Post by aribjorn on Nov 1, 2012 14:15:09 GMT -5
« Expanded Armour RulesDwarven Glory – Character Classes »Dwarven Glory – Character Races
09-Sep-11 by K-Slacker
(UPDATE 23-Jan-12: I’ve revised this post [and edited the comments] to reflect recent changes to the Core Rules.)
As implied by the name of the game (Dwarven Glory), Player Characters are expected to be dwarves. That said, the rules are designed to support other fantasy races. Provided below are rules for humans, dwarves, and elves as PCs.
--------------------------------------------------------------------------------
Humans
Humans are a hardy breed, and many brave warriors were brought to Asgård by the gods to fight against goblins and giants during Ragnarök. They are taller and thinner than dwarves, and their womenfolk display a disturbing tendency towards beardlessness.
The legends foretell that two humans, Líf and Lífþrasir, will survive Ragnarök by hiding in the wood of Hoddmímis holt. These two survivors consume the morning dew for sustenance, and from their descendants the world will be repopulated. Perhaps in your journeys you can discover what has become of this race…
Human Racial Traits:
Human PCs have unlimited advancement as fighters, thieves, and runecasters.
Humans gain +2 bonus hit points. PCs start with maximum hit points at 1st level.
Humans have a base movement rate of 12″ while wearing light or no armour, 9″ in medium armour, and 6″ in heavy armour.
Humans can use light, medium, and heavy weapons (but must wield heavy weapons with 2 hands).
Humans have a +1 bonus to all saving throws.
Humans gain a +10% bonus to all XP earned.
--------------------------------------------------------------------------------
Dwarves
Asgårdian dwarves are crafty, elusive tricksters with an affinity for magic. In Norse sagas and legends, the greatest magicians are often dwarves. They are associated with rocks, the earth, luck, craft, metal work, wisdom, and greed.
Dwarf men are rugged and handsome, and the bearded beauty of dwarven women is legendary throughout Asgård.
Dwarf Racial Traits:
Dwarf PCs may reach a maximum of 5th level as fighters, 7th level as thieves, and 9th level as runecasters.
Dwarves gain +3 bonus hit points. PCs start with maximum hit points at 1st level.
Dwarves possess darkvision with 6″ range and are able to see with no light source at all. Darkvision is black and white only (colours cannot be discerned).
Dwarves have a base movement rate of 9″ while wearing light or no armour, 7½″ in medium armour, and 6″ in heavy armour.
Dwarves are unable to use heavy weapons and must wield medium-sized weapons with 2 hands.
Gargun (goblins) are the racial enemies of dwarves. Dwarves gain a +1 on attack rolls vs. goblins.
Due to their small size, dwarves gain defensive bonuses against trolls and giants. Trolls have a –1 penalty on attack rolls vs. dwarves, and giants have a –2 penalty.
Dwarves have a +2 bonus on Athletics checks involving strength or endurance, but take a –2 penalty to checks involving grace or agility.
Dwarves have a +2 bonus to fortitude-related saves but take a –1 penalty to reflex-related saves.
--------------------------------------------------------------------------------
Elves
The elves of Asgård were the servants of the Vanir. Elves are thinner and generally taller in stature than dwarves. The elves have a powerful bond with nature and do not have souls; their thinking and motives are quite alien. Like dwarves, they can become skilled runecasters. It is not known whether any elves survived Ragnarök, but they would most likely have taken refuge in the forests.
Though considered fair by by other races, dwarves often have difficulty distinguishing elf men from women.
Elf Racial Traits:
Elf PCs may reach a maximum of 5th level as fighters, 7th level as thieves, and 9th level as runecasters.
Elves gain +1 bonus hit point. PCs start with maximum hit points at 1st level.
Elves possess low-light vision. Their eyes that are so sensitive to light that they can see twice as far as normal in dim light. Elves can see outdoors on a moonlit night as well as they can during the day.
Elves have a base movement rate of 15″ while wearing light or no armour, 9″ in medium armour, and 6″ in heavy armour.
Elves can use light, medium, and heavy weapons (but must wield heavy weapons with 2 hands).
Elves can inflict a maximum of 1d8 base damage with a weapon.
Elves gain a +1 bonus on attack rolls when using archery bows (not crossbows).
Elves have a +2 bonus on Athletics checks involving grace or agility, but take a –2 penalty to checks involving strength or endurance.
Elves have a +2 bonus to reflex-related saves but take a –1 penalty to fortitude-related saves.
Rate this: i
Rate This
Like this:★LikeBe the first to like this. Posted in Game Rules, Minimalist | Tagged House Rules, Races, RPG | 4 Comments
4 Responses
on 11-Sep-11 at 17:19 | Reply K-Slacker
Some referees may allow an elf PC to multiclass, gaining levels in more than one character class.
Elves who wish to multiclass must possess the Generalist quirk. This quirk gives a +1 bonus to each adventuring skill (Athletics/Subterfuge/Lore) instead of a +3 bonus to a single class skill. Elves (only) may select the Generalist quirk instead of rolling for it randomly.
When a multiclass elf gains sufficient XP to gain a level, he may choose to advance as a fighter, thief, or runecaster. All class benefits stack *, and fractions add together (e.g., for skill checks). Armour restrictions apply to thieving skills and runecasting. A multiclassed elf is capped at the lowest level normally attainable (so a Ftr/Thf can only advance to 5th lvl).
