======================================================================= GREYHERO: RACE: DWARF: HILL ======================================================================= -------------- Racial Package -------------- ---- ---- --- ------ --- --- ----------------------- CHA Base +/- Points NCM ACM Conversion Notes ---- ---- --- ------ --- --- ----------------------- STR 9 -1 -1 19 29 AD&D 18/99 DEX 8 -2 -6 18 28 AD&D 17 CON 15 +5 +10 25 35 AD&D 19, 3E +2, FH 23 BODY 11 +1 +2 21 31 AD&D 1 HD, FH 23,21 [p.14,190] INT 8 -2 -2 18 28 FH 18 EGO 11 +1 +2 21 31 FH 21 PRE 10 +0 +0 20 30 -- COM 8 -2 -1 16 26 AD&D 16, 3E -2 ---- ---- --- ------ --- --- ----------------------- PD 4 +2 +2 10 14 FH 10, Figured+2 ED 4 +2 +1 10 14 FH 10, Figured+1 MD 4 +2 +2 10 14 Figured +2 SPD 2 +0 +2 4 6 Figured +0.2 REC 5 +1 +0 11 15 Figured END 30 +10 +0 60 85 FH 60, Figured STUN 30 +10 +6 60 85 Figured +6 ---- ---- --- ------ --- --- ----------------------- Cost +17 ---- ---- --- ------ --- --- ----------------------- * ? Consider making COM 'Only vs non-Dwarves' (-1/2), also applies to -PRE Short & Stout (Package): [9 points] [?] Density Increase: 5 Points (x2 mass, +5 STR, -1 KB, +1 PD, +1 ED) 0 END (+1/2), Persistant (+1/2), Always On (-1/2) [+7 points] [?] Shrinking: 5 Points (~75% Height ~4'tall, -1 PER, +1 DCV, +1 KB) 0 END (+1/2), Persistant (+1/2), Always On (-1/2) [+7 Points] [?] -5 STR (to compensate for Shrinking not cancelling out Density Increase) [-5 Points] -1" Running (stubby legs), Max Running 9" [-2 points] -2" Swimming [-2 points] Extended Lifespan: - Life Support: Immortality [3pts], Only to Reduce Aging to 1/4 of Human Norm (-1/2 Limitation) [+2 points] Resistance to Temperature Extremes: - Life Support: Intense Heat/Cold [+3 points] - +4 rED [6pts], Only vs Heat/Cold (-1/2) [+4 points] Infravision 60' [Dark Vision, Oerth Vision?] Detect: grade/slope, new construction, sliding/shifting, traps, depth +2 PER w/ Touch Sense Group [+? points] Bump of Direction (Indoors or Underground Only -1/2) [+2 points] Bump of Depth (Indoors or Underground Only -1/2) [+2 points] Bump of Distance (Indoors or Underground Only -1/2) [+2 points] Power Defence: 1 per 5 CON vs magic and poison, Can't Cast Magicuser Spells (Disadvantage -25pts) Magic Items require an activation roll for Dwur to use (DISADVANTAGE=PHYSICAL LIMITATION) Dependence: Contact with, or Proximity to (1m distance), own weight in oerthly minerals (Earth, Stone, Metal) Very Common (5), Per Hour (-10), 3d6 (+10) [-5 points] Distinctive Features: Dwarf Concealed with Effort, Noticed [-10 points] Hunted: Demi-Human and Dwarf Haters Mixed Levels of Power (10), 8- (0) [-10 points] {varies with locale} Physical Limitation: Incapable (or Less Capable) of casting Arcane Magic Infrequently, Slightly) [-5 points] Physical Limitation: Low Fertility Rate ? (?), ? (?) [-? points] Physical Limitation: Unable to Swim Infrequently (5), Fully (10) [-15 points] Psychological Limitation: Agorophobia (fear of open places) Very Mild (-10), Very Common (15) [-5 points] Psychological Limitation: aur?philia (love of gold) Very Mild (-10), Very Common (15) [-5 points] Reputation: Dwarf - Greedy, Stubborn, Vengeful, etc. Recognized Almost Always (15), Very Minor (-10) [-5 points] Vulnerability: Elemental Air and/or Water Magics Uncommon (5), x2 Effect (x2) [-10 points] Vulnerability: Vegetable Matter vs PD (e.g., wooden club) Group of Common (15), x1.5 Effect (0) [-15 points] ---------------- Cultural Package ---------------- Languages: dwur, noniz, jebline, celbit, euroz, aerdian (common) +4 DCV only vs 9'+ (or x2 Height) creatures (-1) [+10 points] OR +3 DCV vs 9'+ Tall (or ~ double height or more) creatures bought as skill levels in addition to the overall +1 DCV from Shrinking +1 OCV with Axes, Hammers, Picks [+3 points] +1 DC, only vs goblinoids (-1) [+5 points] -------------------- ----- ----- ----- ----- ----- ----- Type of Demi-Human HP BODY STUN THAC0 OCV Notes -------------------- ----- ----- ----- ----- ----- ----- Dwarf, Hill, Fantasy Hero 11 30 -- 4/+1 +1 BODY (racial), Fantasy Hero Standard Hill Dwarf Dwarf, Hill, Mitchel S. 11 +1 BODY (racial) Dwarf, Hill, Joe 12 +2 BODY (racial) Dwarf, Hill, Shrike 13 +3 BODY (racial) Dwarf, Hill, Broken Kingdoms 13 +3 BODY (racial) Dwarf, Hill [0 Level = 1 HD] 11 22+ 19 4/+1 +5 CON, +10 STUN (racial) not included yet Dwarf, Hill, 1st level Fighter 12 24+ 19 4/+1 1 HD = +1 BODY, Ft 1 = +1 BODY = +2 BODY Dwarf, Hill, 2nd 13 26+ 18 4/+1 Dwarf, Hill, 3rd 14 28+ 17 5/+2 Dwarf, Hill, 4th 15 30+ 16 5/+2 Dwarf, Hill, 5th 16 32+ 15 6/+3 Dwarf, Hill, 6th 17 34+ 14 6/+3 Dwarf, Hill, 7th 18 36+ 13 7/+4 [AD&D PHB Level Limit for <17 STR] Dwarf, Hill, 8th 19 38+ 12 7/+4 [AD&D UA Level Limit for 18/99 STR, PHB for 17 STR] Dwarf, Hill, 9th 20 40+ 11 8/+5 [AD&D PHB Level Limit for 18+ STR] Dwarf, Hill, 10th 21 42+ 10 8/+5 [AD&D UA Level Limit for Single-Classed Fighter with 18/99 STR] ======================================================================= GREYHERO: RACE: DWARF: MOUNTAIN ======================================================================= Dwarf, Mountain (1+1 HD) 12 BODY +2 BODY for 4 points Mountain Dwarf As Hill Dwarf except: +3 STR [FH] +5 BODY [?] Bump of Direction, Only Underground (-1) 2 points As Hill Dwarf Except: +1 BODY [2 points more] +0 STR [1 point more] Reduce Aging to 1/5 Human Norm (can live to 525 years old) -------------------- ----- ----- ----- ----- ----- ----- Type of Demi-Human HP BODY STUN THAC0 OCV Notes -------------------- ----- ----- ----- ----- ----- ----- Dwarf, Mountain, Fantasy Hero 12 31 -- 5/+2 Fantasy Hero Standard Mountain Dwarf Dwarf, Mountain, Mitchel S. 12 +2 BODY (racial) Dwarf, Mountain, Joe 12 +2 BODY (racial) Dwarf, Mountain, Shrike 15 +5 BODY (racial) Dwarf, Mountain, Broken Kingdoms15 +5 BODY (racial) Dwarf, Mountain, [1+1 HD] 12 24+ 19 4/+1 +2 BODY (racial) Dwarf, Mountain, 1st 13 26+ 19 4/+1 1+1 HD = +2 BODY, Ft 1 = +1 BODY = +3 BODY Dwarf, Mountain, 2nd 14 28+ 18 4/+1 Dwarf, Mountain, 3rd 15 30+ 17 5/+2 Dwarf, Mountain, 4th 16 32+ 16 5/+2 Dwarf, Mountain, 5th 17 34+ 15 6/+3 Dwarf, Mountain, 6th 18 36+ 14 6/+3 Dwarf, Mountain, 7th 19 38+ 13 7/+4 Dwarf, Mountain, 8th 20 40+ 12 7/+4 Dwarf, Mountain, 9th 21 42+ 11 8/+5 [AD&D UA Level Limit for 18/99 STR] Dwarf, Mountain, 10th 22 44+ 10 8/+5 Dwarf, Mountain, 11th 23 