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.BB—_- Heroes of High Favor: Ra
DWARVES
A d2o Supplement
by Benjamin R. Durbin
Credits
Cover and Interior Illustrations
Special Thanks
‘Andrew Hale “Jeremy Baldridge, Matt Bogen, Jeff Chua,
Production Coordinator esa ale Se Aen
poeta Van Sickles the Rat Bastards: Dave Eckard,
Graphie Design € Layout Scott Jones, Rick Hammerle, Scott Sallees
Brad Kelley Michael Kletch and the Netbook of Feats
BAoaror: Heroes of High Favor: Dwarves
ISBN: 0-9720416-0-5
Copyright 2002, Bad Axe Games, LLC
‘www. badaxegames.com‘Table of Contents
Table of Contents
I. Introduction ...
II. Feats and Skills ....
Dwarves are both fighters and craftsmen, and this chapter Lists a number of
new feats, skills, fighting styles, and crafts to enhance your character.
Feats 3
Fighting Styles 7
Dwarven Runes . 8
Skills ...... og
Dwarven Craftsmanship . am
III. Prestige Classes ........+.- 19
‘This section presents multiclass possibilities for dwarven fighters and is
arranged alphabetically by cach of the core classes.
Fighter-Barbarian (Battle-Rager) ..
Fighter-Bard (Dwarven 3
Fighter-Cleric (Rune-Priest) .
Fighter-Druid (Rock-Warden) .
Fighter-Monk (Stoneheart Ascetic) .
Fighter-Paladin (Paragon)
Fighter-Ranger (Slayer)
Fighter-Rogue (Tunnel
Fighter-Sorcerer (Aceldamist)
Fighter-Wizard (Artifice)...
IV. Dwarven Roleplaying ...... 60
Master your role by embracing (or opposing) the seven dwarven virtues:
temperance, industry, tenacity, honor, valor, loyalty, and justice.Chapter 1: Introduction G)
Introduction
Heroes of High Favor
This book is designed primarily for players,
though like all such supplements, you will
need to seek the approval of your GM before
using any of the options presented here in
your own gaming group.
Each book in this series explores one of the
core races~- dwarves, elves, gnomes, half-
clves, halflings, half-ores, and even
humans. The focus of each book is on
multiclass roleplaying options, especially
with regard to each race’s
favored class, and
includes a unique
prestige class to
breathe life into
every iconic
multiclass
combination.
Heroes of
High Favor:
Dwarves is the
first such book in the
series. Whether you are a grizzled
roleplaying veteran of many dwarves, or you
are seeking the inspiration to give dwarves a
try for the first time, you are sure to find
many interesting character concepts to spark
your imagination.
The Call to Duty
‘Dwarves are renowned for their consummate
skill at craftsmanship. Be it metal or stone,
simple or complex, deadly or beautiful,
dwarves are unmatched master craftsmen,
and their goods are highly valued
throughout the land. Dwarven lords grow
rich, building great mountain kingdoms on
the wealth generated by their clans, carving
out vast vaults to store their treasures.
But such skill and wealth is not without its
own price. Dwarves are constantly beset
from without, by others looking to steal
their riches by force-- or treachery.
‘Thus it is that for every dwarven craftsman,
for every gold coin that flows into their
halls, there are dozens of dwarven warriors
to protect it all, Hand-in-hand with their
skill at craftsmanship, the dwarves value
martial prowess, the
warrior’s tradition.
All manner of
other adventurous
professions are
present in the
dwarven kingdoms--
wizards, clerics,
rogues, and others-- but at
all times, such pursuits are
bolstered by the path of the
simple fighter. Every dwarf
knows and accepts the responsibility that, at
any time, he may be called upon to take up
arms and protect his family, clan, and
home.
A dwarf with no martial training risks the
ire of his kinsmen, for selfishly pursuing
other interests while leaving the fighting to
others. As such, most dwarves find time
early in their lives to study under the
weapon masters~ learning the proper use of
weapons and armor, pethaps even mastering
a chosen weapon before dedicating
themselves to other useful studies.@ “Chapter 1: Introduction
Favored Class: Fighter
‘The concept of favored classes is intended to
encourage characters to gravitate towards
traditional roles for their race. Multiclass
characters do not consider their favored class
when calculatin; erience point ities;
In ter words adencing your xed ls
is always “free.”
Notwithstanding the fact that fighters are
some of the most enjoyable characters to
play, as few as one or two fighter levels are
vital for any character who ever hopes 10
swing a weapon-- or dodge one. Fighters
receive bonus fighter feats at ist and and
level, they receive all weapon and armor
proficiencies, and they boast a generous dio
hit die as well.
Fighter levels pay off most directly at low
levels, when hit points and base attack bonus
mean the most. For spelleasters, it is often
difficult to sacrifice spellcasting ability for
melee prowess-- until you consider that it is
most often melee prowess that allows the
spelleaster to advance to higher levels. As
any dwarf can tell you, there comes a time
when spells fail, and you live or die by the
strength of muscle, bone, and steel.
Prestige Classes
The prestige classes in this book are
designed to reward characters who enjoy
fighter multiclasses and who focus their
skills and abilities into iconic roles. You will
find a prestige class to further define every
fighter multiclass option available. Don't
stop at being a mere fighter-bard, for
example-- become a dwarven skald.
‘The prestige classes here are so
tightly bound to dwarven culture that they
are only recommended for dwarves.
However, with your GM’s permission (and a
little creativity to explain your choice), you
may waive the racial prerequisites so that all
of the prestige classes are available.
Open Gaming Content
This product is produced under the terms of
the Open Gaming License vr.ca and the dao
System License v3.0. A copy of the Open
Gaming License may be found at the end of
this book. Open Content consists of rules-
related text only, and will be clearly marked
“Open Content” at the bortom of the page.
Use of this product requires the use of the
Dungeons & Dragons’ Player's Handbook,
Third Edition, published by Wizards of the
Coast", Dungeons & Dragons" and Wizards
of the Coast” are Registered Trademarks of
‘Wizards of the Coast, and are used with
Permission. ‘dao System’ and the 'd20
System! logo are Trademarks owned by
Wizards of the Coast and are used
according to the terms of the d2o System
License version 3.0. A copy of this License
can be found at www.wizards.com.
The following items are hereby designated as
‘Product Identity:
1. The name "Bad Axe Games" as well as all
identifying marks of Bad Axe Games,
LLC., including but not limited to the Bad
‘Axe Games logo and the phrase "Games
With Grit";
2. The product name "Heroes of High
Favor" ex for its use within Section 15 of
the Open Game Licenses
3. All artwork, illustration or graphic design
including any text contained within such
artwork, illustration or graphic design.a
Chapter 2: Feats,and Skills G)
Feats and Skills
Feats
This section lists a number of new feats,
cach with one or more designators to serve as
suggestions for the kinds of characters who
may take cach feat.
