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The Quintessential Dwarf II
The Quintessential Dwarf II
Dwarf II:
Advanced Tactics
Alejandro Melchor
Contents Credits
2 Introduction Line Developer
Richard Ford
4 Racial Paths
21 Multiclassed Dwarves Illustrations
Marcio Fiorito, Phil Renne,
47 The Legendary Dwarf Chad Sergesketter, Stephen Shepherd
Introduction
The Advanced Tactics
I
solated from the world, the vast kingdoms of the
dwarves fight invisible battles against foes known
only to them, their fortunes waxing and waning far series
from the view of other races. They smile inwardly when The Advanced Tactics series takes an advanced look at
other races accuse them of insularism, of denying their the whole range of class and racial sourcebooks from
full support when it is requested of them. After all, they Mongoose Publishing, all designed to greatly widen a
never ask for any when facing the innumerable dangers player’s options for his character within the d20 games
of their underground homes. system. More than simple continuations, the second
series of Quintessential books fit seamlessly into any
Dwarves are monolithic in bearing and attitude to the fantasy-based campaign, providing advanced alternatives
point where many believe that they are all alike, gruff for characters of one class or race within the game,
warriors who hide behind their beards and armour. The allowing both players and Games Masters the chance to
truth, like their kingdoms, lies deep beneath the surface. give mid- and high-level characters new options without
The stone halls of the dwarves invite none and accept overpowering or unbalancing the game as a whole. The
none, being better protected than the communities of Advanced Tactics series will not necessarily allow players
any other race and having contact with the outside world to make their characters more powerful, but they will be
only through trade, adventuring or through ambassadors able to do a lot more than they ever thought possible.
who never get to see the full extent of a dwarven hold.
Thaine sat down in front of the fireplace, letting its warmth slowly relax him. This was a different fire from the
ones he was used to working. This was not the creative fire of the forge, nor the raging blaze of battle. No, these
gentle flames were home, even if he was really miles away from the ancestral hold of his family, staying at a
human inn with his adventuring companions, to whom he had sworn an oath of brotherhood.
‘You are deep in thought, master dwarf.’ Erian joined him in the inn’s common room. The young human looked
decidedly scrawny when outside of his armour.
‘Aye, young knight,’ the dwarf admitted as the human sat down near him. ‘Although it was a rather shallow depth
this time.’
‘Hah! You will always be a child to my eyes, Erian.’ The dwarf laughed gently, a rumbling sound nonetheless.
‘You were a wee little cub when we first met, and you are still just as stubborn!’
‘Not as stubborn as you, Thaine,’ the knight countered, turning to look at the fire.
They remained silent for a while, letting their mutual laughter die down into a chuckle and then into quiet
contemplation. Thaine stood up and patted his human friend’s shoulder.
‘Everything will turn out well, you will see,’ he said, gently squeezing Erian’s lean shoulder. ‘This will not be the
first maiden we rescue from harm.’
‘Yes… but this maiden is my wife.’ Erian looked down. ‘Thank you for coming. I know how hard it is for you to
disobey the king’s edicts.’
‘Nonsense, boy.’ Thaine resumed his contemplation of the fire. ‘Your first loyalty is to your family. It is your
family that gives you strength when all other strength falters. It is your family that makes a house into a home.
Kings will rise and fall, but your family is eternal. You are my friend and brother in arms; your family is my
own.’
Erian put his own hand over his friend’s, nodding with deep gratitude.
‘Now rest.’ The dwarf gave the knight another fatherly pat. ‘We still have a full day’s march ahead of us and you
barely have any flesh around your bones as it is.’
Erian chuckled softly and stood, his eyes looking down at the veteran dwarf’s short stature, but his soul looking
up to the party’s moral support.
As the human departed, Thaine resumed his meditations, letting his eyes linger on the dancing flames. The
adventure he was undertaking for the sake of his friend was unlike others they had experienced together. Erian
was an established knight of the court, highly respected and acclaimed, with his motley crew gaining their own
accolades for their work towards securing the peace in the kingdom. Where was this support in the knight’s hour
of need, when a visiting ambassador had kidnapped his pretty wife? Lost in politics, the true duty of a liege to his
vassal overshadowed by the necessities of rule.
Thaine chuckled. In his own land, this insult would have ignited a war, and not because his clan was particularly
bellicose, but because of the rationale he had comforted Erian with: family, blood, honour. Compared to these,
what could be more important?
