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Races of Undalia

Noble Dwarves AKA: Barv Dwarves, Family Dwarves, Cartel Dwarves, Kral Cceler Noble Dwarves have all the racial benefits of Hill Dwarves, with the following exceptions -2 DEX, +2 CON. Noble Dwarves are more apt in social graces then their kin, but lack some of the agility of other races. This replaces the Hill Dwarfs ability modifiers +1 Racial bonus on attack and damage rolls against Aberrations and Chaotic Outsiders. Barvs proximity to the Pandemian Region means that young dwarves train more to combat its inhabitants than Orcs or Goblins. This replaces the normal dwarfs bonus against orcs and goblinoids. Noble Dwarves gain no dodge bonus to AC against giants. +2 bonus on Craft checks related to chemicals, plants or foods. Noble Dwarves spend more time creating potions, drugs and stimulants than engravings or tunnels. This replaces the Hill Dwarf s racial bonus on Craft checks. Noble Dwarves racial bonus on saves against poison is increased to +6. Noble Dwarves spend lots of time using and experimenting with drugs and other chemicals. Noble Dwarf s Darkvision is reduced to 20 ft. Noble Dwarves live closer to the surface than their cousins, and use their racial ability to see in the dark less. No Stonecunning Noble Dwarves may add a Luck Bonus equal to 1/4 their character level (minimum 1) to any d20 roll once per day. Unlike other luck bonuses, this counts as the die rolling higher, so a Natural 1 may still pass a save, and a weapon may get a critical hit. The player must declare he is using the luck bonus before the die is rolled. Noble Dwarves gain Diligent as a Bonus Feat at level 1, and Skill Focus with any skill they are trained in at levels 4, 7, 10, 13, 16 and 19. Noble Dwarves are mores skilled than other Dwarves, and pick up skills during their life at a surprising rate. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Alchemist. Native to Barv, the Dwarven Kingdom, Noble Dwarves are a somewhat secluded cast of the short-folk who live on the surface and spend less time underground. Noble Dwarves are biologically identical to Hill or Mountain Dwarves, but they are raised differently. Noble Dwarves usually trim their beards till they are about chin-sized, as to show they are above their warrior kin. Other than that, and usually lacking oversized iron armor, they are identical to dwarves. The children of Dwarf Nobility are raised to be loyal to their family, including extended family, to death. The code by which they follow this is called Onurlandirmak, Dwarven for honor. Noble Dwarves are educated in a traditional sense; they learn to do what their fathers before them did, and deviating from this appointed role is taboo among them. Due to their long lifespan and memories, this means that for the past 300 years, almost all Noble Dwarves have been Alchemists, Potion-brewers, Salesmen of the above goods, or servants of those who make them. The Dwarven tendency to organize has led to these like-bred dwarves to form an syndicate that produces, markets and sells the highest quality potions, drugs and alchemical substances around the continent. Barv today is run by whichever family can earn enough gold. Kings are selected every 50 years from the eldest of each family s Athairs, fathers, and whichever can produce the most gold at the ceremony inherits the crown. Thurim Granitegallow has held the current crown for 150 years, and has more than enough capital to ensure his sons hold it too. Nobody dares steal or harm his family, else his younger brother Dolaim Granitegallow [Noble Dwarf Rouge

5/Assassin 10/Fighter 2/Deepwarden 7] fails to save them from an

unfortunate accident .

Noble Dwarves are also the heart of an interesting phenomenon, perhaps one unique to the Dwarven race. Not only as they age do Noble Dwarves acquire an alarming number of talents, but as they grow older, fortune seems to bulge and twist to favor them. Some Dwarven scholars hypothesis this is but a rumor, and that Noble Dwarves are simply better at everything. Other races scoff at this, and the main theory for Noble Dwarves uncanny luck is a inherent need to exploit every opportunity, which is usually unnoticeable, but in brief flashes of greed, some Noble Dwarves manage to make the best of a possible situation. But that is just a theory. Noble Dwarves are often Lawful Neutral or Lawful Evil. Most Worship Valkauna the Runecarver, Dwarven god of Oaths, Death and Birth. She is Lawful Neutral and grants the Death, Law, Water, Rune and Family Domains. Many also worship Lyris, goddess of fate or Naderiach, god of Luck (both are from Complete Warrior).

Thurim Granitegallow, Athair of the Barv Kingdom

Glanthic Krotega, Preist of Naderiach

But that doesn t mean their all bad.

FAMILY DOMAIN (From Spell Compendium) Granted Power (Su): Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability. Family Domain Spells 1 Bless: Allies gain +1 on attack rolls and saves against fear. 2 Shield Other: You take half of subject s damage. 3 Helping Hand: Ghostly hand leads subject to you. 4 Imbue with Spell Ability: Transfer spells to subject. 5 Rary s Telepathic Bond: Link lets allies communicate. 6 Heroes Feast: Food for one creature/level cures and grants combat bonuses. 7 Refuge: Alters item to transport its possessor to you. 8 Protection from Spells: Confers +8 resistance bonus. 9 Prismatic Sphere: As prismatic wall, but surrounds on all Sides RUNE DOMAIN (Spell Compendium) Granted Power: You gain Scribe Scroll as a bonus feat. Rune Domain Spells 1 Erase: Mundane or magical writing vanishes. 2 Secret Page: Changes one page to hide its real content. 3 Glyph of Warding: Inscription harms those who pass it. 4 Explosive Runes: Deals 6d6 damage when read. 5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. 6 Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. 7 Drawmij s Instant Summons: Prepared object appears in your hand. 8 Symbol of Death: Triggered rune slays nearby creatures. 9 Teleportation Circle: Circle teleports any creature inside to designated spot.

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