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Thread: Arcane Dwarves.
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2007-04-09, 02:18 PM (ISO 8601)
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Arcane Dwarves.
Arcane Dwarves (Tentative name)
Long ago, the gods unleashed a cataclysm of fierce storms and meteorites upon their decadent world. One such meteorite struck the mountains of Eingard, home of the world’s dwarves. The dwarves dwelling there were imbued with arcane prowess, and sharpened intellect while causing muscular decay. This gave rise to a shift in Dwarven culture, leaning more towards scholarship than combat.
Personality: Arcane dwarves are astute and proper, but they tend to be reclusive as most of their lives are spent in study.
Physical Description: Arcane dwarves have pale skin, range from three to four feet high, and weigh between 150 and 200 pounds.
Alignment: Arcane dwarves tend to be of lawful alignment.
Lands: Garheim mountains, or any area near a large university or library
Religion: Most Dwarves tend to worship deities of learning or magic.
Language: Arcane dwarves speak an archaic dialect of Dwarven.
==Player Characters==
- +2 int -2 str
- humanoid
- medium size
- 20ft
- +2 to will saves against spells or spell-like effects
- +2 to fortitude saves against poison
- +2 competance bonuses to spellcraft and knowledge (arcana)
- +2 competance bonus to appraise checks made to identify magical items or reagents and +2 to craft checks used to make components for magical items.
- read magic 1/day, identify 1/week
- dark vision 60ft.
- stonecunning
- Automatic languages: dwarven, draconic, common
- Bonus Languages: terran, infernal, gnome, celestial, giant
- Favored Class: Wizard
Last edited by stolenchariot; 2007-04-09 at 10:06 PM.
Twelve Gates Campaign setting
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2007-04-09, 02:36 PM (ISO 8601)
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Re: Arcane Dwarves.
So they don't have any of the dwarf abilities like darkvision or sturdyness or such? Just wondering. Looks kinda neat though... I'm not that great a judge since I dont know how things balance out all to well.
Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 02:39 PM (ISO 8601)
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Re: Arcane Dwarves.
I forgot to include dark vision and sturdiness. I'll fix it, and I'm wondering what to include to make up for the loss of bonuses against giants and goblinoids.
Twelve Gates Campaign setting
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2007-04-09, 02:46 PM (ISO 8601)
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Re: Arcane Dwarves.
maybe something dealing with magically inclined species? do they have the stonecunning too? or lost it as well? If they lost that maybe replace with some sort of arcane cunning?
Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 02:51 PM (ISO 8601)
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Re: Arcane Dwarves.
I could keep stone cunning. It would make sense because they still dwell in mountails. I think I could denote a bonus to apraise checks against magical items.
Twelve Gates Campaign setting
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2007-04-09, 02:59 PM (ISO 8601)
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Re: Arcane Dwarves.
Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 03:14 PM (ISO 8601)
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Re: Arcane Dwarves.
Since you've described them as weak and weedy they should probably not be sturdy like other dwarves.
But you could replace their fighting abilities against goblinoids, and their sturdiness with some minor spell like abilities, like the gnome illusions.
I've never personally be a big fan of wizard dwarves; I've always felt that some of the odder forms of magic fit them better, rune magic especially, but that's completely my personal preference.
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2007-04-09, 03:17 PM (ISO 8601)
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Re: Arcane Dwarves.
I replaced sturdiness with read magic and identify 1/day.
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2007-04-09, 03:18 PM (ISO 8601)
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Re: Arcane Dwarves.
hmmm rune magic would make alot of sense with dwarves and stones.... maybe even have their spellbook be like some sort of stone one or something strange like that.
Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 03:20 PM (ISO 8601)
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Re: Arcane Dwarves.
I was thinking on playing up the arcane rune spell, but I want to leave other options open for classes, although the strength and charisma penaltieslimit practical options.
Twelve Gates Campaign setting
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2007-04-09, 03:29 PM (ISO 8601)
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Re: Arcane Dwarves.
could always role up a new baseclass that is tailored to them better and list that as their favored class.
Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 03:32 PM (ISO 8601)
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Re: Arcane Dwarves.
What sort of class are you proposing?