General: Normally available to all classes.
Dwarf: Recommended for Dwarf
characters only.
Recommended for inclusion in the
list of bonus feats for fighters.
Fighter:
Axe Mastery
[General, Fighter]
Your continued studies in the mastery of
your chosen weapon extends 10 the use of
other, similar weapons.
Prerequisites: Weapon Focus (any axe),
‘Weapon Specialization (any axe)
Benefit: You receive a
+1 bonus to attack with
all axes with which you are
proficient. This bonus stacks
with any bonus you may
already have from Weapon
Focus with your primary
weapon. For example, a
fighter with all Martial Weapon
proficiencies would include the hand axe,
throwing axe, battle axe, great-axe, and
even the dwarven war-axe (when used
two-handed-- but not when used one-
handed, unless you have taken
Exotic Weapon Proficiency:
dwarven waraxe).
Blood of Kings
[General, Dwarf]
‘You can legitimately claim direct
descendance from the great dwarven kings of
old.
Benefit: When dealing directly with other
dwarves, you gain a +2 bonus to all Bluff,
Diplomacy, Gather Information, Intimidate,
and Sense Motive checks.
Special: This feat can normally only be
chosen at 1st level however, with your GM’s
permission, the unfolding of events in your
campaign may allow you to
take it for an established
character.G | Chapter 2: Feats-and Skills
@
Cleave Asunder
[General, Fighter]
‘You can cleave through metal as easily as
flesh and bone.
Prerequisites: Cleave, Sunder
Benefit: If you use your Sunder feat to deal a
‘weapon or object enough damage to destroy
it, you get an immediate, extra at
against another creature, weapon,
or object within reach.
Essentially, you may freely
substitute “creature, weapon,
or object” for the term
“creature” as it appears
in the description of
the Cleave feat. IF you
also have the Great
‘Cleave feat, you may
make additional Cleave
attempts for each
creature, Weapon, or
object you drop.
Crossbow Mastery
[General, Fighter]
Your continued studies in the
mastery of your chosen weapon
extends to the use of other,
similar weapons.
Prerequisites: Weapon Focus (any
crossbow), Weapon Specialization (any
crossbow)
Benefit: You receive a +r bonus to attack
with all crossbows with which you are
proficient. This bonus stacks with any
bonus you may already have from Weapon
Focus with your primary weapon.
Open Content 4 |
Giant Killer
[General, Fighter]
‘You have mastered the techniques of
fighting large creatures and slipping
through their defenses.
Prerequisite: Combat Reflexes
Benefits When fighting opponents 2t least
‘wo size categories larger than you, you
negate the effects of any additional reach
they may have. Against your
character only, such creatures
threaten only the squares
adjacent to them.
Hammer Mastery
[General, Fighter]
‘Your continued studies
in the mastery of your
chosen weapon extends
to the use of other,
similar weapons.
Prerequisites: Weapon Focus
Gny hammer), Weapon
Specialization (any hammer)
Benefit: You receive a +1 bonus
to attack with all hammers with
which you are proficient. This
bonus stacks with any bonus you
may already have from Weapon Focus with
your primary weapon.
Improved Charge
[General, Fighter]
‘Your charge strikes your enemy like a blow
from the hammer of the gods.
Prerequisite: base attack +1 or higherBenefit: When you perform a charge action,
you rective a +2 bonus to damage in
addition to the +2 bonus to hit.
Improved Darkvision
[General, Dwarf]
For whatever reason~ a purer bloodline,
deep dwarf ancestry, or simply too many
years underground-- you have better
darkvision than most dwarves.
Benefit: The range of your Darkvision is
increased by 30 feet. You may take this feat
multiple times to increase the range of your
darkvision even further.
Improved Rear Rank Fighting
[General, Fighter]
‘You have mastered fighting as part of a
phalanx or spear hedge.
Prerequisites: Rear Rank Fighting
Benefit: When fighting in melee combat
with a reach weapon, interposing creatures
(friendly or otherwise) do not provide cover
to enemies behind them.
Rear Rank Fighting
[General, Fighter]
‘You are accustomed to fighting as part of a
phalanx or spear hedge.
Prerequisites: base attack bonus +1 or higher
Benefit: When fighting in melee combat
with a reach weapon, friendly interposing
creatures do not provide cover to enemies
behind them. Enemies continue to provide
cover as normal.
Refined Skill Focus
[General]
‘You have a natural aptitude with one or
more related skills.
Benefit: Choose one of the following
benefits when this feat is chosen:
+2 bonus to any two skills;
+3 bonus to any one skill;
+2 ranks with any one skill.
Special: You can gain this feat multiple
times. Is effects do not stack. Each time you
choose this feat, you must apply it toa
different skill or skills.
Shield Bash
[General, Fighter]
‘You are able to use your shield to smash your
‘opponents.
Prerequisites: Shield proficiency, base attack
+1 or higher
Benefit: When using the full attack action,
you may make one additional attack with
Your shield (including a buckler, small, or
iarge shield, but excluding a tower shield).
This attack and all your regular attacks
suffer a -2 penalty. After your attack, you
lose the benefit of your shield until your
next action.
Shield Parry
[General, Fighter]
‘You are skilled at using your shield to
imtercept and deflect incoming attacks.
Prerequisites: Shield proficiency, base attack
+1 or higher
ieee I©) Chapter 2: Feats-and Skills
Benefit: Once per round, you may choose to
rry a melee attack using your shield
fineluding a buckler, small, or large shield,
but excluding a tower shield). You must
declare that you will parry before the attack
roll is made. To parry, make an opposed
melee attack roll against your opponent,
adding your shield’s AC bonus
Gnctuding its magical
bonus, if any) to your roll.
If you succeed, the attack
fails. You lose the benefit of
your shield until your next
action.
Shield Rush
[General, Fighter]
Holding your shield before you, you
rush into your opponent, pushing him
back.
Prerequisites: Shield proficiency,
Power An
Benefit: You may use your shield
(small or large, but not a buckler or
tower shield) when you perform a bull
tush action. This action does not draw
an attack of opportunity from the
defender, though it may draw an
attack of opportunity from other foes
nearby, and you do not receive your
shield’s AC bonus against these
attacks, You may add your shield’s AC
bonus (including its magical bonus, if
any) to your opposed Strength check.
