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Lairship
2008-04-05, 01:42 PM
Hello all, I'm not reinventing the wheel here, but for my next series of adventures I and my friends want a little change from the core races, so here goes.
I'll start with some modified dwarves, the dvgar. :p

Dvgar

The People of Rock, dvgar hold themselves with a unity that the other races can only hope to match. Every dvgar has a duty within the clan they live in, which each does to the best of their ability. Dvgar have no government, each has a say in the overall plans of the clan, though those with experience in the subject are in higher reguard that a young dvgar (A elderly miner is asked for when they plan on digging a tunnel ect.).
Dvgar live underground, the entrances of these homes are often natural caves, giving others the impression they are uncivilised, but past these damp tunnels are masterfully made cities of stone, with large echoing halls, brilliant contraptions that push water to lightless mushroom farms and mazes of streets upon streets.
They are emotional, breaking into rages over a insult against them, weeping openly for fallen comrads and laughing at the strangest of things (such as fallen comrads). As a whole they are unafriad of toil and labour, most have spent a portion of their lives aiding in expanding the homes of their people, be it mining or brick-laying. A known trait of these people is greed, they love expensive clothing, gems, gold and a rich dvgar is considered attractive. They are often heavy drinkers, dvgar ale can blind lesser folk.

Dvgar are short and stout. Dvgar are pale, their skin ranges from rough greys to stark white. Their nose, lips and cheeks are often pink, red or light orange however. Their hair is thick, coarse and naturaly curly, but with great care they braid it, usually coal black, though it can be ashen, silver, muddy brown or even ruby. Mostly, their eyes are grey, but can be light blue.

It is thought that, just as maggots grow from dead flesh, dvgar rose from the corpse of the Mother Titan without a creator. The dvgar cherish this tale, laughing with themselves over their godless origin. As far as religion goes, dvgar woship the forge and the concepts it holds. What is ore can become beautiful iron, if enough heat and pressure are given. They have faith in themselves formost, venerating anceastors on occasion but most often just shrugging when people mention deities.


+2 Constitution, -2 Dexterity: Dvgar are burly, which makes them tough, yet slow
Medium-size: As Medium-size creatures, dvgar have no special bonuses or penalties due to their size.
Dvgar base speed is 20 ft. However, dvgar can move at this speed even when carrying medium or heavy armor, or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stability: Dvgar are exceptionally stable. A dvgar gains a +4 bonus on ability checks 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).
Darkvision: Dvgar can see in the dark up to 60 feet. Darkvision is black and white, but is otherwise like normal sight, and dvgar can function just fine with no light at all.
Stonecunning: This ability grants a dvgara +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 dvgar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dvgar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
+2 bonus on saving throws against poisons. Dvgar are hardy, and thus are difficult to affect with poison.
+4 bonus to any one Craft skill, chosen at first level. Dvgar are skilled artificers, and have a natural talent for making things. All learn a craft at an early age, and most pursue its mastery throughout life. This bonus also applies to related Appraise checks.
+2 bonus to Hide in mountainous areas. Their appearance and training making traveling stealthly through mountains easy.
Automatic Language: Dvgar, West-speak.
Favored Class: Barbarian or Bard.

Wild Dvgar

A offshoot of the Dvgar, they still maintain links to their parent clans. They live deep underground, most going their whole lives without meeting and foreign race and their near impenetrable homes means they are less battle ready than other races. Wild dvgar often use the strange animals of the depths as a form of defence, training them to scout ahead for trouble. They are wary of others, but they still have a air of knowing, even when they come across something new to them.

Calling them “Wild” is a sort of joke, these dvgar are equally civilised as any other, but they care little for material wealth, ale or other “proper” things, instead they concentrate on keeping their lives simple and orderly. Wild dvgar are famed for their deep thinking, they often advise other dvgar.


+2 Wisdom, -2 Strength: Wiser than most, though lacking in power from centuries away from war.
Medium-size: As Medium-size creatures, wild dvgar have no special bonuses or penalties due to their size.
Wild dvgar base speed is 20 ft. However, wild dvgar can move at this speed even when carrying medium or heavy armor, or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Wild dvgar can see in the dark up to 90 feet. Darkvision is black and white, but is otherwise like normal sight, and dvgar can function just fine with no light at all.
Stonecunning: This ability grants a wild dvgar 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 wild dvgar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A wild dvgar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus to Ride and Handle Animal checks. They are skilled at training animals.
+4 bonus to any one Craft skill, chosen at first level. Wild dvgar are skilled artificers, and have a natural talent for making things. All learn a craft at an early age, and most pursue its mastery throughout life. This bonus also applies to related Appraise checks.

Stone Flesh (Su): Once per day as a free action, wild dvgar can transform their very flesh into stone. This grants a +2 natural armor bonus for a number of rounds equal to their Constitution modifier + ˝ character level. This bonus increases by 1 at 6th level and every 6 character levels after that (+3 at 6th, +4 at 12th, +5 at 18th.)

Automatic Language: Dvgar.
Favored Class: Ranger or Druid.


Marching Dvgar

Once enslaved by giants, they were not prepared to face the combined might of dvgar that rose to free them. While most returned to their underground homes, some chose to march on to defeat those that would imprison others. They are a very rare subset of dvgar, considered myth by those that have not met them.

+2 Constitution, -2 Intelligence: Marching dvgar are as tough as any other, but are uneducated and gruff.
Medium-size: As Medium-size creatures, marching dvgar have no special bonuses or penalties due to their size.
Marching dvgar base speed is 30 ft. Marching dvgar can move at this speed even when carrying medium or heavy armor, or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Low-light Vision: Marching dvgar can see twice as far as humans in starlight, moonlight, torchlight, and other conditions of poor illumination, and retain the ability to distinguish color and detail under these conditions
Weapon Familiarity: Marching dvgar may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
+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.
+1 racial bonus on attack rolls against orcs and goblinoids.
+2 bonus on saving throws against poisons. Marching dvgar are hardy, and thus are difficult to affect with poison.
+2 bonus on Bluff and Sense Motive checks. Marching dvgar live by their wits.
+4 racial bonus to saving throws against severe weather and extreme temperatures. Their time as slaves and now as nomads makes life outdoors a cinch.
Automatic Language: Dvgar, West-speak.
Favored Class: Barbarian or Fighter.

Lairship
2008-04-05, 01:51 PM
Actually, ahaha, we've finally got GURPS through the mail. Anyone that wants these races, have 'em.
Now I'll never darken your forum-door again. :redface: :biggrin:

Lappy9000
2008-04-06, 08:12 AM
Now I'll never darken your forum-door again.

Well, I'm sure noone here wants that, now.

It's just that there's not a lot to say about the Dvgar. They're very dwarvish, and I believe the Wild Dvgar could use another ability, since they're a low +1 LA race.