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Mountain Dwarf Vs Hill Dwarf

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The Bronzebeard mountain dwarves live primarily underground deep beneath the earth within vast caverns and mines, whereas the wildhammer mountain dwarves prefer to live on the surface of mountains. Wildhammer mountain dwarves are slightly taller by about six inches and leaner than the Bronzebeard hill dwarves, but just as muscled. Video Bokep Indo Terkini - Streaming Dan Download Video Bokep Indo Hill dwarf dnd 5e. Video Bokep ini adalah Video Bokep yang terbaru di May 2021 secara online Film Bokep Igo Sex Abg Online, streaming online video bokep XXX Tidak, Nonton Film bokep jilbab ABG Perawan.

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  • 1DWARF
Dwarf, 1st-Level Warrior
Size/Type:Medium Humanoid (Dwarf)
Hit Dice:1d8+2 (6 hp)
Initiative:+0
Speed:20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class:16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple:+1/+2
Attack:Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Full Attack:Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Space/Reach:5 ft./5 ft.
Special Attacks:Dwarf traits
Special Qualities:Darkvision 60 ft., dwarf traits
Saves:Fort +4*, Ref +0*, Will –1*
Abilities:Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Skills:Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2
Feats:Weapon Focus (dwarven waraxe)
Environment:Temperate mountains
(Deep: Underground)
Organization:Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating:1/2
Treasure:Standard coins; double goods; standard items
Alignment:Often lawful good
(Deep: Usually lawful neutral or neutral)
Advancement:By character class
Level Adjustment:+0

Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.

Most dwarves encountered outside their home are warriors.

COMBAT

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

SEE WIKIPEDIA ENTRY:Dwarf

Dwarves as Characters

Dwarf Traits (Ex): Dwarves possess the following racial traits.

  • +2 Constitution, –2 Charisma.
  • Humanoid (Dwarf).
  • Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
  • Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.*Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects.*Not reflected in the saving throw numbers given here.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass hill dwarf's Fighterclass does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.

The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

SUBRACES

The information above is for hill dwarves, the most common variety.

There are three other major dwarven subraces, which differ from hill dwarves as follows.

Deep Dwarf

These dwarves live far underground and tend to be more standoffish with non-dwarves.

Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.

Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.

Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

  • Racial bonus on saves against spells and spell-like abilities increases to +3.
  • Racial bonus on Fortitude saves against poisons increases to +3.
  • Darkvision out to 90 feet.
  • Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

Duergar

See: Duergar

Mountain Dwarf

Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.

See: Mountain dwarves Acad fonts.


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Dwarfs are found in the occident, the underdark, and Krynn. The distinctions between them range from nuance to drastic. The sub-races are Duergar (Gray Dwarfs), Gully Dwarfs (Aghar), Hill Dwarfs, Krynn Hill Dwarfs, Krynn Mountain Dwarfs, and Mountain Dwarfs.

Duergar, also called Gray Dwarfs, live deep in the underdark. They are thinner than other dwarfs, and have medium to dark gray hair and skin. Although player character duergar may be of any alignment, duergar are known to be almost exclusively lawful evil, and will be suspected by other characters. They may be fighters, clerics, thieves, thief-acrobats, or assassins, and can combine classes in the multi-class combinations cleric/assassin, cleric/fighter, cleric/thief, cleric/thief-acrobat, and fighter/thief.

Being a non-magical race, Duergar gain typical dwarfen bonuses of +1 for each 3 1/2 points of constitution against rod, wand, staff, and spell. They are further unaffected by illusions and by non-natural poisons and by paralyzation attacks. They are bonused against natural poisons the same amount as to magic.

Dwarfish, undercommon, and alignment languages are known when the character begins, and two other languages may be learned. They have 12' infravision, and standard dwarf chances for detecting grade, slope, new construction, sliding walls, traps, and depth underground, and dwarf combat bonuses against ogres, trolls, ogre mage, giants, and titans, but not against orcs, half-orcs, goblins, or hobgoblins. They are more quiet and aware than most, surprising half the time, and being surprised only one time in ten.

Although 'monster' duergar are almost always psionic, 'character' duergar are not. However, the probability of having psionics is doubled for such characters at creation.