Regardless of the success of your bull rush,
‘you lose the benefit of your shield until
your next action.
Short Stature
[General, Dwarf]
Even by dwarven standards, you are shorter
and slighter of build than most.
Benefit: Your character is size category
Small. Small characters receive a
+1 bonus to hit anda +1
bonus to AC due to size, and
are limited in weapon and
armor selection.
Special: This feat may only be
chosen at rst level.
Spear Mastery
[General, Fighter]
‘Your continued studies in the mastery
of your chosen weapon extends to the
use of other, similar weapons.
Prerequisites: Weapon Focus (any spear),
‘Weapon Specialization (any spear)
Benefit: You receive a +1 bonus to
attack with all pea with which you
are proficient. This bonus stacks with
any bonus you may already have from
‘Weapon Focus with your primary
weapon.
Sturdy Back
[General]
‘You are accustomed to carrying heavy foads
over long distances.
Benefit: When calculating your
encumbrance by weight, you count Heavy
loads as Medium, and Medium toads as
Light. This has no effect on reduction of
movement due to encumbrance by armor,
which will reduce your speed as normal.
Open Content~ Fighting Styles
Fighting Styles
Characters who concentrate on certain
Fighting styles gain additional mastery over
their style. This added perk is similar to a
synergy bonus and is designed to reward
characters who concentrate on a single path
of fighting, The basic styles are freely
available to all characters who mect the
prerequisites, without the need to spend
another feat. As soon as the prerequisites are
met, the character gains the benefit of his
style.
A character with four or more class levels of
fighter who already qualifies for the basic
style may spend a feat to acquire the
additional benefits of a Style Specialization.
Al Style Specializations should be included
in the list of bonus fighter feats.
Single Weapon Style
The single weapon master weaves a net of
steel to ward off opponents. This style
emphasizes agility, concentration, and the
mastery of your chosen weapon.
Prerequisites: Expertise, Lightning Reflexes,
‘Weapon Finesse (chosen weapon), Weapon
Focus (chosen weapon), 4 or more ranks in
Balance, 4 or more ranks in Concentration
Benefit: When wielding your chosen weapon
in one hand, you receive a +r dodge bonus
to AC against all melee opponents. Your
off-hand may not hold 2 weapon or anything
larger than a Tiny object. Like all dodge
bomuses, a condition that makes you lose
your DEX bonus t0 AC also malkes you lose
the AC bonus from this fighting style.
Specialization: As above, but your bonus to
AC when using this style rises to +2.
‘Weapon and Shield Style
‘The practitioners of this style fight with a
shield in one hand and their chosen weapon
in the other. They are adept at reading their
opponent's body language to determine the
‘optimum placement of their shield whether
it be held ready to intercept a blow, or used
as a weapon to smash the opponent aside.
Prerequisites: Combat Reflexes, Power
‘Attack, Shield Bash, Shield Parry, Shield
Rush, 4 or more ranks in Sense Motive
Benefit: When you perform a Shield Bash,
Shield Parry, or Shield Rush, you do not
tose the benefit of your shield until your
next action. You may perform these aeons
and retain the full AC bonus of your shield.
Specialization: In addition to the above
benefit, you receive a +1 bonus to attack and
opposed rolls when using your shield to
erform a Shield Bash, Shield Parry, or
eld Rush.
‘Two-Handed Style
You wield a weapon in two hands with the
same grace and ease as you would a lighter
weapon, enabling you to strike quickly
when your opponent suspects a clumsy and
cumbersome attack,
Prerequisites: Cleave, Endurance, Great
Cleave, Power Attack, 4 or more ranks in
Buff
Benefit: When using a weapon in two hands
against a melee opponent who receives a
dodge or DEX bonus to AC, you receive up
toa #2 bonus to your attack roll. The total
of your bonus cannot exceed your
opponent’s bonus due to dodge or DEX
modifiers.
Open ContentSpecialization: As above, but you receive up
10 a +4 bonus to your attack roll. The total
of your bonus cannot exceed your
ent’s combined bonus due to dodge or
DEX modifiers.
‘Two-Weapon Style
You have mastered the style of fighting with
‘two Weapons at the
same time. This
style requires
that you Fight
with 2 longer
weapon in
your ary
handy ior
keeping your
opponent at a
distance, and a smaller
weapon in your off-hand,
for quick strikes and parties.
Prerequisites: Ambidexterity , Rwo
‘Weapon Fighting, Improved ‘Tio
‘Weapon Fighting, Weapon Focus
(primary 1, Which must be
Medium), on Finesse (off-hand
weapon, which must be Light)
Benefit: You receive an additional +1
bonus to hit with your primary
weapon, thus reducing your penalties
for fighting with two weapons to -1/-
2.
Specialization: In addition to the
above benefit, you receive an
additional +1 bonus to hit with your
primary weapon, reducing your
penalties for fighting with two
‘weapons to -0/"2.
Dwarven Runes
Dwarven masterworks are greatly prized
throughout the world, bringing great
prestige to the craftsman. It is common for
most artisans to seal their workmanship
with a maker’s mark, a single rune denoting
the craftsman’s name or family.
Some dwarven craftsmen take this a
step beyond, adding runes of
mystical power to their
¢ creations. Generally, only
st dwarven rune-pris
Day) spend any time studying
|
such runes, but other
powerful and charismatic
dwarves may know a few
choice runes.
Dwarven runes are not magical-in
and of themselvess rather, they act
as a conduit for divine power. An
active rune is a supernatural effect.
A dwarven rune may only be added
to a masterwork item, and counts as
an additional masterwork.
component (market value=300,
DC2o) for the purposes of creation
times and costs. At the time the
rune is created, the craftsman may
choose whether the rune is visible
or hidden-- detect magic will not
reveal the rune, though true seeing
or more powerful magic will reveal
it, and a trained dwarf can spot any
rune he knows with a Spot or Search
(DGp) check.
Each rune may be activated once per
day and lasts for 1 round per point of
Charisma bonus (minimum of r round). A
dwarf capable of divine channeling may
Open Comentexpend one of his daily turning attempts to
activate a rune a second or subsequent time.
Activating a rune is a move-equivalent
action that may be combined with a move. It
does not provoke attacks of opportunity.
‘Unless otherwise specified, the rune affects
only the dwarf who activates it, and the
benefit cannot be transferred in any way.
A character without the corresponding Rune
feat cannot identify, activate, or craft the
rune. Each of the following feats allows a
dwarf to identify, activate, and craft a given
rune-- although crafting runes requires the
requisite Craft skill to create a masterwork
item on which to place the rune. Placing a
rune upon a weapon requires Craft:
‘Weaponsmithing, a shield would require
Craft: Armorsmithing, ete.