Twelve Gates Campaign setting
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2007-04-09, 03:35 PM (ISO 8601)
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Re: Arcane Dwarves.
Not exactly sure. maybe some sort of spellcaster that uses runes, gems and stone tablets or something of that sort. A class that would fit the arcane dwarfs. Maybe limit the spell list to be of only a few schools or types of magic. Maybe instead of a spellbook have a rune book made up of thing sheets of stone bound together or such. Just some thoughts.
Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 04:09 PM (ISO 8601)
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Re: Arcane Dwarves.
I could work one out. Perhaps a Geomancer class focusing on transmutation and divination?
Twelve Gates Campaign setting
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2007-04-09, 04:19 PM (ISO 8601)
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Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 04:24 PM (ISO 8601)
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Re: Arcane Dwarves.
I think earthquake is definitely a must. I need some ideas for non spellcasting benefits of the class though. PErhaps something like a shadowdancer's shadows only with elementals?
Twelve Gates Campaign setting
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2007-04-09, 04:48 PM (ISO 8601)
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Re: Arcane Dwarves.
Only the mad may judge what is sane
"I swear... I'm going to kill you, raise you back to life... kill you again and than raise you as a zombie to do stupid demeaning things for the rest of your unatural undeath!" ~My necromancer to a cohort
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2007-04-09, 04:56 PM (ISO 8601)
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Re: Arcane Dwarves.
I'm going to look over some of my sourcebooks now and see any abilities I could use.
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2007-04-09, 05:39 PM (ISO 8601)
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Re: Arcane Dwarves.
I was thinking of using some of the abilities stonelords from Complete Warrior get. They fit in nicely.
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2007-04-09, 05:54 PM (ISO 8601)
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Re: Arcane Dwarves.
i dont think they need a base class, since there are a ton of glyph and gem using PrC's. Just make wizard the base class and add fluff
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2007-04-09, 06:01 PM (ISO 8601)
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Re: Arcane Dwarves.
Thank you for the feedback everybody.
Last edited by stolenchariot; 2007-04-09 at 06:09 PM.
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2007-04-09, 06:07 PM (ISO 8601)
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Re: Arcane Dwarves.
i merely spoke up becuase i dont think you need to go to all the work to makea whole new base class for them, thats just me though
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2007-04-09, 06:12 PM (ISO 8601)
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Re: Arcane Dwarves.
On another note, I was thinking of creating some other racial variants for a future campaign. I'm open to ideas, though I already decided gnomes will not be a player race due to them being abnormally powerful.
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2007-04-09, 09:12 PM (ISO 8601)
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Re: Arcane Dwarves.
I think you've made them too good as a wizard race. The +2 normal dwarves get on saves is powerful enough as it is, adding another +2 on that is really powerful. If you're going to say that they have muscular decay, then take the Con bonus away too. Identify as a spell like ability is also probably too good, because it ignores the 100gp material component. Maybe change that to 1/week. The +4 on fort saves against poison doesn't match your fluff, why are they better at resisting poisons than normal dwarves?
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2007-04-09, 09:51 PM (ISO 8601)
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Re: Arcane Dwarves.
dwarves have the save bonuses against poisons too.
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2007-04-09, 09:55 PM (ISO 8601)
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Re: Arcane Dwarves.
i agree with Nebo, wizards and arcane class's have higher will saves, plus there really is no fluff to explain why they would posses such saves, even if normal dwarves have it.
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2007-04-09, 09:59 PM (ISO 8601)
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Re: Arcane Dwarves.
I fixed it, but since I removed the constitution bonus, are the modifiers underpowering?
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2007-04-09, 10:03 PM (ISO 8601)
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Re: Arcane Dwarves.
well if they are more scholarly why would they lose charisma? Are they gruff and coarse like their less educated kin? I think you can get rid of the -2 cha
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2007-04-09, 10:07 PM (ISO 8601)
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Re: Arcane Dwarves.
Do you think their education would give a bonus to cha, or just nullify the penalty?
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2007-04-10, 08:27 PM (ISO 8601)
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Re: Arcane Dwarves.
nullify it stright out, unless they were taught how to be noble and posied then no cha should be given
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