy either
version – or both. I expanded the trigger range of Verson II because otherwise
I think it wouldn’t be of much use)
Stoneblood: the good news is that you’re
immune to poison. The bad news is that you’re literally so attuned to stone
that once asleep you’re only awaken by damage or after some 16-32 hours (you
still requires only 8 hour of sleep to recover hit points, class abilities and
such).
Requisite:
Dwarf character level 8th.
Wisdom of Rock and Root: once per day, you can reroll a Sense
Motive skill check or Will save roll (dwarves
are famous for being suspicious and stubborn).
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