Stone Dwarf OCC
Alignment: Any; player characters usually lean toward good and selfish.
Attributes: The number of six-sided dice to be rolled is as designated.
I.Q. 3D6, M.E. 3D6+3, M.A. 2D6, P.S. 4D6+6, P.P. 3D6, P.E. 4D6+5, P.B. 2D6, Spd. 3D6 running , 2D6 digging.
Hit Points: P.E. + 10, + 1D6 per level of experience.
S.D.C.: 30 plus bonuses from physical skills.
Average P.P.E.: 5D6
O.C.C.s Available to Stone Dwarves: Any O.C.C., the Stone Dwarves were all various Men at Arms or mages/clergy. Non-combat O.C.C.’s were not part of the team.
O.C.C. Skill Notes: Add a bonus of + 5% to the following skills (this is in addition to O.C.C. bonuses): Any Military Skills, general repair, recognize weapon quality, masonry, carpentry, rope works, sculpting, locate secret compartments/doors, detect concealment, basic math, and land navigation.
Horror Factor: Not applicable.
Physical Appearance: Dwarves are a short, husky people with powerful muscles, broad shoulders, ruddy complexions, weathered looks, white hair and an aged appearance. Even young dwarves tend to look older than they are, in part, because of their rugged looks, habit of growing beards, and the fact that their hair turns white at approximately 40 years of age.
Size: 3-4 feet tall.
Weight: 200 to 300 pounds; mostly muscle.
Average Life Span: 250 + years; these Dwarves have been in magical stasis for many millennium and no one actually knows how long they will live do to their magical enhancements.
Natural Abilities: In addition to the dwarf’s high physical attributes, they also have night vision 90 ft. (27.4 m), plus an aptitude for weapon design, mechanics, building and manufacturing which provides bonuses in many skill areas (see O.C.C. notes), in addition to the following special skills.
Underground Tunneling (Special): Dwarves can dig and build solid, strong tunnels (no fear of a cave-in) with amazing speed and dexterity. They can also excavate ruins and the sites of cave-ins with the same prowess. In addition, the character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by dwarves, kobolds, goblins, gnomes, troglodytes or humans. The dwarf can even tell if it’s new, old, or ancient. Base Skill: 40% + 5% per level of experience.
Underground Architecture: Dwarves are excellent underground architects able to build small and large rooms, ornate archways, staircases, great chambers with cathedral ceilings, as well as a labyrinth of tunnels, passageways, mazes and underground traps (most common are pit and cave-in type traps). Likewise, the character can recognize the styles of dwarven, kobold, goblin and other types of construction. The dwarf who is travelling slowly and cautiously, looking for underground traps can locate them, and avoid or deactivate them. Base Skill: 30% + 5% per level of experience; detection and deactivation of traps is done at half his normal architecture skill level.
Underground Sense of Direction: The character has an innate ability to tell direction when underground, even in total darkness (not applicable on the surface). Thus, the dwarf can tell whether he is travelling up, down or level, the approximate angle of decline or ascent, approximately how far below the surface he is, and the approximate direction (north, south, east, west). Base Skill: 40% + 5% per level of experience.
This skill also enables him to judge the approximate location to surface structures (natural and artificial), but only if the character is familiar with the area. The character will also recognize traits and aspects of the underground tunnel or construct that serve as landmarks for him. Base Skill: 30% + 5% per level of experience; -25% if in an unfamiliar area.
Metal working (Special): All dwarves have a basic understanding of blacksmith facilities, smith techniques and procedures, and working with metal, particularly in the area of making weapons and jewelry. Equal to the field armorer skill with a + 10% bonus.
Recognize Precious Metals & Stones: Same as the gemology skill with a + 10% bonus.
Stone Form: The main ability that sets Stone Dwarves apart from their normal cousins is their ability to transform into Stone Form. While transformed the Dwarf’s skin take on the hardness of stone and greatly increases their strength and endurance. When transformed the character gains 25 H.P. and has a main body S.D.C. of 500. They also gain 10 points to P.S. Due to this increased bulk the character is -3 to dodge and -2 to parry. While in this form the character does not bleed and is immune to poisons and gases. Stone Form lasts 30 seconds per use and can be done 2 times a day (+ 1 use every 3 levels of experience [3, 6, 9 etc.]).
Bonuses: + 3 to save vs magic, + 2 to save vs possession, and + 4 to save vs horror factor.
Magic: Unlike their modern descendants the Stone Dwarves still practice magic. They were spared the final horrors of the Elf-Dwarf War and have not grown to dislike and distrust magic. Once the masters of all things arcane all Stone Dwarf magic users enjoy special bonuses above normal spell casters. They are able to select 1D4 extra spells at character creation and gain an extra spell per level compared to normal spell casters. They also received an extra 50% to starting P.P.E. numbers. Stone Dwarf spell casters will be looked down upon by normal Dwarves and Elves as a reminder of their past. Other races will suspect that these Dwarves also have the long lost knowledge of Rune Magic and they will be the targets of opportunists at every turn.