Rune of Beauty
[General, Dwarf]
The item is of stunning beauty, drawing
the gaze of all who look upon it. Dwarves
typically activate this rune to influence the
selling price of the item.
Prerequisites: inscribe on any item
Benefit: While this rune is in effect, you
Teceive a +2 circumstance bonus to all Bluff
and Diplomacy checks.
Rune of Cleaving
[General, Dwarf]
An axe marked with this rune can cleave
through armor, flesh, and bone with
amazing ease.
Prerequisites: inscribe on any slashing
weapon
_Dwarven Runes (9))
Benefit: While this rune is in effect, the
wielder receives access to the Cleave feat with
this weapon.
Rune of Courage
[Generat, Dwarf]
Divine power runs through this rune,
granting the wielder the courage to face any
foe.
Prerequisites: Wis 11+, inscribe on any item
Benefit: While this rune is in effect, the
bearer is immune to fear effects.
Rune of Energy
[General, Dwarf]
‘Weapons marked with this rune also bear
the dwarven symbol for fire, electricity, or
ice, and can bestow an energy effect onto a
weapon.
Prerequisites: Wis 13+, inscribe on any
weapon, energy form must be chosen when
inscribed
Benefit: While this rune is in effect, the
weapon gains the benefit of the flaming,
shock, or frost magical enhancement (see
Core Rulebook IT pp. 186-187).
Rune of Fortification
[General, Dwarf]
This item is forged with the mastery of the
gods themselves, and both bearer and item
become as hard as the Finest dwarven stecl.
Prerequisites: Wis 11+, inscribe on armor or
shield
Benefit: While this rune is in effect, you
are immune to critical hits, and the armor
Open Content J) ‘Chapter 2:Feats-and Skills
or shield marked with the rune cannot be
damaged or destroyed.
Rune of Power
[General, Dwarf]
The power of the gods speaks through you
and your weapon, enabling you to strike
more powerful blows.
Prerequisites: Wis 11+, inscribe on weapon
Benefit: While this rune is in effect, the
weapon deals additional damage equal to
the bearer’s Charisma bonus
(minimum +1).
Rune of Protection
[General, Dwarf]
‘You can call upon the
gods to protect you
and your allies from
harm.
Prerequisites: Wis
15+, inscribe on
armor or shield
Benefit: While
this rune is in
effect, you and all
friendly allies
within 3o' gain a
+2 luck bonus to AC.
Rune of Sharpness
[General, Dwarf]
‘These runes are used on weapons with an
unusually keen edge.
Prerequisites: inscribe on slashing weapon
Benefit: While this rune is in effect, the
wielder receives access 10 the Improved
Critical feat for this weapon.
Rune of Sundering
[General, Dwarf]
The hammer of the All-Father is a reminder
that what can be made, can be as casily
unmade.
Prerequisites: inscribe on hammer
Benefit: While this rune is in
effect, the wielder receives access
to the Sunder feat.
Raine of Vengeance
[General, Dwarf]
‘These runes signify the
terrible vengeance of
the dwarven gods, and
enemies come to
know and fear any
weapon so inscribed.
Prerequisices: Wis 17+,
inscribe on weapon,
specific enemy must be chosen
when the rune is inscribed
Goblins, tolls, giants, etc.)
Benefit: While this rune is in effect,
any chosen enemy within 30” when the
weal a foc must make a Will
ene DC ‘oats Cha bonus) or
become panicked. If the saving throw is
successful, that individual is immune to the
rune for day. Creatures whose hit dice
exceed the hit dice or character level of the
wiclder are unaffected.
Open Cone 7Skills
Appraise/Diplomacy
A character can use an opposed Diplomacy
check to bargain for a better price on goods.
In general, due to their low Charisma,
dwarves do not enjoy haggling; they are
straightforward to a fault, They prefer to
emter negotiations with the value of their
own goods clearly set, and they appreciate
the same treatment from others. However,
some dwarves take great pride in their
haggling skills, especially those who deal
regularly with other races.
A character with 5 or more ranks in Appraise
receives a +2 synergy bonus to Diplomacy
when haggling over the price of goods. This
bonus stacks with the synergy bonuses from
Bluff and Sense Motive. Dwarves receive a
further +2 racial bonus to Diplomacy when
haggling over items crafted from metal or
stone.
Forgery
‘A dwarf can use this skill to create maps or
runes that are invisible to the untrained eye.
Some such runes remain hidden forever,
though often they become visible under
certain conditions-- when viewed by
starlight, for example, or only when seen
under a certain phase of the moon during a
certain season. The creator can decide such
factors when the map or writing is created,
and though mysterious and fantastic, such
writings are not magical in any way. The
map’s creator sets the DC of discovering the
hidden writing when he makes his initial
Forgery check. Although the map’s original
creator can easily see his own writing,
others must discover the runes with an
J\ of ‘Skills and Dwarven Craftsmanship («)
opposed Decipher Script check or through
the use of true seeing or more powerful
magic.
Knowledge (Dwarves)
‘This catch-all skill involves history, arcana,
religion, heraldry, and other such Iknowledge
as it pertains to dwarves. Bards, wizards,
and all dwarves may take this as a class skill.
Dwarven Craftsmanship
‘The key dwarven disciplines of the Craft
skill are Armorsmithing, Blacksmithing,
‘Stonemasonry, and Weaponsmithing. Listed
below you will find new ways to take
advamage of your character’s wise
investment into Craft skill ranks by adding
‘masterwork components to the items you
create.
Each of the masterwork components listed
below can be added to any item you wish to
craft. Note that each component has its own
Craft DC and market value (and thus, a
corresponding raw material cost). Each
component-- including the item itself--
must be crafted individually, using the
normal rules for the Craft skill summarized
here:
1. Find the DC below.
2. Pay the raw material cost (one-third the
item's market value)
3. Make a skiff check representing one
week's work.
If the check succeeds, multiply the check
result by the DC. If the result times the DC
equals or exceeds the price of the item
muttiplied by 10, then you have completed
the item. (If the result times the DC equals
Open Content \ y(72) Chapter 2:Feats-and Skills
double or triple that amount, then you have
completed the task in one-half or one-third
the time, and so on.)
If the result times the DC doesn't equal or
exceed the price multiplied by 10, then it
represents progress your have made for the
week. Record the result and make a check
for the next week. Each week you make more
progress until the total reaches the price of
the item multiplied by 10.