Racial Paths 4 Quintessential Dwarf II: Advanced Tactics
Racial Paths
D
warves are a stalwart race, strong of body and One feat from that path’s advancement options.
spirit and possessed of a tremendous will and
perseverance. They have often been compared The minimum ability requirement (if any) for that
to the mountains where they build their homes, and to path.
the stone that they know and work so well. A dwarf
who sets his mind to something will never yield There may be additional restrictions for certain Racial
physically or spiritually; giving credence to the belief Paths; these will be detailed in the Restrictions section
that stubbornness runs in his veins just as lava flows for each path. Each Racial Path also requires a specific
inside a volcano. ritual action on the character’s part; he must perform
this action each time he gains a level or else fall from
Dwarves exhibit this and other particular racial traits as the path. Again, these ritual actions will be specified in
they grow and age – that is, if they show the necessary the Restrictions section.
dedication and respect for dwarven traditions, something
that most dwarves have no problem doing. A character may follow only one path (Racial or
Career) at any time. In addition, the Racial Path he has
Racial Paths are a core concept in the Quintessential II chosen must be maintained. Every time the character
series of sourcebooks from Mongoose Publishing and advances a character level, he must do at least one of
provide a range of templates for each race that will the following:
allow a Player to plan his character’s advancement
following a given ideology. While a Racial Path focuses Select a new feat from the career path’s advancement
on the mechanics of advancement by providing a small options (only available if his level advancement
benefit and disadvantage to the character’s abilities, it grants a feat).
also serves as a roleplaying aid to guide the character’s
progress and goals through his adventuring career, Increase the ability listed as the minimum ability for
shortening the time spent choosing new abilities and that path (only available if his level advancement
powers during level advancement. grants an ability increase and if the path has a
minimum ability score requirement).
Any one Racial Path may be applied to a character
when he gains a new level. The listed benefits and Increase a skill from that path’s advancement options.
disadvantages are applied, any roleplaying description The character need only spend 1 skill point in this
modified to account for the template and then the fashion.
character is ready to follow his chosen path. From
this point forth, both the Player and the Games Master When a character selects a path he gains one benefit and
should be aware of the selected Career Path and take one disadvantage from the accompanying list. He is free
steps to ensure the character is played accordingly. It to choose which advantage and disadvantage he prefers.
must be stressed that Racial Paths are a roleplaying tool, Each of these advantages and disadvantages persist as
not simply a method to gain lots of new abilities! long as the character qualifies for the path. If he ever
strays from or leaves the path, he loses both aspects.
ever falls from his path, he must start over again at the or to escape the role that his clan expects him to fulfil.
beginning. A character may never select a new Racial Once on the road, he is fairly open-minded about the
Path if he has already abandoned another, though he is company that he might end up with, making him a good
still eligible for a Career Path (though whilst following friend and ready ally. The problem is that he will resist
a Career Path, the character will not be able to restart his any authority within a party itself, doing what he thinks
old Racial Path). is right in almost every situation.
Note that skills and feats do not change their requirements Roleplaying: As the name implies, a dwarf taking the
regarding the character. Cross-class skills do not become path of defiance is rebellious, challenging anything
class skills and he must still meet the prerequisites of a that dares stand between him and his goals. He is
feat in the advancement options list before being able to perseverant like any other dwarf, and has the will to
gain it. The Racial Path is more like a route map that resist external influences, both mundane and magical.
restricts the character’s freedom of choice in exchange This hard-headedness need not be irrational – even if
for a benefit and a clearer sense of purpose. it is a common occurrence, as a follower of the path
of defiance objects to things almost on principle. By
For example, a dwarven barbarian with Intimidate 5 giving an alternative perspective he often becomes an
ranks and the Improved Initiative feat has reached 5th inspiration for good and workable plans. Stubborn
level and decides he wants to follow the path of magma. disobedience is not uncommon in such dwarves, but
Because he meets all of that path’s requirements, he the smarter ones will mellow it with good judgement,
may start following the path. He immediately gains choosing their battles accordingly.
one advantage and one disadvantage from it. When
he reaches 6th character level he must either spend one
skill point on Intimidate, Jump, Perform or Tumble or
select his new feat from the path of magma’s options
(meeting all the normal prerequisites for that feat). If
he can hold to the path for five full character levels, he
gains a second advantage and disadvantage at 10th level.
However, he falls from the path by failing to brand his
flesh with a rune of power (which is detailed in the path’s
Restrictions section). He automatically loses both the
advantages and disadvantages he gained from the path.