These dwarfs avoid daylight, and avoid being on the surface except at night and on the gloomiest days. Daylight or its magical equivalent will negate the surprise abilities, and reduce effective dexterity by two; additionally, all duergar attacks are at -2, and saves against duergar attacks are at +2. If the duergar is in darkness or shadow attacking opponents in such light, the penalties are less severe, -1 to hit, +1 on saves, with no effect on dexterity or surprise.

Gully dwarfs, known in Krynn as the Aghar or anguished ones, are lighter than most, thinner, with narrower limbs and fingers, but commonly pot bellies. Although they are physically similar to other dwarfs, they are often covered with boils, scars, sores, and filth, since they have no sense of personal cleanliness. They develop wrinkles very quickly after about age twenty-five. Skin colors run from olive brown to light parchment to dirty gray-brown, sometimes splotched or mottled. Males wear full long scruffy beards, and females have heavy pork-chop sideburns but no hair on the chin. Hair color varies, including dirty blond, brown, rust, gray, and dull black, with eyes of watery blue, dull green, brown, or hazel.

These creatures are incredibly stupid, proud of their meager abilities, and very durable and survivable. They regard cowardice a virtue, and raise groveling to an art form. They can distinguish one from many, but have no number system, and cannot distinguish few from many, using 'two' for any number greater than one. Similarly, they regard their own needs as paramount, their own people as highly important, and their own tasks as pivotal in the grand scheme of things. Since they regard other races as, well, not exactly inferior, but not quite up to themselves, it is not possible to persuade them of their own faults.

Gully dwarfs can be fighters, thieves, barbarians, thief-acrobats, or holy order of the stars. Krynn races cannot be multi-classed. Note that the gully dwarf does not normally qualify as a barbarian. MyWorld rules allow that tribes of barbarian Aghar have ability scores at the top end of the range for the race, but below the class requirements; other referees may prefer to give these characters the minimum ability scores for the race.

Mountain Dwarf D&d

Hill dwarfs are the standard dwarf sub-race. They can be clerics, fighters, thieves, and assassins, and can be cleric/fighters, cleric/thieves, and fighter/thieves.

Dwarf

Being a non-magical race, dwarfs gain bonuses of +1 for each 3 1/2 points of constitution against rod, wand, staff, and spell. They are also bonused against poisons the same amount as to magic.

Hill dwarfs speak dwarfish, gnome, goblin, kobold, orcish, common, and their alignment language, but cannot learn more than two additional languages regardless of their intelligence. They have 6' infravision. Because of their background as miners and underground dwellers, they can detect by concentration within 10' any grade or slope or new construction (75%), sliding or shifting walls or rooms (2/3), and large stonework-type traps such as pits and deadfalls (50%). They can also detect with concentration depth under ground (50%).

Hill dwarfs are bonused +1 to hit orcs, half-orcs, goblins, and hobgoblins, due to an extended racial animosity. Because of their ability to take advantage of their own small size, they gain a penalty of -4 on attacks launched against them by ogres, trolls, ogre magi, giants, and titans.

Dwarf charisma is limited to 16 relative to other races, but this limit does not affect the charisma of dwarfs to each other. They have skin from deep tan to light brown, and bright eyes which are almost never blue, with brown, black, or gray hair and ruddy cheeks. They set the standard of four feet tall and at least one hundred fifty pounds.

Krynn Hill dwarfs are barely distinguishable from their occidental namesakes. They have the same skin from deep tan to light brown, and bright eyes, with brown, black, or gray hair and ruddy cheeks. They can be fighters, barbarians, rangers, thieves, thief-acrobats, and holy order of the stars, but may not combine classes.

Mountain Dwarf Vs Hill Dwarf

Krynn Mountain dwarfs are difficult to distinguish from Krynn hill dwarfs. Skin color varies less from a basic light brown, cheeks are smooth, and occasionally white hair is added to the other colors. They can be cavaliers, paladins, fighters, thieves, thief-acrobats, and holy order of the stars, but cannot combine classes.

Mountain dwarfs are like hill dwarfs, but about half a foot taller, lighter skin, and brown hair. They tend to live a little longer.

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