If you fail the check, you make no progress
that week. If you fail by 5 or more, you
ruin half the raw materials and have to pay
half the original raw
material cost again.
Armorsmithing and
Weaponsmithing
Dwarves have passed
down the secrets of
superior metalworking
since they were first
handed to them by the
All-Father himself.
‘While the surface
races have had some
success with what they
term “masterwork”
arms and armor, dwarven
craftsmen are able to produce armors
with far superior qualities. These quality
components can be added to armor, shields,
and weapons, and qualify the item as a
“masterwork” regardless of any final effect.
Masterwork components may not be added to
existing armor or weapons. When the
craftsman begins the creation process, he
must decide alll components before the job is
begun.
With sufficient skill, these components
allow dwarven craftsmen to nearly duplicate
the effects of mithral and adamantite armor.
Make sure that your GM allows the use of
these “magical” alloys before using these
rules.
Note: Progressively heavier armors use more
material and require greater skill to work.
Unless otherwise specified, all DCs and
market values given are for light armor. For
medium armors, increase the DC by +5
and multiply the cost by xa. For heavy
armor, increase the DC by +10 and
multiply the cost by x4.
Custom Fit
(DC20)
Market value
+150; armor or
shield
Generally considered
the standard
“masterwork”?
quality of armor, this
indicates a custom fit for
comfort while moving. The
armor check penalty is
reduced by 1. Armor or shields
may include up to three Custom
Fit components (reducing the overall
armor check penalty by up to 3 points).
Durasinity (DC = oriGINAL ITEM
Crarr DC)
Market value = 1003 armor, shield, or
weapon
Sages have long wondered why it is that
dwarven items are more durable than
standard fare, but if it is anything other
than superior craftsmanship, the dwarves
aren’t talking, Each Durability component
Open Content) }adds +2 HP to an item. You may add up to
five Durability components for a final HP
adjustment of +10.
ENHANCED ALLoy (DC variaBLe)
Market value = specials armor, shicld, or
‘weapon
Dwarves occasionally use rare meteoric
metals to form enhanced alloys of incredible
strength and toughness. These alloys are
harder than normal iron and offer a natural
enhancement bonus. This bonus is
nonmagical and thus is effective even in
areas where magic does not function.
Special rules apply when adding this
component to atmor and weapons. Light
armor and shields can receive up to +1
enhancement (DCa2o, market value 2000).
Medium armors can include more of the
material and may inelude a second enhanced
alloy component (DC2s, market value
+3000). Heavy armors such as plate can
withstand a third enhanced alloy component
(DC3o, market value +5000). Thus,
crafting a suit of full plate, a heavy armor
with a +3 enhancement, will require three
separate checks at DC2o, DCas, and DC30,
and has a final market value of +10,000.
Because the enhanced alloy is strong, heavy,
and generally inflexible, armor with this
component may not include any of the
following components: Custom Fit,
Mobility, Superb Balance.
‘Weapons may also be made with enhanced
alloy. A weapon with a single Enhanced
Alloy component has a DC2o, a market
value of 3000, and an enhancement bonus of
+1. A second Enhanced Alloy component
has an additional market value of +6000,
requires a second check at DC2s, and
imparts a total enhancement bonus of +2.
Harvenep (DC2o)
Marker value = 1503 armor, shield, or
weapon
Dwarves use a special tempering process to
impart an amazing resilience to their metal,
increasing its effective hardness by +5. An
item may include up to two Hardened
components, for a final hardness of +10.
Maxer’s Marx (DC = vaniaBee)
Market value = variable; any item
‘Craftsmen often add their own special
maker’s mark to distinguish their goods
from that of other craftsmen. The DC for
this check is 0+ maker’s Craft skill ranks--
the higher the craftsman’s skill, the more
intricate his maker’s mark will be. The
craftsman freely sets the value of raw
materials he wishes to include-- runework,
gems and jewels, intricate hilts, and so
forth. The final market price is equal to
three times the amount invested in raw
materials.
‘When the item is crafted, make a note of
your Craft ranks at the time. Add this
umber to the Appraise check of any viewer
trying to recognize your work and appraise
its value. This number also equals the DC
required for unscrupulous forgers to imitate
your mark and make a living off your good
name (only using their own shoddy
materials and craftsmanship). The better the
craftsman, the harder it is to duplicate his
work.
Mositrry (DC25)
Market value= 10003 armor only
By using a lighter, more flexible alloy,
dwarves are able to craft armor of surprising
mobility. This component may only be
Open ContentChapter 2:Feats-and Skills
included onces however, armor with
Mobility is counted as one category lighter
for the purposes of movement and other
limitations: medium armor becomes light,
heavy armor becomes medium. There is no
benefit to adding the Mobility component to
light armor (although you may include the
component simply to increase the market
value).
Repucen Weieut (DC20)
Market value = variables any weapon
‘Weapons and other non-armor, non-
shield items can benefit from a
lighter alloy. This component
may be included once, and reduces
the item’s weight by half. The
final cost depends on the amount
of material used multiply the
item’s HP by to to determine market
value. If the masterwork component
Durability is also included on this item,
make certain to calculate the Reduced
‘Weight market value from the item’s
final HP.
Surers Batance (DC25)
Market value = 2003 armor only
This armor is jointed and balanced to
afford greater range of motion. The
maximum Dex bonus of the armor is
increased by +1. A suit of armor may
include this component twice, for a
maximum bonus of +2.
Tempenep Enez (DC20)
Market value = 3003 weapon only
Generally considered the standard
“masterwork” component for weapons,
a tempered edge offers a +1 bonus to
attack. This is not a magical bonus, nor
does it stack with any enhancement bonus.
Blacksmithing
In addition to weapons and armor, there are
many mundane items that benefit from
dwarven skill. Dwarven blacksmiths
may add the Durability, Hardened,
and Reduced Weight components to
any metal item they craft (locks,
chains, spikes, etc.). Any item may
include a Maker’s Mark to add
value.
Blacksmiths may also include
the following masterwork
component:
Cusrom Tootser (DC20)
Market value = 100; tools only
Unless otherwise specified, custom
tools are considered masterwork and
provide a +2 circumstance bonus.
For items with a normal market value
of less than 50 gold, a single
masterwork component (of any kind)
raises the total value of the item to
100 gold, and requires a single Craft:
Blacksmithing check.
Additional masterwork components
beyond the first use their normal
market values and require additional
checks. Costs are calculated on the
most expensive components included
(only the Ieast expensive component
is included in the combined cost and
Craft check mentioned above).