46+ 9 9/+6 [AD&D UA Level Limit for Single-Classed Fighter with 18/99 STR] ======================================================================= GREYHERO: RACE: DWARF: DEEP/GRAY ======================================================================= Dwarf, Deep/Duergar (1+2 HD) 13 BODY +3 BODY for 6 points -------------------- ----- ----- ----- ----- ----- ----- Type of Demi-Human HP BODY STUN THAC0 OCV Notes -------------------- ----- ----- ----- ----- ----- ----- Dwarf, Duergar, [1+2 HD]3-10 13 26+ 19 4/+1 0 Level = 1+2 HD = +3 BODY (racial) Dwarf, Duergar, 1st 14 28+ 19 4/+1 Dwarf, Duergar, 2nd 4-18 15 30+ 18 4/+1 Dwarf, Duergar, 3rd 5-26 16 32+ 17 5/+2 Dwarf, Duergar, 4th 6-34 17 34+ 16 5/+2 Dwarf, Duergar, 5th 7-42 18 36+ 15 6/+3 Dwarf, Duergar, 6th 8-50 19 38+ 14 6/+3 Dwarf, Duergar, 7th 9-58 20 40+ 13 7/+4 Dwarf, Duergar, 8th 10-66 21 42+ 12 7/+4 Dwarf, Duergar, 9th 11-74 22 44+ 11 8/+5 [AD&D UA Level Limit for 18/99 STR] Dwarf, Duergar, 10th 23 46+ 10 8/+5 Dwarf, Duergar, 11th 24 48+ 9 9/+6 [AD&D UA Level Limit for Single-Classed Fighter with 18/99 STR] ======================================================================= GREYHERO: RACE: DWARF: HALF ======================================================================= 1/2 Dwarves: Hill, Mountain, Gray * Emphasize differences between Humans and Non-Humans but make cross- breeds consistent in abilities. - Make Significant Advantages - Major: +5 (Full Race) [+1 Roll, +1 Dice] +4 (3/4 Race) - Moderate: +3 (Half-Race) [+1/2 Dice] +2 (1/4 Race) - Mild: +1 (1/8 Race) - Make Significant Disadvantages - Major: -4 (Full Race) -3 (3/4 Race) - Moderate: -2 (Half-Race) - Mild: -1 (Quarter-Race) Human 0- Level Fighter 10 BODY Human 1st Level Fighter 11 BODY Dwarf, Hill (1 HD) 11 BODY +1 BODY for 2 points Dwarf, Mountain (1+1 HD) 12 BODY +2 BODY for 4 points Dwarf, Deep/Duergar (1+2 HD) 13 BODY +3 BODY for 6 points -------------------- ----- ----- ----- ----- ----- ----- Type of Human HP BODY STUN THAC0 OCV Notes hp/lv w/body /BAB /CSL -------------------- ----- ----- ----- ----- ----- ----- Sedentary Females 1-3 2-3 . 23 0 Sedentary Males 1-4 3-4 . 22 1 Active Females 1-4 3-4 . 21 2 Active Males 2-5 4-5 . 20 3 Ft 0 Labouring Females 2-5 4-5 . 20 3 Ft 0 Labouring Males 2-7 5-7 . 20 3 Ft 0 -------------------- ----- ----- ----- ----- ----- ----- Type of Human HP BODY STUN THAC0 OCV Notes -------------------- ----- ----- ----- ----- ----- ----- ------------ ---------------------- ------------ ------ Fighter 0th 1-8?+ +0/10 +0/20 20/+0 3/WF Normal Human in HERO ------------ ---------------------- ------------ ------ Fighter 1st 1-10+ +1/11 +2/22 19/+1 4/+1 ======================================================================= ---START FANTASY HERO STANDARD DWARFS----- ----------- Dwarf, Hill (50 Points) ----------- STR 13, DEX 14, CON 15, BODY 11, INT 10, EGO 11, PRE 10, COM 10, PD 5, ED 3, SPD 3, REC 6, END 30, STUN 30. OCV 5, DCV 5, Total 50 points Concealment 11-; KS: Dwarven History 11-; PS: Current Occupation 11-; Dwarven Language; Familiarity with Axes and Maces; Familiarity with Mountains and Hills 8-; Familiarity with Trading 8-; +1 With Axes and Maces; Racial