Mountain Dwarves typically live below mountains in elaborate Dwarven "Halls".
Mountain Dwarves are sometimes self sufficient, but often have to trade with their
hill-living cousins and with other races for food and other living amenities; they
rarely have trouble enticing trade however, for their weapons and jewelry are usually
reknowned for their quality. Mountain Dwarves are typically shorter and more powerfully
built than their Hill kin, but more dour in outlook.
|
Cost
|
Ability
|
5
|
Strong: +5 STR
|
10
|
Durable: +5 CON
|
10
|
Durable: +5 BODY
|
4
|
Stubborn +2 EGO
|
3
|
So Tough: Damage Resistance 3 PD, 3 ED
|
5
|
Doughty: Power Defense: 5
|
15
|
Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1)
|
7
|
Disease Resistance: Immunity to Disease, Activation 14- (-1/2)
|
8
|
Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
|
5
|
Infravision: Infrared Perception
|
4
|
Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
|
6
|
Stalwart: +5 Mental Defense, +5 Power Defense, +5 PRE; Only to Resist Fear
(-2)
|
2
|
Longevity: LS: 400 Years
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Dwarf (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
|
-2
|
Slow: -1" Running
|
-2
|
Stone-like Flesh: -2" Swimming
|
-1
|
Cumbersome: -1" Leaping
|
-15
|
Thick-limbed: -5 DEX
|
-2
|
Ruminating: -2 INT
|
-2
|
Rough-hewn: -4 COM
|
-5
|
Physical Limitation: Short but Heavy (3.75 ft - 4.75 ft; 250 to 400 lbs)
|
-10
|
Psychological Limitation: Dour and Curmudgeouny (Common, Moderate)
|
+20
|
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)
|
Devoted to a Patron of a martial bent, the
Militant Priest is a glowing beacon of unassailability.
A talented fighter in their own right, the
Militant is often an active adventurer,
prefering to press his deities cause by
taking it to those in need of smiting. Though
not as powerful in the weilding of Divine
Magic as some, the Militant makes up for
it with what seems like a graced existance.
Blows turn from their skin, Spells fizzle
around them, and they can shake off many
effects which lay others low.
|
Militants are fun to play because they have
a well rounded selection of abilities and
are action oriented, allowing them to take
part in combat heavy adventures. |
Cost |
Ability |
55 |
Devoted Package |
20 |
War Domain Package |
20 |
Destruction
Domain Package |
11 |
Battle-wise: AF: Light, Medium, Heavy, Shield;
Penalty Skill Levels: +2 to Offset DEX and
DCV Penalties of Armor |
106 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+106 |
Total Cost of Package |
The Dominine Magic System is detailed
here.
|
This Package Deal is for Domini using the Prepared Model
|
The Devoted aren't usually the most cerebral of people; in some cases they hail
from the backwoods and can barely even read, but they don't need booksmarts to know
how they feel about their chosen Patron. The Devoted puts all of their energy and
vigor into forwarding the interests of their religion and spreading the word to
those who need to hear it. More erudite or cereberal Priests might look askance
at them, but nonetheless the Devoted's Patron often seems to favor them with Divine
protection.
|
A Devoted can be fun to play for players that like holy-roller "biblos-thumping"
type characters, out to spread the word of their faith and take on any challenges
that arise in the process.
|
Cost
|
Ability
|
18
|
Prepared VPP (15 Pool)
|
5
|
Power Skill: Faith (EGO) +1
|
1
|
Literacy w/ Native Language
|
10
|
Divine Favor: Combat Luck 6 PD/6 ED; Only Usable While In Good Standing With Faith
(can't be removed; -1/4)
|
3
|
Unshakeable: Mental Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
|
3
|
Unassailable: Power Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
|
10
|
Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active Points);
Only When Serving The God's Purposes (-1/2)
|
1
|
Reputation: Blessed by their Patron; within their religion, 11-
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
*19
|
Higher Spell Level Pool: +15 Pool
|
6
|
Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While
In Good Standing With Faith (can't be removed; -1/4)
|
10
|
Resolute: +5 EGO
|
20
|
Willfull: +10 EGO
|
5
|
Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset
DEX and DCV Penalties of Armor
|
2
|
WF: Priest Group (Mace, Hammer, Morning Star)
|
-5
|
Social Limitation: Religion at Odds with Governement (Hassled by local officials,
gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)
|