Hieraxian Dwarves
Hieraxian Dwarves typically live deep beneath the earth in Dwarven holdfasts and clan halls. Rumor has it that Hiearaxian Dwarves are not born, but rather spring from the earth itself, but this is not literally true.
However, there are many indications that Hieraxian Dwarves were created by some power long in the past, and a great deal of their nature is influenced by a powerful connection to the the earth itself. Dour and almost xenophobic at times, Hieraxian Dwarves are generally regarded as being stingy, greedy, and difficult to get along with which is fairly stated by and large. However, once a Hieraxian Dwarf has befriended a person they often display an extremely deep and emotional connection to them regardless of their race or heritage, and will even put their own lives at considerable risk to defend them.
NOTE: This Package represents a "powered up", Celtic/Nordic flavored Dwarf Race that are actually dependent upon Stone and Soil and generally smaller than the archetypical xD&D Dwarf.These Dwarves have strong racial tendencies inborn without need of instruction -- blood & bone, it is instilled in their very nature.
GM's Permission is required to play a Hieraxian Dwarf as they may not exist in the Campaign Setting.
Cost Ability
10 Durable: +5 CON
10 Tough: +5 BODY
10 Stubborn +5 EGO
10 Small & Dodgy: +2 DCV
5 Doughty: Power Defense: 10; Only vs Magic (-1)
5 Unfazed: Mental Defense: +10; Only vs Magic (-1)
24 Spell Resistance 18-
2 Forged Flesh: Armor 3 PD/0 ED; Only vs Blunt Weapons (-1)
2 Forged Flesh: Armor 0 PD/3 ED; Only vs Heat/Fire  (-1)
26 Way Tougher Than You: 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4) plus 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
8 Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
7 Deep Roots: -5" KB, Only While Standing On Rock Or Soil (not indoors, or in unnatural environments; -1/2)
5 Infravision: Infrared Perception
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
2 Tactile Sensitivity: +1 PER Touch
8 Life Support: Eating: Character only has to eat once per week, Longevity: 400 Years, Safe in Intense Cold, Safe in Intense Heat, Sleeping: Character only has to sleep 8 hours per week
5 Racial Enmity: +2 All Combat, vs Goblinoids Only (-2)
11 Racial Enmity: +4 All Combat, vs Giants (-2)
1 WF: Axes/Maces/Hammers/Picks
25 Dwarven War Art: (Art used with Axes/Maces/Hammers/Picks; KS: Dwarven War Art (INT), Avoidance: Martial Dodge, Block: Martial Block, Chop: Offensive Strike {2d6+1 location}, Stroke: Defensive Strike {2d6+7 location}, Side Slash: Martial Strike {3d6 location})
17 Dwarven War Art Training: +3 with Dwarven War Art, +2 DC with Dwarven War Art
210 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Dependence: Contact or Close Proximity to Stone/Soil; Takes 3d6 Damage (Extremely Common; 1 Hour)
-5 Distinctive Feature: Dwarf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-10 Psychological Limitation: Racial Emnity: Goblinoids (Uncommon, Strong)
-10 Psychological Limitation: Racial Emnity: Giant-kin (Uncommon, Strong)
-10 Psychological Limitation: Goldlust & Greed (Common, Moderate)
-10 Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
-15 Psychological Limitation: Insane Loyalty to Clan and Friends (Uncommon, Total)
-15 Physical Limitation: Cannot cast Arcane Spells (All the Time, Slightly Impairing)
-15 Physical Limitation: Cannot use Magic Items Other Than Weapons & Armor (All the Time, Slightly Impairing)
-5 Physical Limitation: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs)
-2 Slow: -1" Running
-2 Dense Flesh: -2" Swimming
-1 Cumbersome: -1" Leaping
-6 Thick-limbed: -2 DEX
-1 Small: -1 STR
-2 Ruminating: -2 INT
-1 Rough-hewn: -2 COM
+75 Total Cost of Package

Race Package Deal
Dwarf Options
With the GM's permission you may upgrade the Race Package Deal listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you might be allowed to buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Giant-kin Only (-2)
3* Strong Willed: Resistance 3
3 So Tough: Damage Resistance 3 PD, 3 ED
14 Tougher Than You:
 
  • 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
26 Way Tougher Than You:
 
  • 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
6 Stoneworker: KS: Stonework; PS: Mason
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
15 Blindfighting: Combat Sense 11-
25 Dwarven War Art: (Weapon Art)
 
  • Side Slash: Martial Strike {3d6 location}
  • Stroke: Defensive Strike {2d6+7 location}
  • Chop: Offensive Strike {2d6+1 location}
  • Block: Martial Block
  • Avoidance: Martial Dodge
  • KS: Dwarven War Art (INT)
  • Art used with Axes/Maces/Hammers/Picks
10* Dwarven War Art Training:
 
  • +2 with Dwarven War Art
  • +1 DC with Dwarven War Art
1 Weapon Skilled: WF: Axes/Maces/Hammers/Picks
1* Longevity: Double Longevity
14 Spell Resistance +2
15 Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
22 Magic Resistance: Damage Reduction 50% Resistant; Only vs. Magic (-1)
30 Magic Resistance: Damage Reduction 75% Resistant; Only vs. Magic (-1)
* May take Multiple Times
Value Disadvantages
-1 Stone-like Flesh: -1" Swimming
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong)
-10 Psychological Limitation: Goldlust & Greed (Common, Moderate)
-10 Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
-10 Social Limitation: Clan is in very poor standing  (Frequently, Major, Not Limiting in Some Cultures)