If he takes up the path again at 12th level (choosing the
Power Attack feat to meet the requirements) he gains
one advantage and disadvantage of his choice.
Path of Defiance
Every society breeds its own malcontents, and
dwarves, for all their tradition and stability, are no
exception. The path of defiance exists for those
dwarves who resist the mandates of things that
are not to their liking and value their personal
freedom over the duties to clan and family. Most
of dwarven society views those who embrace
this path as rebellious troublemakers, but wise
elders know that even the misfits have their
place in dwarven culture, giving it a nudge and
a push when needed and keeping it current. On
a personal level, a dwarf who embraces the path
of defiance is ironically following up on a very
dwarven trait, and that is the ability to trudge
forward despite any obstacle.
Advancement Options: A character follows the path level. Even creatures normally immune to fear are
of defiance Racial Path by choosing the following affected, as they are impressed by the dwarf’s fierce
advancement options: Disable Device 5 ranks, Escape opposition.
Artist 5 ranks, Open Lock 5 ranks, Sense Motive 5
ranks; Agile, Dodge, Diehard, Endurance, Heighten Disadvantages: The path of defiance must select one
Spell, Improved Grapple, Improved Initiative, Improved of the following disadvantages when he starts on this
Unarmed Strike, Iron Will, Nimble Fingers, Run. path. For every five character levels that he maintains
the path, he gains an additional disadvantage.
Restrictions: A dwarven defier must be of chaotic
alignment. Whenever he gains a level, a defier gets rid Slippery (Su): The character defies any attempts to
of the old to embrace the new. He selects one piece influence him, but he sometimes outsmarts himself.
of his equipment and breaks and ruins it with his own All beneficial mind-affecting spells or special abilities
hands. The item must have a minimum value of 50 targeting him have their durations halved. This
gp multiplied by the level he just attained. The item does not affect the spell or ability itself, which acts
may never be restored by magic or repair; the character normally on other characters except for the dwarf.
destroys it with the intention of getting rid of it forever. For effects that can be maintained by the originator,
If he recovers the item by any means, he drops off the such as bardic music, the path of defiance enjoys the
path of defiance. If someone restores the item against benefits of the spell or ability intermittently, gaining
his will and gives it to him later, he is under obligation to the benefits one round, but not the next.
destroy it again and give a sound thrashing to the well-
intentioned fool. Chaos Incarnate (Su): The character’s defiance
reaches a spiritual height that affects the way his
Benefits: The defier must select one of the following soul interacts with the rest of the world. As he is
benefits when he starts on this path. For every five a creature of chaos, a detect chaos spell can detect
character levels that he maintains the path, he gains an his presence, with an aura strength equal to half his
additional benefit. character level. He suffers a –2 penalty to saving
throws against the special attacks of lawful creatures
Irrepressible (Su): The character is extremely as well as spells with the law descriptor.
opinionated, which gives him a supernatural
resistance to any attempt to sway his mind into Short Fuse (Ex): The character is ready to act
thinking about anything he does not want to. When upon any attempt to curb his freedom, making him
the path of defiance is targeted by a mind-affecting overreact to certain stimuli. He must make a Will
spell or ability, he rolls two dice for his saving throw save (DC 15) whenever he is contradicted or told to
and keeps the highest result. do something, even if the order or suggestion makes
perfect sense. Failure means that the character enters
Unstoppable (Su): Traditional dwarven stubbornness a contrary state of mind and will refuse to follow up
finds a way to express itself through the dwarven path on any plan; he cannot enjoy the benefits of the aid
of defiance, giving the character the ability to move another action nor from flanking and he refuses any
forward where others would be stopped. If he enters assistance. If he fails his save with a result of 1 or
any area that would reduce his speed in half, whether 2, he also flies into a reckless rage that imposes a
by magic or mundane means, he can instead move at –2 morale penalty on attack rolls, skill checks and
three-quarters his speed and gains a +2 bonus to any saving throws. This state of mind lasts for 1d6+1
saving throw or skill check that would allow him to rounds in a combat situation, or 1d6+1 x 10 minutes
move at full speed. if triggered during a non-combat situation.
