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DWARROW of Midnight

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DWARROW of Midnight Empty DWARROW of Midnight

Post by The Hive Mind on Thu May 15, 2014 1:18 pm

The dwarrow are the offspring of gnomes and dwarves. Long ago, such pairings were common, but since the dwarves have become so withdrawn, dwarrow are increasingly rare. Dwarrow appear as stout, uncommonly strong gnomes but tend to lack their even temper and inherent personal grace. As a rule, dwarrow do not have the fortitude to survive life in the mountains. If a dwarrow is unlucky enough to be born there, he is typically sent to the rivers to live with his gnome parent’s family. Dwarrow are welcomed by rafters for their strong backs and stronger loyalties.


• +2 Charisma: Dwarrow are nearly as sociable as their gnome parents. They are stronger than gnomes but lack the fortitude of their dwarven parentage.
• Small: As Small creatures, dwarrow gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters and their lifting and carry- ing limits are three-quarters of those of Medium characters.
• Dwarrow base land speed is 20 feet.
• Darkvision: Dwarrow can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarrow can function just fine with no light at all.
• Dwarven kin: While not as tough as dwarves, dwar- row are resilient folk. They gain +1 natural armor and a +2 racial bonus on saves against poison.
• Spell Resistant: Like the dwarves, dwarrow are innately resistant to the power of magic. They gain a +2 racial bonus on saves against spells and spell-like effects:
• Dwarf and Gnome Blood: For all special abilities and effects, dwarrow are considered dwarves and gnomes. Dwarrow, for example, can use weapons or magic items with racially specific gnome or dwarf powers as if they were gnomes or dwarves


Though their bloodlines dictate some of their more notable attributes, the environment in which a dwarrow is raised also affects his skills and proficiencies.


• Weapon Familiarity: Dwarrow raised among gnomes may treat hand crossbows and inuteks as martial weapons, rather than as exotic weapons.
• Favored Region: Central Erenland.
• Natural Riverfolk: Dwarrow raised among gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a full-round action. Finally, gnome-raised dwarrow can hold their breath for a number of rounds equal to three times their Constitution score.
• Skilled Traders: While not as outgoing or adept as their gnome kin, dwarrow that grow up on the river learn a good deal about making deals and manipulating information. Whenever engaged in interactions involving trading or smug- gling, gnome-raised dwarrow gain a +2 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks • Automatic Languages: Clan Dialect (2), Old Dwarven (1), Trader’s Tongue, any two unrestricted lan- guages at pidgin level. Bonus Languages: Any unrestricted languages.
• Favored Class: Rogue. A multiclass dwarrow’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing


• Weapon Familiarity: Dwarrow raised among dwarves may choose either dwarven waraxe, dwarven urgosh, or urutuk hatchets; they may treat the chosen weapon as a martial weapon rather than as an exotic weapon.
• Favored Region: Kaladrun Mountains.
• Kurgun or Clan: A dwarrow can choose either the clan dwarf stonecunning traits or the Kurgun dwarf natural mountaineer traits.
• +1 dodge bonus to Armor Class against orcs. Orcs are not used to fighting “dwarves” this small.
• +2 racial bonus on Appraise and Craft checks that are related to stone or metal items. Dwarrow raised among dwarves are extremely capable and familiar with stonework and metalwork.
• Favored Class: Fighter. A multiclass dwarrow’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
• Automatic Languages: Clan Dialect, Old Dwarven, Trader’s Tongue (1); Bonus Languages: Orcish, other Clan Dialect.
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