Gunbadthane Dwarf

 

Species Name: Dwarf, Dwarf, Glacier Dwarf, Ice Dwarf, Frost Dwarf, Gunbadthane

This rarest subrace of Dwarves originated on Cthon, a frigid world of ice, mountain, and glacier from the Shattered Reality Dimension. The Dwarves would probably still exist in blissful isolation, had not Takhisis come across their world in her travels and decided they would make good slaves. Consequently, many were captured and taken to different worlds. During the failed invasion of earth the warriors sent there rebelled and escaped, later aiding the Earthlings against their former masters.  They have taken to Earth's arctic areas while they try to determine what to do with their lives. Imbued with unchanging attitudes and steadfastness Dwarves do not waver even in the face of great adversity. Well suited to their lives underground they can see in the dark and detect underground dangers and pitfalls. Dwarf craftsmen have created the finest cities and buildings in the world. They have no fear of poisons and noxious substances and shake off its effects as easily as they slay the goblins who lurk in the dark. They have a hearty appetite for ale and feasting. Dwarves are also great warriors, well disciplined and organized into armies that strike fear into evil monsters everywhere. To most Dwarves the world is made up of the dark places underground. The lands above are strange and remote. Almost certainly they would have been formed or shaped by the gods of other lands. Most Dwarves believe that the world is made up of a number of parts created for different peoples. Dwarves were given the deep earth as their own, Elves the forests, Halflings the fields; each in their own place.

Type: Humanoid

Physical Traits: Dwarves are squat, hardy, and eccentric. With blocky bodies, pinched faces, and stubby legs, Dwarves resemble normal dwarves who have been squashed. They seldom exceed 3 feet in height, and are nearly as broad as they are tall. Their eyes are bright blue, their cheeks as ruddy as apples. Normally, their skin is white, almost bluish, but because of their fondness for basking under the bright sun, many are sunburned red from head to toe, a condition that causes no discomfort or other ill effects. Their fingers and toes are thick and blunt, their feet flat and wide, enabling them to walk on the snow without sinking. Curly white hair covers their heads and tumbles down their backs nearly to their waists. Males sport short beards and twisting moustaches.

Height: 3 ft

Weight: 130 lbs

Abilities: Nightvision up to 90 metres

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 4D6 +2, DEX: 3D6, CON: 4D6, CHA: 3D6, MR: 2D6, HPs: CON +D12

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 450 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Though peaceful at heart, Dwarves relish recreational combat; a group of arctic dwarves can pleasantly pass an afternoon by pounding each another into unconsciousness. They are also excellent hunters and fishers. However, they arent likely to risk their lives to defend a principle or acquire treasure, considering such actions to be the height of stupidity.

Dwarves are extremely strong; a pair of Dwarves can carry a full-grown polar bear, and a single Dwarf can effortlessly lift an adult human off his feet. Their preferred weapon is a bulky bow called an eyklak that fires thick arrows with sharp barbs, capable of inflicting 1-8 points of damage. Dwarf gain a +2 bonus to hit when using an eyklak, but because of the weapons awkward shape, non-Dwarf suffer a -2 penalty using it. On occasion, they employ battle axes and spears. Arctic dwarves suffer no ill effects of cold temperatures. They are also immune to cold-based spells and other magically-generated forms of cold (such as a white dragon’s breath).

Dwarves have little in common with other Stout Folk, lacking any common political, religious, craft, or magical traditions. They have taken to building their underground homes in the hearts of glaciers that carry deposits of blue ice. These glacial mines are similar in many ways to the mountain mines, except that everything is crafted from masterfully carved ice. The dwarves who dwell in these fantastic structures are often known as glacier dwarves.

A typical clan consists of about 100 members. Of the able-bodied adults, about 80% are 1st-level fighters, 10% are 2nd- to 4th-level fighters, 5% are 5th-level or higher fighters, and the rest are rangers and thieves of various levels. The eldest male serves as clan leader, though opinions of all adults are freely solicited. Dwarf life focuses on hunting, gathering, and raising children. Singing, storytelling, and contact sports (such as boxing and wrestling) occupy their leisure time. Dwarf are fascinated by weapons of all types. When coming across an unusual weapon – which for the Dwarf can be anything from a scimitar to a trident to a blowgun – they may spend hours turning it over in their hands, admiring its craftsmanship and discussing its merits. A few Dwarf maintain sizeable collections of odd weapons. Curious and outgoing, the Dwarf are quite sociable and maintain friendly, if distant, relationships with other races. They despise frost giants, with whom they have long-standing territorial conflicts. Favourite foods include fish, caribou, and polar bear.

Government: Tribal

Population: 3,200,000 in the Shattered Reality Dimension; 66,000 on Earth

 

 

Creating a Dwarf character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 10 xD4 years
21-40 10 xD6 years
41-60 10 xD10 years
61-80 10 xD12 years
81-00 10 xD20 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but STR is (+D6 +2) and CON is +D6, while MR is -D6. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +15, +15 per level.
Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Dwarves gain all the following free;

Cold Resistance - The character gains a +2 racial bonus on saving throws against cold damage and cold effects. He can also exist comfortably in conditions down to –28°C without having to make a CON save.

Greenskin Enemies - Every Dwarf harbours a deep loathing for the Goblin, Orc, Ogre and Hobgoblin races. Even an otherwise pacifistic Dwarf has no reservations about harming this creature. In fact he may actively seek it out for the express purpose of destroying it, usually due to some need for revenge. Gain the following when fighting one of the green skins; +2 Thac0 and AC. +2 attacks and initiative. This increases by +1 to all bonuses listed every 3 levels.

Additionally Dwarves start with 40 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Earth Heals 10 Whenever in the tundra the Dwarf can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Increased AC 5 +1 AC
Increased Thac0 5 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Intimidating 10 This character has greater presence, +1 CHA
Natural Chameleon 10 Using this ability the Dwarf can blend into and render himself nearly invisible in any tundra or snow terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Nature Survival 10 Due to a Dwarf's extensive experience and training in the tundra he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Reduced Sleep 5 The Dwarf needs one hour less normal sleep per 5 CON.
Sense Hidden 5 Dwarves gain a +2 racial bonus on Search checks to notice unusual construction or
hazards in ice and snow. This includes traps of ice or snow, and natural or supernatural hazards such as thin ice or blood snow. A glacier Dwarf who merely comes within 10 feet of unusual ice construction or hazards can make a Search check as if he were actively searching, and a glacier Dwarf can use Search to find ice or snow traps as a rogue can.
Willpower 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but favoured ones include Slayer, Priest and Soldier. Mage classes are generally shunned (except for Artificers, Alchemists, Runesmith, Priests and Shaman) due to their distrust of magic. The general consensus is that magic is too erratic and volatile to fool around with let alone rely on in battle.

 

 

Races