Dwarves of Ush-Badhaal
Many years ago, the dwarven city of Ush-Badhaal was attacked and conquered by the draconic minions of the wyrm Ashardallon. After the fall of the dwarven citadel, the survivors decided to save their culture by fleeing south. A long journey which eventually led them into the human lands of Aldariah. After several years living as unwelcome refugees, the council of Ush-Badhaal made a pact with Emperor Sarjen Tyro of Aldariah. In exchange for their support in retaking the rebellious city of Irongate, the Emperor would grant the dwarves of Ush-Badhaal a section of the city that they may settle as their new home.
Needless to say, with the support of skilled dwarven warrior as well as the mercenaries of the Arm of Rojan, the city fell back under Imperial control and the dwarves had their new home.
Ush-Badhaal Dwarf Traits:These traits are to replace the dwarf traits as listed on page 14 of the Player’s Handbook.
Size Medium:As Medium creatures, dwarves have no special or penalties due to their size.
Speed:Base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when their speed is reduced because of weight.
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.
Feats:The ever-tireless dwarves receive the Endurance feat for free. Also, a dwarf has the option to select 1 cultural trait from the list given above for Ush-Badhaal dwarf.
Skills:Due to the fact that dwarves and water don’t mix, all dwarves have a –4 racial penalty to all swim checks. Dwarves of Ush-Badhaal also receive a +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
Stonecunning:This ability grants a dwarf a +2 racial bonus on Search 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 Search 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.
Stability:+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Weapon Familiarity:Dwarves may treat dwarven waraxes and dwarven urgroshes (see Chapter 7:Equipment) as martial weapons, rather than exotic weapons.
+1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on saving throws against poison, spells and spell-like effects.
Native Language:Khûzdûl (Dwarven)
Bonus Language:Aldarian (Common)
Other Languages:Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: FighterA multi-class dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multi-classing. (see XP for Multi-class Characters, page 60). Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves. |
Please note that I have respectfully borrowed some details and descriptions for my campaign from Bruce A. Gulke and his Realm of Mythosa Campaign. You should click the banner below and go check out his awsome campaign. All maps on this site were created using Profantasy's Campaign Cartographer 2
Web Site Created and Maintained by Thrylax Site Last Updated on: Sunday, September 11, 2005 |