Thursday, November 1, 2012

Fantasy Core RPG--The Dwarven Defender

The Dwarf Defender
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+2
+0
+0
2nd
+2
+3
+0
+0
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
6th
+6
+5
+2
+2
7th
+7
+5
+2
+2
8th
+8
+6
+2
+2
9th
+9
+6
+3
+3
10th
+10
+7
+3
+3
Description: Most Dwarves are extremely agoraphobic from living in the Underworld for generations. A few brave (or insane or greedy) ones come out into the light to find adventure and especially treasure. They can pass for human, albeit short and ugly. All Dwarves are male, and as such most have a fascination with females, however they cannot produce any offspring sexually.
Hit Die: d8
Prime Abilities: Str, Con
Sub-Prime Abilities: Cha, Wis
Weapon and Armor Proficiency: Dwarves may use any weapon except for great Swords, great axes, halberds, and longbows. They must use two hands to handle longswords, battle axes, and other long weapons. They may use any armor and shield as long as it is cut down to their size.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, chain mail, battle axe.
Dwarven Rage
Dwarves add ½ level to all melee damage. 
With a Natural melee hit, Dwarves gain one extra melee attack at their normal BAB.  This extra attack may be made on the same opponent or an adjacent one.  This ability is not additive. 
Short: Dwarves receive a natural +1 to AC.
Immunities: Poisons, paralysis, and petrifaction.
Infravision: Has the ability to see the in dark.
Underground Orienteering: A Dwarf cannot become lost or misdirected by construction when underground, even when effected by a spell. If teleported underground, they will still have general sense of depth and direction.
Dwarven Contacts: A Dwarf has easy, if still expensive, access to purchasing magic weapons and armor from the Dwarves. They might be willing to sell to humans (and no other race) with a Dwarf vouching for them (of course at an even more expensive price).

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