Game Rule Information
The following changes have been made to the powers and abilities
of the Dwarf. Any published rules for the dwarf that do not directly
contradict the contents of this page still apply.
Racial Traits
Weapon Familiarity: Dwarven waraxes (one-handed use) and
dwarven urgoshes not treated as exotic weapons for dwarves. As long
as the dwarf has the Weapon Group (Axes) feat he may use both weapons
without penalty. This ability does not grant that feat, it must
still be selected normally or gained as a bonus feat from the dwarf's
character class. This ability does not reduce any penalties derrived
from using a double weapon or fighting with two weapons. See the
section on Weapon Group
Feats for details of new rules for weapon proficiencies.
Automatic Languages: The dwarf automatically knows how to
speak Common and Dwarven, or any two campaign-specific languages
of the GM's discretion. The dwarf may select a number of additional
languages or alphabets equal to his intelligence modifier. Additional
languages may be purchased with skill-points. See the new rules
for Languages for more
information.
Lack of Natural Buoyancy: Dwarven physiology is such that
these creatures have little to no natural buoyancy. Drop them in
a pool of water, or an ocean, and they will sink straight to the
bottom. As a result of this many dwarves have a mortal fear of crossing
water deeper than they are. Dwarves cannot take ranks in the Swim
skill even if it is a class skill for them.
Hard to Kill: A dwarf that has been reduced to -1 hit points
and is dying (see Player's Handbook p145) will automatically
stabilise after one round. He is considered to have succeeded the
10% chance of stabilising on his first attempt. The dwarf is still
unconscious and still follows all the other rules for "Stable
Characters and Recovery" in the Player's Handbook: i.e.
he may still die without treatment.
Favoured Class: I do not use the rules for favoured classes.
Please disregard any rules pertaining to them.
See Also:
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