Open ContentSimprz Items (DCro)
Caltrops (market value = 1)
Caltrops may be improved with the
‘Tempered Edge component for a +1
bonus to hit.
Crowbar (market value = 2)
‘A crowbar may include the Custom
‘Toolset component. When used to
jimmy a door, break a chain, or topple
a particularly confounding statue, a
masterwork crowbar adds a +2
circumstance bonus to the task.
Hammer/Stedge (market value = 1)
With the Custom Toolset component, a
hammer adds a +2 circumstance bonus
to tasks such as smashing open a chest
or shattering a lock. This can be
combined with a masterwork crowbar,
in which case the bonuses stack.
Horseshoes (market value = 1)
‘Dwarven horseshoes are made to give
their mules and other beasts of burden
safer footing in rugged landscapes.
Horseshoes with the Custom Toolset
component add a +2 circumstance
bonus to the animal’s Balance and
‘Climb checks.
Quatiry Irems (DCxs)
Chain (market value = 3o/ten feet)
Dwarves abhor the concept of slavery
yet they do not underestimate the value
of a good length of chain for securing
prisoners and the like. Chains typically
have a hardness of 10 and 5 HP, and can
be burst with a Strength check (DC26).
Chains that have been Hardened
inerease their hardness to 15 and require
a DC28 to burst. A second Hardened
component grants a 20 Hardness and
DGo to burst.
Flask (market value = .03)
Metal flasks are generally Hardened to
protect the contents.
Mirror (market value = 10)
A polished steel mirror is invaluable for
keeping the beard neat and trim-- and
for the occasional run-in with a medusa
or basilisk. Mirrors can be Hardened to
prevent breakage, although most
dwarves simply add a Maker’s Mark to
create fine polished mirrors suitable for
any nobleman.
Spiderwire (market value = 30)
‘This wire is extremely fine, light, and
sturdy. It can be strung low across a
corridor as a tripwire, or used as a
garrote. Creatures moving over half-
speed have little chance to notice
spiderwire (Spot DC23), though any
creature moving slower will spot it
automatically as it moves through it
without harm. Spiderwire can be
broken with a Strength check (DC)
though it will cause 1d4 damage to
unarmored flesh for each burst attempt.
Spiderwire can support 20 Ibs before
breaking. Cost listed is for a 10-foot
spindle of wire; weight is negligible.
Masterwork spiderwire is Hardened and
requires DCrz to burst.
Superior Irems (DC20)
‘Dwarves can create several kinds of
masterwork artisan’s tools (Blacksmith’s,
Locksmith’s and Thieves’ Tools). The
Open ContentChapter 2: Feats-and Skills
Custom Toolset component grants a +2
circumstance bonus, There is little need for
any other masterwork component although
some dwarves enjoy the prestige of a
‘Maker’s Mark on their personal smithing
tools.
Srzcratry Irems (DC varraBie)
Locks (market value = 20)
A standard lock has a market value of
20 and requires a DC20 to pick with
the Open Locks skill. Dwarves can
craft more intricate locks, but the DC
to craft a lock is equal to the DC
required to pick the lock:
Quality Open Locks Value
Very simple DGzo 20
Average DG 40
Good DGjo 80
Very good DGs 0
‘Amazing DCqo 50
Grafting high-quality locks generally
requires precision tools in addition to a
high level of skill.
Locks have a hardness of 10 and require
a Strength check (DC26) to burst.
Dwarves have been known to make
Hardened locks (DC28) for outsiders,
though they personally consider it
foolish to lock a flimsy wooden door
cor chest with a masterwork lock-- it
becomes simpler to smash the door
down than to break the lock!
Manacles (market value = 15)
Standard manacles require a DC26 to
burst, but they can be Hardened to
require a DCa8 Strength check.
Ornamental Ironwork (market value =
varies)
The value of ornamental ironwork
varies. ypically such work is improved
with a Maker’s Mark, adding fine iron-
sculpting, gems, gold or silver inlays.
Stoneworking
Perhaps moreso than their skill at smithing,
dwarves are known for their amazing
stonecraft. Lucky indeed is the lord who can
afford to hire a dwarven foreman and
dwarven workers to manage the construction
of his fortress.
Like all dwarven craftsmanship, stonework
may include a Maker’s Mark in addition to
the masterwork components listed below.
Dwarven work is typically priced out by
volume, and their standard is the s-foot
cube-- whether it includes sections of wall,
floor, ceiling, steps, doorways, ot solid
stone. For example, a typical 10 foot by 20
foot outbuilding, 1o fect high, with no
basement, contains sixteen §-foot cubes.
Some balk at the concept of paying for all
that “empty space” but one need only look
at the high vaulted ceilings of a dwarven
great hall to realize the amount of work
required to keep all that empty space from
collapsing into itself.
Costs given below are for hewn stone. Hewn
stone has a hardness of 8 and 1s HP per inch
of thickness, Dwarves prefer to work in
hewn stone, though for surface dwellers they
will use masonry walls (stone and mortar)
to save cost. Masonry walls have a hardness
of 8 but only half the HP of hewn stone (7.5
HP/inch). However, masonry costs only
half as much as the prices listed below.
Open Content) P " f iRN
Stanparp Sroneworx (DCs)
Market value = 7s; standard 5 x 5 x 5
‘Dwarves simply view a standard section of
stonework as either stone or empty space, and
they charge equally for the cost of the stone
or the labor involved in chiseling it away. A
fully-worked sxsxs section of stone may
include any normal fixtures: open
doorways, windows, stairs, and some simple
runework or other decoration.
HarveNep (DC2o)
Market value = 10
Dwarves maintain quarries of smooth, hard
rock, much of it from volcanic or meteoric
origins. A section of stone may be
Hardened, increasing its hardness by +2.
Stonework may include up to two Hardened
components, for a final hardness of +4.
Rernrorcep (DC20)
Market value = 30
By lacing metal alloys throughout their
work, dwarves can increase the hit points of
a given section of stonework. Each
Reinforced component adds +10% HP to a
section of stone, You may add up to five
Reinforced components for a final HP
adjustment of +50%.
Using Apprentices
Without the benefit of cooperation, a lone
dwarf could toil away years of his life ona
single masterwork item. With apprentices to
share the workload, however, the time can
be drastically reduced.
A typical forge has many areas where
apprentices can be useful-- keeping the forge
stoked with fuel, working the bellows,
procuring materials, carrying them back
and forth, and so on. However, at some
point there is a practical Limit to how many
apprentices can help with a given item.
For weapons, allow a single apprentice for a
Tiny item, two for a Small item, three for a
Medium item, and four for a Large item.
