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[OSR] The orthogonal dwarf

Started by Sailing Scavenger, February 09, 2018, 07:34:18 PM

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Sailing Scavenger

I'm not a fan of the B/X dwarf. It is essentially a fighter with a few special abilities, not offering up new tactical options like the mage or the thief does. My own perception of what a fantasy dwarf is was heavily influenced by scandinavian mythology and the video games Myth: The Fallen Lords and Dwarf Fortress. That is, dwarves are small and nearly helpless in a straight fight, but they will dig impressive fortifications and set deadly traps. I'd appreciate feedback, especially if you think players would avoid this class, or if it would ruin a game. Gut reactions on needed fine tuning is appreciated too (I'm sure it will have to be revised after it has seen play).

Stones are the units of weight in ACKS, 1 stone equals 8-14lbs or 1,000 coins or 1 point of AC in terms of encumbrance (or something long like a spear or a bow).

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QuoteDwarf
Prime Requisite: CON   
Hit Dice: 1d4      
Maximum Level: 10
XP to Level 2: 1,500

Dwarves are 3' tall and weigh 7 stones.

Dwarves fight and save as mages of the same level. They may not use large melee weapons or bows and must wield medium sized weapons with both hands. They are proficient with all other weapons, shields and armor but may not tunnel or undermine wearing armor heavier than mail.

Dwarves move 60' per round unencumbered and 30' per round if they carry more than 7 stones. Their maximum carrying capacity is 5+Strength stones.

Dwarves are supernaturally gifted miners with an affinity for stone. Using a pickaxe the dwarf can tunnel through rock or earth. Each turn 1' of rock or 5' of earth can be excavated. The tunnel is 3' tall and 3' wide. The work is loud and each turn provokes two wandering monster checks. Dwarves can tunnel for up to their Constitution score turns before requiring 8 hours of rest. In some dungeons the very rock is infused with evil. If the dungeon level is higher than the dwarf's level the tunneling is slowed by the ratio between dwarf and dungeon level (a 2rd level dwarf tunnelling through rock in dungeon level 3 would excavate 2/3 feet per turn).

Dwarves can undermine worked walls and cause them to collapse. To undermine a 10' square and 1' thick section of wall the dwarf requires a chisel and hammer and 1 turn of work. This work provokes one wandering monster check. After the wall has collapsed, if there is rock or earth behind it, it is unworked and can't be undermined. The dwarf can rig a tripwire to an undermined wall causing it to collapse when the wire is pulled. Creatures within 5' of the collapsing wall section must Save vs Blast or suffer 1d6 damage and be buried by rubble. Creatures can dig themselves out of the rubble with a successful Save vs Petrification and may attempt this each round. If the dwarf undermines wall sections facing each other and all the way up to the ceiling that too will collapse dealing 2d6 damage to any creature underneath it failing a Save vs Blast and burying it in rubble.

Dwarves can spend 1 turn tapping a stone wall with a hammer to guess the size of the room behind it. If the tapped wall is 10' thick or less the dwarf can estimate the size of the room behind in square feet. In case of a thin wall or a wooden door any creatures in that room will hear the tapping.

Dwarves suffer half damage from fire and have +3 bonus to Save vs Blast & Breath.

At 3rd level dwarves gain the ability to create false sound mimicking creatures of a total HD equal to the dwarf's level. The sound can originate up to 60' away and will persist for 1d6 rounds after the dwarf stops concentrating. Any creature hearing the false sound may Save vs Spells to disbelieve it.

At 5th level dwarves choose to gain affinity for metal or affinity for flame. Affinity for metal allows the dwarf to detect metals by spending 1 turn sniffing the air. The player names a metal and the referee names the general direction of the closest piece of that metal within 60'. Affinity for flame cause fire wielded by the dwarf to burn twice as hot. Torches and lanterns are consumed twice as fast but cast bright light 40' and dim light another 30'. Flaming oil thrown by the dwarf burns faster dealing its full damage in one round. Splashing oil deals 1d3+1 damage. Flaming oil patches lit by the dwarf last half as long but deal twice the damage.

At 9th level dwarves can craft magic items as wizards. If the dwarf establishes an underground smithy he will attract 1d6 dwarven apprentices of 1st - 3rd level seeking training.