and Cultural Package Bonus; -1" Running (5" Total) --------------- Dwarf, Mountain (85 Points) --------------- STR 15, DEX 14, CON 18, BODY 12, INT 10, EGO 11, PRE 10, COM 10, PD 5, ED 4, SPD 3, REC 7, END 36, STUN 31 OCV 5, DCV 5, Total 85 points Bump of Direction, Only Underground; Concealment 11-; AK: Underground Passages and Caves 12-; KS: Dwarven History 11-; PS: Miner 11-; PS: Artisian 11-; PS: Current Occupation 11-; Dwarven Language; Familiarity with Common Melee Weapons; +2 w/ Axes and Maces; Individual Skills, Talents and Items; Racial and Cultural Package Bonus; -1" Running (5" Total) Fantasy Hero 2nd ed. (1990) p.190 ---END FANTASY HERO STANDARD DWARFS----- ======================================================================= + 1st ed. FANTASY HERO (p.115, 117) ======================================================================= Creature Combat Summary Dwarf Dex 15, SPD 3, OCV 6, DCV 6, rPD 5, tPD 12, rED 5, tED 11, STUN# 30, BODY 13, STUN 31, Move 5", Damage 2d6+1 Fantasy Hero 1st ed. (p.115) Dwarf <+2 DEX +4 Skill = +6 OCV = 9 OCV> These Dwarf warriors are very skilled; a couple of hundred years old (in the prime of their lives), they guard the Dwarvish strongholds. Because of the Dwarve's situtation, they have developed their own combat capabilities to a fine pitch. Thus, they've developed their combat capabilities to a fine degree. The Dwarf warrior listed on the Creature Combat Summary is assumed to be armed with a great axe and 5 DEF armor. Characteristics STR 18, Dex 15, Con 18, BODY 13, Int 8, Ego 11, Pre 15, Com 10, PD 7, ED 6, SPD 3, REC 8, END 36, STUN 31, Cost 185 Pts Skills & Spells 27 Racial Characteristics 2 Familiarity with Common Melee Weapons 2 Familiarity with Common Missile Weapons 8 +1 Level in Combat 3 +1 Level in Axes and Maces 3 Artisan 11- 6 Dwarf Package Deal 2 Stealth +1 to (13-) 12 6" Running (drops to 5" with racial characteristics) 71 Skills Cost Pts Disadvantages 256 Total Points Pts Options 16 +8 EGO (for Summoned Dwarf Warriors) Fantasy Hero 1st ed. (p.115) ======================================================================= + FANTASY HERO 2nd ed. Racial Package Deals (p.13-14) ======================================================================= HILL DWARF — Racial Abilities Package Ability Cost Increased CHAR maxima CON 23 6 BODY 23 6 EGO 21 2 PD 10 2 ED 10 2 END 60 5 Disadvantages Package Bonus 0 Decreased CHAR maxima INT 18 -1 -1" Running (base running 5") -2 Distinctive Features: Dwarf (Concealable with major effort) -10 Package Cost 10 MOUNTAIN DWARF — Cultural Abilities Package Skill Cost Concealment 11- 3 FAM w/Common Melee Weapons 2 +2 with Axes/Maces 6 Language: Dwarven (native) 4 AK: Caves and Underground 12- 3 KS: Dwarven History 11- 2 PS: Miner 11- 2 PS: Artisan 11- 2 PS: Current Occupation 11- 2 Disadvantages Package Bonus -3 Dislikes Orcs and other racial enemies -10 Package Cost 13 MOUNTAIN DWARF — Racial Abilities Package Ability Cost Increased CHAR maxima STR 23 3 CON 23 6 BODY 23 6 EGO 21 2 PD 10 2 ED 10 2 END 60 5 Bump of Direction, only underground Disadvantages Package Bonus 0 Decreased CHAR maxima INT 18 -1 -1" Running (base running 5") -2 