Hill Dwarves typically live either above ground in highland villages, or in Dwarven
holdfasts near the surface, typcially farming and/or maintaining livestock for sustenance.
This kind of Dwarf is less common than Mountain Dwarves in most settings, but more
often encountered because their steadings are not as remote or difficult to find.
Hill Dwarves are typically taller and lither than their Mountain kin, and less dour
in outlook.
|
Cost
|
Ability
|
5
|
Strong: +5 STR
|
6
|
Durable: +3 CON
|
6
|
Durable: +3 BODY
|
4
|
Stubborn +2 EGO
|
5
|
Doughty: Power Defense: 5
|
15
|
Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1)
|
7
|
Poison Resistance: Immunity to Poisons, Activation 14- (-1/2)
|
5
|
Infravision: Infrared Perception
|
6
|
Stalwart: +5 Mental Defense, +5 Power Defense, +5 PRE; Only to Resist Fear
(-2)
|
2
|
Keen Senses: +1 PER with Normal Hearing and Normal Touch
|
1
|
Longevity: LS: 200 Years
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Dwarf (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
|
-5
|
Physical Limitation: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs)
|
-5
|
Psychological Limitation: Insular and Gruff (Uncommon, Moderate)
|
-2
|
Slow: -1" Running
|
-1
|
Dense Flesh: -1" Swimming
|
-1
|
Cumbersome: -1" Leaping
|
-9
|
Thick-limbed: -3 DEX
|
-2
|
Ruminating: -2 INT
|
-2
|
Rough-hewn: -4 COM
|
+10
|
Total Cost of Package
|
With the GM's permission you may upgrade the Race Package Deal listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
might be allowed to buy them separately. The GM must approve all additional Disadvantages
take for a given package; simply loading up on extra Racial Enmities and similar
should only be allowed if valid for the character's background.
|
Cost
|
Ability
|
3*
|
Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
|
3*
|
Racial Enmity: +1 All Combat, vs. Giant-kin Only (-2)
|
3*
|
Strong Willed: Resistance 3
|
3
|
So Tough: Damage Resistance 3 PD, 3 ED
|
14
|
Tougher Than You:
|
|
- 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14-
(-1/2), Nonpersistant (-1/4)
- 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2),
Nonpersistant (-1/4)
|
26
|
Way Tougher Than You:
|
|
- 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14-
(-1/2), Nonpersistant (-1/4)
- 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2),
Nonpersistant (-1/4)
|
4
|
Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
|
1
|
Walk the Path: Bump of Direction, Underground Only (-1)
|
6
|
Stoneworker: KS: Stonework; PS: Mason
|
8
|
Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
|
4
|
Underground Senses: Detect Depth & Slope Information, Discriminatory,
Underground Only (-1)
|
15
|
Blindfighting: Combat Sense 11-
|
25
|
Dwarven War Art: (Weapon Art)
|
|
- Side Slash: Martial Strike {3d6 location}
- Stroke: Defensive Strike {2d6+7 location}
- Chop: Offensive Strike {2d6+1 location}
- Block: Martial Block
- Avoidance: Martial Dodge
- KS: Dwarven War Art (INT)
- Art used with Axes/Maces/Hammers/Picks
|
10*
|
Dwarven War Art Training:
|
|
- +2 with Dwarven War Art
- +1 DC with Dwarven War Art
|
1
|
Weapon Skilled: WF: Axes/Maces/Hammers/Picks
|
1*
|
Longevity: Double Longevity
|
14
|
Spell Resistance +2
|
15
|
Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
|
22
|
Magic Resistance: Damage Reduction 50% Resistant; Only vs. Magic (-1)
|
30
|
Magic Resistance: Damage Reduction 75% Resistant; Only vs. Magic (-1)
|
* May take Multiple Times
|
Value
|
Disadvantages
|
-1
|
Stone-like Flesh: -1" Swimming
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Goldlust & Greed (Common, Moderate)
|
-10
|
Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
|
-10
|
Social Limitation: Clan is in very poor standing (Frequently, Major,
Not Limiting in Some Cultures)
|