Disadvantages: The delver must select one of the and prefers to ‘take point,’ breaking any resistance to the
following disadvantages when he starts on this path. For group’s advance with his adamantine determination.
every five character levels that he maintains the path, he
gains an additional disadvantage. Roleplaying: The follower of the path of diamond
emulates the precious stone that is his namesake in both
Agoraphobia (Ex): The path of delving takes a dwarf act and demeanour. He is clear of purpose and relentless
deep underground to live in tight confines, and he is in effort, surprising friends and foes alike with his sharp
much more comfortable there instead of in wide open honesty. At the same time, this dwarf is not afraid to
spaces. Whenever the character is in a vast expanse show his different facets and explore each and every one
(hills, plains, city plazas, etc.) he suffers a –1 morale of them, warning companions not to cross him when he
penalty to all skill checks, attack rolls and saving is angry, for his wrath, like his other emotions, is clear
throws. The insides of buildings mitigate this effect, and pure, and will not be deterred.
but any large, mostly unpopulated hall will make the
character feel ill at ease. Advancement Options: A character follows the path
of diamond Racial Path by choosing the following
Open Confusion (Ex): The dwarf on the path of advancement options: Minimum Wisdom 13; Bluff
delving is so used to travelling underground that he 5 ranks, Craft (gem cutting) 5 ranks, Sense Motive 5
has forgotten how to orientate himself on the surface. ranks, Spot 5 ranks; Cleave, Dodge, Greater Cleave,
All Survival checks performed above ground have Improved Critical, Improved Overrun, Improved Sunder,
their DCs increase by +5. Improved Unarmed Strike, Mobility, Power Attack,
Spell Penetration, Stunning Fist, Weapon Focus.
Uneasy Sleep (Ex): The character develops a need
for the embrace of the earth in order to rest. He must Restrictions: A dwarven follower of the path of diamond
sleep in a hole at least 5 feet in depth, or he will not must be of lawful alignment. Whenever he gains a level
be able to get a good night’s sleep. If he fails to sleep he must meditate on a small diamond worth at least
under such conditions, he only heals half his level in 50 gp, admiring its facets and contemplating how the
hit points and suffers a –1 morale penalty to his skill diamond reflects the state of his soul. He meditates for
checks and saving throws for the following day. His one day, after which he must mount the diamond on a
bedding must be a hole in the earth; a stone niche in piece of jewellery, either commissioning it or doing it
a wall will not do. himself. He then must leave this piece of jewellery at
the temple of a lawful deity.
Adventuring: A follower of the path of diamond sees Adamantine Strike (Ex): The dwarf’s attacks grow
adventuring as the great jeweller that will sharpen his devastating in their accuracy and potency. Three
edge, cut away his flaws and help him achieve his true times per day plus one per Wisdom modifier, the
potential. He accepts good and bad experiences as dwarf can ignore the hardness of any object that
lessons that perfect him, and all hardships as the work he strikes. This ability also bypasses a construct’s
of providence towards making him into a better person. damage reduction.
A follower of the path of diamond makes his body into
a weapon that he offers his companions for wielding, Diamond Strength (Su): The character has achieved a
particular bond with the properties of a diamond, so
Racial Paths 9 Quintessential Dwarf II: Advanced Tactics
that he knows where to apply damage to completely Adventuring: A follower of the path of family is not
destroy an object. Once per day, the character can very likely to leave his home for a life of reckless
make a touch attack against an object (the rules for adventuring; this would mean he is shirking his duties,
attacking a held or worn object apply); the object which is an unthinkable proposition. When a path of
struck does not suffer damage, but it must make a family leaves the familial threshold behind, it is because
Fortitude save (DC 10 + half the character’s level + his quest will bring a greater good to his relatives in the
Strength modifier) or be instantly destroyed. The long run. He hopes he will bring glory to his name or
object must be inanimate and weigh no more than additional resources for his family’s endeavours, or he
200 pounds. is defending both clan and country from a greater threat.
The character is usually a parent already when he dons
Disadvantages: The follower of the path of diamond the mantle of an adventurer, and he projects many of his
must select one of the following disadvantages when he attitudes onto his new companions, treating them like
starts on this path. For every five character levels that he children he must guide to the right and proper path.
maintains the path, he gains an additional disadvantage.