Distinctive Features: Dwarf (Concealable with major effort) -10 Package Cost 15 2 HILL DWARF — Cultural Abilities Package Skill Cost Concealment 11- 3 Trading 8- 1 FAM w/ axes/maces 1 +1 with axes/maces 3 Language: Dwarven (fluent conversation) 2 AK: Caves and Underground 8- 1 KS: Dwarven History 11- 2 PS: Current Occupation 11- 2 Disadvantages Package Bonus -2 Dislikes Orcs and other racial enemies -5 Package Cost 8 DWARVES Dwarves are an ancient race, almost as ancient as the Elves. They stand only four to five feet tall, but are compact and extremely sturdy. They generally weigh as much as humans. Although not immortal, Dwarves are extremely long-lived. Dwarves are divided into two sub-races: Hill Dwarves and Mountain Dwarves. Mountain Dwarves are the classic Dwarves; they usually live deep beneath the ground in palatial “caves”. Mountain Dwarves are extremely hardy, and make fierce warriors when provoked. They generally do not bother with human culture, emerging only for occasional trading and warfare. Mountain Dwarves have adjusted well to living underground, and never become lost if the tunnels are familiar. Hill Dwarves, in contrast, are more like humans. Physically less imposing than the Mountain Dwarves, Hill Dwarves usually live above ground and are master craftsman. Dwarven villages are common along mountainous trade routes, and Dwarven Cities are not unknown. Hill Dwarves regularly trade with humans, and can be found in almost any human city. Relations between the two sub-races can be strained, although there is never open conflict. The Mountain Dwarves consider themselves to be the only “true” Dwarves, and tend to pity their brethren who are forced to live on the surface. The Hill Dwarves feel inferior to the massive and wealthy Mountain Dwarves. However, in times of crisis, all Dwarves generally band together, and many a looted Hill Dwarf village has been avenged by an axe-wielding army of Mountain Dwarves. ======================================================================= + FANTASY HERO COMPANION (p.56) ======================================================================= DWARF Appearance: Dwarves are, in many respects, like short humans. They are short, with the average height being about four feet tall, and very stocky. All Dwarves wear beards and are very proud of them. (The greatest possible insult to a Dwarf is to shave his beard.) Hill Dwarves more closely resemble humans in clothing and hous-ing. Mountain Dwarves use a great deal of metal in even their normal clothing; while their battle armor is fearsome to behold. Combat Technique: Dwarves are fierce fighters. They are a bold race and prefer to engage their opponents in direct melee combat. Dwarves do employ mechanical devices in battle, like catapults and ballista. Motivations: A major motivation for most Dwarves tends to be the desire to acquire precious metals and gems. They are also quite interested in personal honor and privacy. Ecology: All Dwarves prefer higher regions. Hill Dwarves, while they dwell above ground, are known to dig their homes and castles into mountains and hills for defense. Mountain Dwarves live deep within