Requirements: CON 9
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: 12
Feral dwarves are the deep-dwelling, untamed, neanderthal-like cousins of the more common dwarf. Their skin ranges from deep tan to light brown, and bright eyes which are almost never blue, with brown, black, or gray hair and ruddy cheeks. They are slightly taller and more wiry than their more domesticated cousins (ranging up to 4'6 and 140 pounds on the average).
Feral dwarves speak dwarvish, gnome, goblin, kobold, orcish, common, and their alignment language, but cannot learn more than two additional languages regardless of their intelligence.
Because of their background as miners and underground dwellers, they can detect by concentration within 10' any grade or slope or new construction (1-4 on a d6), sliding or shifting walls or rooms (1-4), and large stonework-type traps such as pits and dead falls (1-3). They can also detect with concentration depth under ground (1-3). They also have 60 foot infravision.
Because they are unfamiliar with new-fangled civilized weaponry and armor, feral dwarves tend to choose simple weapons such as spears, hammers, axes, clubs, and javelins (though once in civilized environs they can employ any weapon they choose). Because of their unfamiliarity and lack of comfort with heavy armor they can only wear leather, padded, studded leather, hide/fur, scale, or chain armor.
Feral dwarves also receive a +1 to hit orcs, half-orcs, goblins, and hobgoblins, due to an extended racial animosity.
Coming from a living in the remote hills and being somewhat crude in nature, feral dwarves have the ability to throw small boulders effectively in combat . They gain a +1 to hit on this and damage is 1d4 plus any STR modifiers. If they have an advantage in terrain latitude over 20 feet (i.e they are on a hill) they gain +2 to hit and +2 to damage on top of their STR modifier if applicable.
Some feral dwarves specialize in a primitive polished flint mallet. This wicked hammer inflicts 1d4+1 damage and on a roll of a natural 20 can knock its opponent unconscious/stun for 1d6 rounds.
Living on the primitive edge is a hard life, thus feral dwarves gain the ability to forage for food and water in hilly and mountainous environments. At 1st level this ability they can do so successfully is at 30 percent. This improves at 3% per each additional level. They also have the ability to start a fire in any environment without the use of flint and steel at the same levels of success as their foraging skills.
Example: Craggo Uthuk is a third-level feral dwarf. Craggo can successfully scavenge for food and start fires in the Big Rock Candy Mountains at a chance of 36%.
Despite these differences, feral dwarves fight and save on the same tables as the Dwarf race/class.
When a feral dwarf reaches 9th level he becomes a clan chieftain and can attract followers once he has found a suitable cavern.
Optional rule: Feral dwarves do not receive starting money as other characters. Instead they start with a flint mallet, hide/fur armor, and 10-40 gp of simple equipment (food, torches, bedrolls, etc). In addition they start with a small horde of raw gemstones, 1d6 gems worth 10 gp a piece and 1d4 worth 20 gp.
Feral Dwarf Level Progression
Experience | Level | Hit Dice (1d8) |
0 | 1 | 1 |
2187 | 2 | 2 |
4375 | 3 | 3 |
8751 | 4 | 4 |
17501 | 5 | 5 |
35001 | 6 | 6 |
70001 | 7 | 7 |
140001 | 8 | 8 |
280001 | 9 | 9 |
400001 | 10 | +3 hp only |
540001 | 11 | +6 hp only |
660001 | 12 | +9 hp only |
Cool, hope it sees ink coming up here. I like that pic, he looks a little dirty!
ReplyDeleteGood character outline, and great artwork. Who did the drawing of the dwarf?
ReplyDeleteThese guys rock! They may become an optional PC class in my game--after first being encountered as monsters. That's how I plan to handle any new playable races.
ReplyDelete