Roleplaying: The parental attitudes of a dwarf upon the
Cuts Both Ways (Ex): The emulation of the diamond path of family can grate on the nerves of his companions
in the character’s body has its adverse effects as well. who believe they have nothing to learn from such a fussy
As the character moves, his diamond essence affects dwarf. Like any responsible parent, the follower of the
his own equipment, filing it down and damaging it path of family respects this opinion but in his heart keeps
unintentionally. One day after wearing or using any looking out for the wayward youth, who obviously does
particular piece of equipment, its hardness is reduced not know what is good for him. The dwarf’s actual
by 1. It continues to lose one point of hardness every behaviour depends on what parental role he wants to
week. A character can repair damaged objects with a assume with others; he can be strict but caring as easily
normal Craft check, restoring the item’s full hardness as he can be spoiling or even abusive.
rating. Magical equipment is not affected by this
disadvantage. Advancement Options: A character follows the
path of family Racial Path by choosing the following
Stiff Limbs (Ex): The character’s adamantine advancement options: Minimum Wisdom 13; Bluff 5
constitution has a downside, and it is in the loss of ranks, Knowledge (history) 5 ranks, Knowledge (nobility
agility as his limbs become harder and stiffer. The and royalty) 5 ranks, Sense Motive 5 ranks; Combat
character loses one point of Dexterity for every Casting, Combat Expertise, Enlarge Spell, Improved
benefit he has from the path of diamond. Disarm, Improved Grapple, Improved Trip, Improved
Unarmed Strike, Leadership, Negotiator, Persuasive,
Faceted Eyes (Su): The character’s eyes acquire a Shield Bash, Weapon Focus (dwarven urgrosh), Weapon
diamond-like aspect, becoming clear and slightly Focus (dwarven waraxe).
transparent. This supernatural transformation robs
the dwarf of his darkvision. Restrictions: Whenever he gains a level on the path of
family the dwarf must return to his home with presents
for his immediate family. He must be married and have
Path of Family at least one child or must alternatively be the godfather
One of the most hallowed traditions in dwarven culture is of at least three younger dwarves. The presents cannot
respect for family. Clans are formed around bloodlines be generic; the dwarf must carefully select each one to
in a grander scale, but they have the basic nuclear fit the recipient and must deliver the presents in person,
family at their core. A dwarf can turn his soul towards a for it is this simple ritual that strengthens the bonds of
complete devotion to his blood-related duties, becoming family that power his resolve.
a paragon of dwarven values and a role model for all
the young in his own family and clan. A follower of Benefits: The dwarf must select one of the following
the path of family is a dwarf with many ties to his own benefits when he starts on this path. For every five
people that go beyond mere familial bonds; he basically character levels that he maintains the path, he gains an
ties his very existence to the power of his name, and all additional benefit.
his actions reflect either honour or shame upon the rest
of his relatives. A dwarf walking the path of family does Heirloom: The character’s family history is rich
nothing wholly for himself; he always keeps an eye out and varied, and counts a number of adventurers and
for the good of his people. master crafters in its ranks. The family deems the
character worthy of receiving one of its heirlooms,
which he receives next time he visits the family after
Racial Paths 10 Quintessential Dwarf II: Advanced Tactics
choosing this benefit. The heirloom is a magical Homesickness (Ex): The dwarf is very close to his
item selected randomly but which must be of use to family, and separation makes his heart grow heavy.
the character. The player decides what kind of item After two months spent away from his family, the
he wants his character to receive (weapon, armour, character makes a Will save (DC 15 +1 per additional
wand, staff, wondrous item, ring or rod; potions month of separation) once each week. If he fails, he
and scrolls are too transient to be heirlooms) and suffers a –1 morale penalty on all skill checks for
the Games Master chooses one randomly from the 1d4+2 days. Even if he rolls the minimum duration
tables in Core Rulebook II. The character must be of 3 days, he need not roll for another bout of
able to use the item based on proficiency and any homesickness until a week has passed.
spellcasting requisites so the Games Master should
roll again if an unsuitable item comes up (such as a Token (Ex): The character has a token that reminds him
druid receiving a holy avenger). The item’s caster of his family; this may be a brooch, a sketch by one
level should be equal to or lower than the character’s of his children, a scarf or any other inconsequential
own level. item that the character carries with him at all times.
If he ever loses this token, he is disheartened and
Strength From Duty (Su): The character draws cannot draw strength from his family ties. He cannot
strength from ties to his family, from their memory activate the strength from duty benefit, and cannot
and even from their very existence. Whenever the add his Will save bonus to his Will saves (he only
character would be reduced to 0 hit points or lower adds his Wisdom modifier). The Games Master
he can concentrate on his loved ones and decide that should target the token for loss once per adventure,
it is not his time to fall yet, for his family’s sake. He and its recovery can become an adventure in and of
gains a number of temporary hit points equal to twice itself.
his Wisdom modifier. He can call upon his family’s
strength only once per day, and the temporary hit
points last until the end of the encounter where this
ability was triggered.