the mountains themselves. They live in caverns crafted by their own hands and are typically found near mineral deposits. Other Names: Long Beards. Rumors: Dwarves are sometimes said to be a cursed offspring of humans. Many stories tell of how the greedy humans went into the mountains, against the gods’ wishes, seeking gold. Their short stature and greed was the payment they received for their trans-gressions. MOUNTAIN DWARF Val Char Cost 15 STR 5 14 DEX 12 18 CON 16 12 BODY 4 10 INT 0 11 EGO 2 10 PRE 0 10 COM 0 5 PD 2 4 ED 0 3 SPD 6 7 REC 0 36 END 0 31 STUN 2 Cost Abilities 2 Bump of Direction, Only Underground 3 Concealment 11- 3 AK: Underground Passages and Caves 12- 2 KS: Dwarven History 11- 2 PS: Miner 11- 2 PS: Artesian 11- 2 PS: Current Occupation 11- 5 Dwarven Language 2 Familiarity with Common Melee Weapons 6 +2 w/ Axes and Maces 12 Individual Skills, Talents and Items -3 Racial and Cultural Package Bonus -2 -1" Running (5" Total) OCV: 5; DCV: 5; ECV: 4; Phases: 4, 8, 12 Costs: Char Powers Total Disad Base 49 + 36 = 85 = 35 + 50 50+ Disadvantages 10 Distinctive Features: concealable with major effort. 15 Psych Lim: Greedy, Personal Honor, or other appropriate Psych Lim. 10 Psych Lim: Hatred of Orcs and Other Racial Enemies HILL DWARF Val Char Cost 13 STR 3 14 DEX 12 15 CON 10 11 BODY 2 10 INT 0 11 EGO 2 10 PRE 0 10 COM 0 5 PD 2 3 ED 0 3 SPD 6 6 REC 0 30 END 0 30 STUN 4 Cost Abilities 3 Concealment 11- 2 KS: Dwarven History 11- 2 PS: Current Occupation 11- 2 Dwarven Language 1 Familiarity with Axes and Maces 1 Familiarity with Mountains and Hills 8- 1 Familiarity with Trading 8- 3 +1 With Axes and Maces -2 Racial and Cultural Package Bonus -2 -1" Running (5" Total) OCV: 5; DCV: 5; ECV: 4; Phases: 4, 8, 12 Costs: Char Powers Total Disad Base 39 + 11 = 50 = 0 + 50 50+ Disadvantages (10) Distinctive Features: concealable with major effort. (10) Psych Lim: Greedy, Personal Honor, or other appropriate Psych Lim (5) Psych Lim: Hatred of Orcs and Other Racial Enemies ======================================================================= --START 3E--- Dwarves +2 Constitution, -2 Charisma. Medium size. Dwarven base speed is 20 feet [Humans are 30']. Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: Stonecunning grants dwarves a +2 racial bonus on 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 dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus to attack rolls against orcs and goblinoids. +4 dodge bonus against giants. +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. --END 3E--- ---------- References ---------- D&D Rules Cyclopedia AD&D PHB, 1st edition AD&D MM, 1st edition Best of DRAGON Magazine #3 Unearthed Arcana AD&D PHB, 2nd edition AD&D MM, 2nd edition AD&D Complete Book of Dwarves D&D PHB, 3E D&D MM, 3E Middle Earth Role Playing (MERP) (p.25, 93) Complete Guide to Middle Earth Lords of Middle Earth, Volume III RMSS Races & Cultures: Underground Races SW Atlas 3rd ed. (p.121, 134) ------- Credits ------- Fantasy Hero, 1st edition Fantasy Hero, 2nd edition Broken Kingdom's Joe's Dungeon Hero Ed's AD&D Conversion Mitch's Fantasy Hero http://www.hierax.com/hero/fantasy/grey/race/dwarves.txt