Dwarf Racial Abilities
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+1 constitution, -1 charisma (with respect to all but dwarfs)
• +1 to hit against goblins, half-orcs, hobgoblins, and orcs
• +1 bonus per 3.5 points of Con to saves against magic and poison
• -4 penalty to any attacks made against the dwarf by giants, ogres, ogre mages, titans and trolls.
Languages: Dwarfish, gnomish, goblin, kobold, and orcish, and the common tongue and the appropriate alignment tongue. Regardless of intelligence, a dwarf may only ever learn two languages in addition to those listed.
Infravision*: 60 ft
* Infravision is defined under Light and Vision on page 119.
Within ten ft, a dwarf can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the dwarf is using this particular talent in order to gain information).
• Detect the existence of slopes or grades: 75
• Detect the existence of new construction: 75
• Detect sliding or shifting rooms or walls: 66
• Detect traps involving stonework: 50
• Determine depth underground: 50
Multi-class restrictions: The more restrictive of any two class requirements apply to multi-classed Dwarfish characters for the use of class abilities. |
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Fighter Class Abilities
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Weapon Proficiencies:
4 + 1 every 2 levels
Penalty to hit for non-proficiency:
-2
Weapon Specialisation:
Optional
Fighter Class Abilities
Bonus Attacks: Fighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels they attack twice per round (2/1 attacks). A partial additional attack (e.g. 3/2 attacks) means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable.
Fighting the Unskilled: When the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4th-level fighter attacking goblins would receive 4 attacks per round.
NB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighter’s second attack in any given melee round will come last in the sequence.
Weapon Specialisation (optional): With the permission of the GM, weapon specialisation may be selected during character generation. If weapon specialisation is not selected during character generation, it remains forever unavailable to the character, barring some magical or divine intervention.
If weapon specialisation is in play, fighters may take a second proficiency in the same weapon as the first, granting them one extra attack every 2 rounds with the weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit and +2 damage owing to their skill. Specialisation costs one proficiency “slot†for melee weapons and crossbows, and two “slots†for missile weapons other than crossbows.
Double Specialisation (optional): For melee weapons that are not polearms or two-handed swords, a third weapon proficiency may be used to specialise further; this increases combat bonuses to +3 to hit and +3 damage with the weapon. |
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Weapon Proficiencies
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1F - Broadsword
2F - Broadsword (Specialization)
3F - Broadsword (Double Specialization)
4F - Longsword
5F - Longsword (Specialization)
6T - Dagger |
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Thief Class Abilities
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Weapon Proficiencies:
2 + 1 every 4 levels
Penalty to hit for non-proficiency:
-3
Weapon Specialisation:
N/A
Thief Class Abilities
Backstab: If the thief can approach his or her target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.
Climb: Climbing represents a thief’s ability to scale sheer walls and surfaces, cling to ceilings, and perform other feats of climbing that would normally be impossible. Climbing checks must ordinarily be repeated for every ten ft of climbing. Non-thieves cannot climb walls, cliffs, or any vertical surface without the use of a rope or magic, making the presence of a thief vital to many adventuring parties.
Find Traps: This ability represents the thief’s minute visual inspection of a new area for tiny telltale signs that something of interest or danger may be concealed nearby. It requires a full turn (10 minutes) to accomplish.
Hide in Shadows: Some shadow must be present for this ability to be used, but if the check is successful the thief is effectively invisible until he makes an attack or moves from the shadows. The ability can also be used to blend in with a crowd of people rather than disappear into shadows.
Move Quietly: Use of this skill allows the thief to move with preternatural silence even over surfaces such as squeaky floors.
Open Locks/ Disarm Traps: Opening locks and disarming traps (without springing them) is a skill unique to thieves, which cannot be successfully attempted by members of other classes. A thief can also set traps (with the same chance as to disarm).
Pick Pockets: If the thief’s pick pockets check fails by 20 or more, then his or her attempt has been discovered and the intended victim will almost always take hostile action.
Read Languages: The thief may attempt to read languages and ciphers of a non-magical nature only.
Thieves’ Cant: Thieves have their own language. |
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Level 5 Thief Skills
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78 Climb Walls (includes -10 Dwarf Adj)
56 Find Traps (includes +15 Dwarf Adj)
22 Hear Noise
40 Hide in Shadows
35 Move Quietly (includes -5 Dwarf Adj)
61 Open Locks (includes +15 Dwarf Adj)
51 Pick Pockets
15 Read Languages (includes -5 Dwarf Adj) |
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The Twin Bracers
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These bracers are made of a secret metal which possesses great strength and luster. Unther bears the secret of its working which has been passed down from generation to generation through the men of his clan. He is working to inscribe 88 stories of the most honored members of his clan - each of whom did a great deed in defense of his family. For each of these souls, he forges a fine gemstone into the workmanship of the bracers. He has currently set eight stones into the bracers. He must adventure in order to acquire the rest - it is his mission to complete the artistic beauty of this personal tribute to dwarven kind.
Gems so far set (7/88):
1 diamond (given to gnomish king)
2 sapphires
1 ruby
1 emerald
3 amber |
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