Inaccurate?

Seacliff Dwarf

( Stormwrack, p. 44)

Attributes

Size: Medium
Base speed:
Strength: +0
Intelligence: +0
Dexterity: +0
Wisdom: +0
Constitution: +2
Charisma: −2
Level adjustment: +0
Space: 5 feet
Reach: 5 feet
Automatic languages: Common , Dwarven
Bonus Languages: Giant , Gnome , Goblin , Orc , Terran , Undercommon

Description

Some clans of dwarves settled not in the mountain delves favored by most of their race but in the tall, impregnable cliffs that overlook the sea. These seacliff dwarves are considered by other dwarves to all be salt beards, though in truth most of them prefer the safety and security of their subterranean homes as much as any other dwarf. The difference is that those rare few among them who would be salt beards don't have far to go.

All seacliff dwarves are good swimmers, as behooves folk whose lower passages can fill with seawater during major storms. Living areas and the like are always situated well above even the highest such waterline.

Combat

Racial Traits

  • +2 Constitution, —2 Charisma: Seacliff dwarves are stout and tough but tend to be gruff and reserved.
  • Medium: As Medium creatures, Seacliff dwarves have no special bonuses or penalties due to their size.
  • A seacliff dwarf's base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions).
  • Darkvision: Seacliff 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.
  • Stonecunning: This ability grants a seacliff 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 seacliff 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 seacliff dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Seacliff Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Weapon Familiarity: Seacliff Dwarves may treat dwarven waraxes and dwarven urgroshes (see Chapter 7:Equipment) as martial weapons, rather than exotic weapons.
  • Stability: Seacliff Dwarves are exceptionally stable on their feet. A Seacliff dwarf gains a +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).
  • +2 racial bonus on saving throws against poison: Seacliff Dwarves are hardy and resistant to toxins.
  • +2 racial bonus on saving throws against spells and spell-like effects: Seacliff dwarves have an innate resistance to magic spells.
  • Strong Swimmers: Seacliff dwarves gain a +2 racial bonus on Swim checks. Additionally, a seacliff dwarf doubles his Constitution score for the purposes of determining how long he can hold his breath before he must begin making checks against suffocation (see the Dungeon Master's Guide, page 304 for details on holding one's breath).
  • +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that seacliff dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
  • +2 racial bonus on Appraise checks that are related to stone or metal items: Seacliff Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
  • +2 racial bonus on Craft checks that are related to stone or metal: Seacliff Dwarves are especially capable with stonework and metalwork.
  • Favored Class: Fighter . A multiclass Seacliff dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. (see XP for Multiclass Characters, page 60). Dwarven culture extols the virtues of battle, and the vocation comes easily to Seacliff dwarves.

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