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Badaxe Games - Heroes of High Favor - Dwarves PDF

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2K views66 pages

Badaxe Games - Heroes of High Favor - Dwarves PDF

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Casey Prohn
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HN ‘e ae ae BIO eC aeler| rei\L0 ee f vet LI §. Rare ; a A gR wo Wael A ea 2 SL Rion xy NG a é ; iI \ . 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 higher Benefit: 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 Content Specialization: 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 Coment expend 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 7 Skills 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 Content Chapter 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 Content Simprz 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 Content Chapter 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 i RN 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 Content FP @) ‘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 sf Prestige 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 Content Table 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.

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