Stats: (Explain these to me)
STR: 22, INT: 17, WIS: 21, DEX: 18, CON: 25
Available Classes:
warriors ,
healers and
berserkers.
Racial Characteristics:
Resistant to magic
Vulnerable to water based attacks and spells.
Ability to see in the dark without a light (Infravision).
History
A member of the oldest races of Thera and with one of the richest heritages of all,
the dwarves are present in many parts of the realms. The present day dwarves live
around fords and forests, travelling to towns to trade, and are respected by
societies for their generally law-abiding nature. Only the more adventurous
dwarves are found following a different ethos, these particular dwarves not
usually being a part of society. Tending towards the alignment of good, these
ale-loving creatures remain rather prone to greed and hoarding from their heritage's
rich history with gems and artifacts. Their fond obessesion for metals and ores
can from time to time strain the way they get along with the other races.
Dwarves are typically stead-fast and easy to anger, but usually tend to jest
about things. Despite being allies with the elves,
they consider them fickle and flighty, misguided by their overperceived sense of
wisdom. They do
however have a strong sense of humour. Typically ranging from a height of four
to four-and-a-half feet tall, dwarves are so heavily built that they still weigh
as much as a man before wearing armor, and this stocky physique makes them poor
swimmers, with a dislike for water. It is no surprise then that the enterprising
humans often use
rivers as a trade route when dealing with the dwarves.
In battle a dwarf is a brave and courageous fighter, willing to fight for a
cause worth dying for, but remains cautious and understanding of the importance
of tactical retreat. It is this knowledge of warfare that has granted dwarves the
potential to beat even giants
many times their size on
the battlefield. They are
particularly good at resisting the effects of magical spells. Dwarves are cousins
of the duergars,
dark-dwarves that live deep underground, the history of this relation being one
they would rather not talk about.
Racial Legacies: (What are Racial Legacies?)
Dwarf Berserker: Blooding (entering the state
of madness cures some wounds and fortifies their bodies),
Final Reserve (deliver one last brutal attack before dying).
Tips:
Dwarves can afford to wear less save equipment because of their magic resistance.
Because of their comparativly low dexterity,
dwarves may find themselves being tripped often during combat.
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