For armor, regardless of size, allow a single
apprentice per point of AC bonus. For
example, a suit of chainmail grants a +5 AC
bonus, so you could reasonably add five
apprentices to the task.
For blacksmithing tasks, you may use a
single apprentice for simple items, two
apprentices for superior items, and up to four
apprentices for specialty items.
Stoneworking allows for many apprentices,
as there is much work to be done and plenty
of room for extra hands. Your GM may
allow up to four apprentices for every -foot
cube of work. Even with many dwarves
working together, it takes years to complete
the construction of any significant stone
edifice.
The GM may even allow your character to
take ranks in Profession: Overseer, in which
casc it is recommended that for any given
task, you be allowed one additional
apprentice per still rank, due to your abiliry
10 delegate responsibilities and motivate
apprentices.
Per the Cooperation rules in Core Rulebook
I, for each helper who makes a DCio check,
the leader adds +2 to his skill check. Note
that those helping you cannot take 10 on a
Cooperation check-- every helper must make
adzo skill check as normal. If the check is
failed, the leader does not receive the bonus.
Open ContentFP
@) ‘Chapter 2: Feats-and Skills
Masterwork Crafting Example
Hrothgar wishes to craft a fine breastplate for
his family’s dlanpriest. The breastplate és
median armor, so all masterwork
component costs will be doubled and all DCs
increase by «5. Hrothgar decides to include the
following:
tem
BBesgyye &
weseweea &
Superb Balance
The final item will be AC+5, has a Hardness
of 5, Dex check penalties are reduced by 3 (for
2 final result of -1), maximum Dex bonus is
incense y 03 (or a final res of +), and
‘or rapoms of mobi armor is
Taking 10 he is unltely be particularly
inpied bu neither i he kel make ary
mistakes. (Remember that if you fail your
Graft check by $ or more, you make no
progress for the week, and you must pay half
Si pew inant soe og)
Hrothgar begins with the breastplate itself. The
item has a market value of 2003 he pays one-
third of this cost in raw materials.
He makes a Craft check for the first week’s
work, and because he takes 10, the result is a 25
(10 + Graft 15). He multiplies the check result
by the DC (35 x 5 = 375) and compares this to
the item’s price.
In order to complete the item. in one week,
‘you must exceed the item’s price x 10~ in this
case, (200 x 10), or 2000, At this rate, if he
continues to take 10 each time, Hrothgar will
complete another 375 each week, He'll finish the
breastplate component in roughly six weeks (6
375 = 220, and the item is complete!)
Hrothgar moves on to the other compotients.
Using the same process, it will take him five
weeks to complete each Custom Fit
nent~ fifteen weeks toral.
“Hel spend ie weeks onthe
Hardened component,
six weds on each
Superb Balance
component, and six
months on the
‘Mobility component.
Hrothgar rapidly begins
to see that he may have bitien
off more than he can
chew. However, with
masterwork artisan's
tools, « handful of skilled
tices to assist him
(each a stacking +2 circumstance
bonus), and taking a chance with his
d20 Craft check (instead of taking 10) he'l be
able to complete the item in much less time.
Open Content FZ sfPrestige Classes
‘This chapter presents ten class concepts. Each
class presents an iconic multiclass
combination with the dwarves” favored class:
fighter. Thus, you will find here fighter-
barbarians, fighter-bards, fighter-clerics,
and so on.
You should use these prestige classes not
only to develop your role going forward, but
to give further insight into your character’s
background. Each prestige class fills a very
defined niche in dwarven society.
Information is first presented to define the
iconic multiclass in question, along with
background material to help define the role
of the class in dwarven society. Next you
will find information to describe the role of
the muttictass in an adventuring party. By
combining the information presented in
these two sections, you can develop a
backstory for your character as well as a
rationale for your decision to join the other
characters in your adventuring party.
Keep in mind that the information is only a
guideline to jumpstart your creativity.
Instead of playing the character exactly as
Listed, you could completely reverse some of
his traits to make a character that is equally
imeresting for the contrast he brings to the
table. For example, the background
information may indicate that your chosen
class is normally a respected member of
dwarven society, but this may instead
serve as justification for
playing a loner, an
outsider, or even an
outcast.
‘You will also find information
on the best ways to maximize your
Chapter 3: Prestige Classes’ (
character to enjoy cach multiclass
combination-- where to place skills, feats,
and ability scores, Although all of these
prestige classes are designed to take
advantage of the dwarves’ favored class of
fighter, you will find that Strength is not
always your most important attribute.
Finally, should you desire to explore the
iconic multiclass in greater depth, you will
find a complete prestige class to allow you to
do so. Rather than take ten levels of fighter
and ten levels of cleric, for example, you
could work towards quickly qualifying for
the rune-priest prestige class and put your
experience into those levels.
Prestige classes are balanced against the two
component multiclasses. You will generally
find that a level in a prestige class offers you
an advancement in abilities that falls
somewhere between an additional level of the
1wo qualifying multiclasses. However, while
the prestige classes presented here are
designed not to outstrip the qualifying
multiclasses, they do offer new abilities that
are otherwise unavailable.Chapter 3: Prestige Classes
Battle-Rager
Though tales do tell of the occasional “ost
tribe” of primitive, barbaric dwarves, by
and large when one thinks of dwarven
“barbarians,” the image that leaps
immediately to mind is that of the fearsome
bartle-rager.
Although widely known and casily
recognized, battle-ragers are nevertheless a
rare occurrence. These wild fighter-
barbarians are known for their unstoppable
fury in battle and an unsettling disregard
for their own safety. They wade imo battle
without armor, their bare arms and chests
covered in countless scars and graven tattoos,
frothing at the mouth and hewing
mercilessly into the enemy with huge, rune-
covered axes.Role in Dwarven Society
‘What turns a dwarf imo a battle-rager? It
could be the sudden, burning passion caused
by the death of a close relative, or the rage
could simply come upon an aged, battle-
weary dwarf like a pot coming to a slow
boil.
In any case, battle-ragers are valued and
respected among dwarves, who universally
agree that the battle-rager’s path is a divine
calling. That the calling is rare, and that
they tend to go out quickly in a blaze of
glory, only serves to make battle-ragers more
‘unique and precious among dwarven
society.
Those few bartle-ragers who survive to
become great heroes are a resource treasured
more than gold or mithral. Such heroes
move from battle to battle, lending their
expertise where the fighting is thickest.
Although there are other dwarven heroes,
such as the slayers, who are more suited to
vanquishing a single mighty foe, the battle-
rager is unparalleled at shattering the lines
of lesser foes such as goblins. Against a
battle-rager, even the hardiest legions of
goblins will falter and break.