* With the exception of saving throws. Use the best modifier but do not stack the bonuses.
09-Sep-11 by K-Slacker
(UPDATE 23-Jan-12: I’ve revised this post [and edited the comments] to reflect recent changes to the Core Rules.)
As implied by the name of the game (Dwarven Glory), Player Characters are expected to be dwarves. That said, the rules are designed to support other fantasy races. Provided below are rules for humans, dwarves, and elves as PCs.
--------------------------------------------------------------------------------
Humans
Humans are a hardy breed, and many brave warriors were brought to Asgård by the gods to fight against goblins and giants during Ragnarök. They are taller and thinner than dwarves, and their womenfolk display a disturbing tendency towards beardlessness.
The legends foretell that two humans, Líf and Lífþrasir, will survive Ragnarök by hiding in the wood of Hoddmímis holt. These two survivors consume the morning dew for sustenance, and from their descendants the world will be repopulated. Perhaps in your journeys you can discover what has become of this race…
Human Racial Traits:
Human PCs have unlimited advancement as fighters, thieves, and runecasters.
Humans gain +2 bonus hit points. PCs start with maximum hit points at 1st level.
Humans have a base movement rate of 12″ while wearing light or no armour, 9″ in medium armour, and 6″ in heavy armour.
Humans can use light, medium, and heavy weapons (but must wield heavy weapons with 2 hands).
Humans have a +1 bonus to all saving throws.
Humans gain a +10% bonus to all XP earned.
--------------------------------------------------------------------------------
Dwarves
Asgårdian dwarves are crafty, elusive tricksters with an affinity for magic. In Norse sagas and legends, the greatest magicians are often dwarves. They are associated with rocks, the earth, luck, craft, metal work, wisdom, and greed.
Dwarf men are rugged and handsome, and the bearded beauty of dwarven women is legendary throughout Asgård.
Dwarf Racial Traits:
Dwarf PCs may reach a maximum of 5th level as fighters, 7th level as thieves, and 9th level as runecasters.
Dwarves gain +3 bonus hit points. PCs start with maximum hit points at 1st level.
Dwarves possess darkvision with 6″ range and are able to see with no light source at all. Darkvision is black and white only (colours cannot be discerned).
Dwarves have a base movement rate of 9″ while wearing light or no armour, 7½″ in medium armour, and 6″ in heavy armour.
Dwarves are unable to use heavy weapons and must wield medium-sized weapons with 2 hands.
Gargun (goblins) are the racial enemies of dwarves. Dwarves gain a +1 on attack rolls vs. goblins.
Due to their small size, dwarves gain defensive bonuses against trolls and giants. Trolls have a –1 penalty on attack rolls vs. dwarves, and giants have a –2 penalty.
Dwarves have a +2 bonus on Athletics checks involving strength or endurance, but take a –2 penalty to checks involving grace or agility.
Dwarves have a +2 bonus to fortitude-related saves but take a –1 penalty to reflex-related saves.
--------------------------------------------------------------------------------
Elves
The elves of Asgård were the servants of the Vanir. Elves are thinner and generally taller in stature than dwarves. The elves have a powerful bond with nature and do not have souls; their thinking and motives are quite alien. Like dwarves, they can become skilled runecasters. It is not known whether any elves survived Ragnarök, but they would most likely have taken refuge in the forests.
Though considered fair by by other races, dwarves often have difficulty distinguishing elf men from women.
Elf Racial Traits:
Elf PCs may reach a maximum of 5th level as fighters, 7th level as thieves, and 9th level as runecasters.
Elves gain +1 bonus hit point. PCs start with maximum hit points at 1st level.
Elves possess low-light vision. Their eyes that are so sensitive to light that they can see twice as far as normal in dim light. Elves can see outdoors on a moonlit night as well as they can during the day.
Elves have a base movement rate of 15″ while wearing light or no armour, 9″ in medium armour, and 6″ in heavy armour.
Elves can use light, medium, and heavy weapons (but must wield heavy weapons with 2 hands).
Elves can inflict a maximum of 1d8 base damage with a weapon.
Elves gain a +1 bonus on attack rolls when using archery bows (not crossbows).
Elves have a +2 bonus on Athletics checks involving grace or agility, but take a –2 penalty to checks involving strength or endurance.
Elves have a +2 bonus to reflex-related saves but take a –1 penalty to fortitude-related saves.
Rate this: i
Rate This
Like this:★LikeBe the first to like this. Posted in Game Rules, Minimalist | Tagged House Rules, Races, RPG | 4 Comments
4 Responses
on 11-Sep-11 at 17:19 | Reply K-Slacker
Some referees may allow an elf PC to multiclass, gaining levels in more than one character class.
Elves who wish to multiclass must possess the Generalist quirk. This quirk gives a +1 bonus to each adventuring skill (Athletics/Subterfuge/Lore) instead of a +3 bonus to a single class skill. Elves (only) may select the Generalist quirk instead of rolling for it randomly.
When a multiclass elf gains sufficient XP to gain a level, he may choose to advance as a fighter, thief, or runecaster. All class benefits stack *, and fractions add together (e.g., for skill checks). Armour restrictions apply to thieving skills and runecasting. A multiclassed elf is capped at the lowest level normally attainable (so a Ftr/Thf can only advance to 5th lvl).
* With the exception of saving throws. Use the best modifier but do not stack the bonuses.