Role within the
Adventuring Party
Although ill-suited to polite company, a
bartle-rager is a boon to any fledgling
adventuring party. Combining dwarven
resilience, barbaric fury, and a hatred of all
things goblinoid, the battle-rager serves as
the hard-hitting core of many adventuring,
groups. Despite their coarse nature, they can
yet be of use in civilized areas, where they
can often protect the party by reputation
(and intimidation) alone.
~~ Battle-Rager (x)
Fighter-Barbarian
‘You may play a battle-rager by simply
multiclassing a few levels of fighter with
barbarian. Most prefer starting asa
barbarian for the increased hit die and skill
points, adding a level of fighter as soon as
possible for the bonus feat. Better still, if
you are using the optional apprentice-tevel
mutlticlassing rules, a fighter-barbarian
begins play with a bonus feat, fast
movement, and the rage ability. Remember
that although a single classed barbarian
cannot read, a multiclassed barbarian
automatically gains the ability as soon as a
literate class is attained.
OF all the attributes, it is worth considering
Dexterity as pethaps the most important.
The fighter-barbarian can increase his
Strength and Constitution through raging,
bur his limitation to medium or light armor
means that his AC suffers at higher levels. A
decent Dexterity bonus to AC, coupled with
lighter armor for maximum mobility, can
help offset this vulnerability. ‘The
barbarian’s access 10 uncanny dodge
guarantees that the character will be able to
make the most of his Dexcerity bonus.
Bonus fighter feats are best spent perfecting
the “two hander” path: Power Attack,
Cleave, and Great Cleave. Because of their
high movement rate, fighter-barbarians tend
to be first into the fray, separated from their
allies, and unable to take advantage of a full
attack action. By concentrating on weapons
and feats that maximize the damage
otential of a single strike, such as with an
improved Charge + Power Attack, the
character can drop lesser foes and still enjoy
the luxury of multiple attacks through the
‘Cleave feats.Battle-Rager
More than merely fighter-barbarians, the
path of the true dwarven battle-rager is even
more brutal. Few receive the divine calling,
and fewer still possess the determination to
heed that call.
Hit Die: dia
Requirements
Base Attack Bonus: +5
Alignment: any non-Lawfal
Feats: Cleave, Iron Will, Power Attack,
‘Toughness
Special: rage, frenzy, or similar class ability
Class Skills
The battle-rager’s class skills (and the key
attribute for each skill) are: Climb (Str),
Craft (Int), Intimidate (Chr), Jump (Set),
Swim Gtr), and Tumble (Des).
‘Skill Points at Each Level: 2 + Int modifier
Class Features
Wearon anp Armor Prorictency
‘The battle-rager is proficient with all
simple and martial weapons. Although
they retain any proficiency with armor
and shields that they receive from prior
classes, they gain no new proficiency.
Bavtle-ragers who Wear armor or use a
shield lose the favor of the dwarven
gods. All special bartle-rager class
abilities are lost until the character
receives an atonement from a dwarven
cleric.
(2) ‘Chapter 3: Prestige ‘Classes
Against THE Opps (Ex)
The battle-rager is at his best when the
odds are against him. For every melee
opponent who threatens the space
occupied by the battle-rager, the battle-
rager receives a +1 morale bonus vo AC
(see below).
Det eed
Figure 1: Against the Odds
Bonus Fear
At and level and every four levels
thereafter, the battle-rager can choose a
bomus feat from the list of Fighter
bonus feats.
Fearsome VisaGE
Battle-ragers have many scars and
tattoos, and this obvious testament to
their battle prowess is awe-inspiring
indeed. Beginning at and level, the
battle-rager adds his class level to all
Bluff, Diplomacy, and Intimidate
checks. This bonus only applies if the
battle-rager’s scars are visible-- if
invisible, disguised, etc. he loses this
bonus.
/ ; Open ContentTable 1: Battle-Rager
Level BAB Fort Ref Will
I 41 42 +0 +2
2 +2 +3 +0 3
3 +3 +3 +r #8
4 +4 +4 +r +4
5 +5 +4 +r +4
6 +6 +5 42 +5
7 7 +5 +2 +5
8 +8 +6 42 +6
9 +9 +6 +3 +6
to +10 +7 +B +7
Abilities Gained
Against the odds
Bonus feat, fearsome visage
Frenaied charge, additional rage
Damage reduction 1/-
Indomitable will
Bonus feat, additional rage
Improved rage
Damage reduction 2/-
Additional rage
Bonus feat, improved rage
FRENZIED CHARGE
So fierce is the onslaught of the battle-
rager, it is almost impossible to strike
back. The bate-ager docs not apy &
-2 penalty to his AC when he performs a
charge.
Apprrionat Race
‘The battle-rager may enter into a rage
an additional time cach day. Add any
additional rage from the battle-rager
class to any other class rage ability.
Damace RepucTion
‘The battle-rager is able ignore some of
the damage from every attack.
Beginning at ath level he gains damage
reduction of DRu. Subtract 1 from the
damage the battle-rager takes each time
he is dealt damage. At 8th level this
damage reduction rises to DR2. This
stacks with any damage reduction the
battle-rager may receive from barbarian
or other class levels.
InpomiraBLe WiLL
Slowly but surely, the battle-rager’s
mind is given over to the single-minded
destruction of his enemies. For the most
part his mind knows only rage, while
other desires are sheltered deep within
his psyche. If the battle-rager
successfully saves against a spell that
normally allows a Will: half or Will:
partial saving throw, he suffers no
effect.
Improvep Race
Beginning at 7th level, the battle-
rager’s ability to rage is significantly
improved. His bonus to Str and Con
rise to +6 each, his Will save increases
to +3, and his AC penalty remains
constant at -2.
At roth level, the bartle-rager no longer
suffers any ill-ffects from fatigue at the
end of his rage. (Normally a character
reccives -2 to Strength, -2 to Dexterity,
and cannot run or charge.)
Open Content)‘Chapter 3: Prestige Classes
Dwarven Skald
‘One does not normally associate dwarves
with the profession of bards, but such
characters do exist. Although dancing,
music, and light-hearted performances are
not typically to dwarven liking, they have
long lives and long memories, and they
make excellent poets and story-tellers, for
their history is filled with tales of great
heroes, great sacrifice, and great sadness.
Their deep, rich voices, while not
particularly suited to song, are capable of
mesmerizing chants and dirges, and on
those rare occasions when dwarves are moved
to song, it is an experience that stays with
the listener forever.