Errand (Ex): When the dwarf visits his family either Restrictions: Whenever he gains a level, a follower of
to comply with the path’s restriction or to stave off the path of granite must let his body rest for a while;
the effects of homesickness (or even just to say he must spend an entire week either resting or doing
hello), there is a 50% chance that the family elders nothing more strenuous than walking for leisure. If
will have a task for him. The dwarf should be able to he attempts any activity requiring exertion during this
perform the task in a couple of months, but while it period, he suffers a –4 on all skill checks and must make
remains unfulfilled the character is considered to be a Fortitude save (DC 20) at the end of the day; if he fails,
under the effects of a lesser geas spell in respect to he will be fatigued the next day. A day spent in exertion
the family-appointed task. will not count towards the week of rest he must spend,
regardless of the saving throw’s result.
Path of Granite Benefits: The follower of the path of granite must select
Dwarves can recognise the qualities of different types one of the following benefits when he starts on this path.
of rock, creating masterpieces by knowing which stone For every five character levels that he maintains the path,
to use for which application. Dwarves who take upon he gains an additional benefit.
themselves to walk the path of granite concentrate on
the unyielding nature of the stone, wishing to emulate Healthy (Ex): The dwarf’s body is tough and resilient
its properties of durability and permanence. A follower and gains a +4 bonus against poison, disease, the
of the path of granite is a perennial being with an aura effects of extreme heat and cold, and for Constitution
of strength about him, and many fellow dwarves look up checks for prolonged periods of heavy exertion. This
to him to last and persevere when others would falter. bonus stacks with that of the Endurance feat and with
Even non-dwarves unaware of the cultural implications the dwarf’s racial bonus against poison.
of the dwarf’s chosen path are quick to acknowledge his
endurance and often depend on him to outlast them. Unyielding (Ex): The dwarf that walks the path of
granite is seemingly untiring. He recovers from
Adventuring: A follower of the path of granite is made fatigue and exhaustion in half the required time if
for long journeys and for surviving in the harshest such conditions are brought about by natural causes.
conditions, standing against the landscape as a sculpted If they are the result of special attacks such as spells
visage of strength. While not particularly possessed of like waves of fatigue or any other supernatural or
wanderlust, these dwarves long to experience conditions spell-like ability, the condition lasts for a number of
that will test their mettle, and so they journey outside rounds equal to half the originator’s caster level or
their ancestral homelands to enrich their life experiences. HD.
Within an adventuring party, a follower of the path of
granite is the enduring type who keeps watch after a Sculpted Flesh (Su): As the dwarf works his body
forced march, who takes care of others when they fall towards being as stone, he gains the supernatural
prey to weather conditions and who generally provides power to literally turn into it. The dwarf can turn
a steady anchor for the party. himself (along with any garments and equipment
worn or carried) into solid stone. In statue form,
Roleplaying: Only the most persevering can take the first the subject gains hardness 8 and retains his own hit
steps upon the path of granite, for it demands much from points. The dwarf can see, hear and smell normally,
mind and body. Such a dwarf is patient and propelled but he does not need to eat or breathe. Feeling is
by a quiet relentlessness. He can get a little exasperated limited to those sensations that can affect the granite-
at the softness of others, but he knows that not everyone hard substance of the individual’s body. Chipping
has the inner strength to become as enduring as stone. In is equal to a mere scratch but breaking off one of
extreme cases, he can be condescending towards others, the statue’s arms constitutes serious damage. The
but since he is a dwarf of guarded emotions, this attitude character can maintain this state for one hour per
is not always noticeable. character level during a single day, during which he
may return to his normal state, act and then return
Advancement Options: A character follows the instantly to the statue state (a free action) if he so
path of granite Racial Path by choosing the following desires, as long as the accumulated time spent as a
advancement options: Minimum Constitution 13; statue does not exceed the maximum duration.
Concentration 5 ranks, Knowledge (nature) 5 ranks,
Survival 5 ranks, Swim 5 ranks; Athletic, Endurance, Disadvantages: The walker on the path of granite must
Extend Spell, Great Fortitude, Improved Overrun, select one of the following disadvantages when he starts
Power Attack, Self-Sufficient, Skill Focus (survival), on this path. For every five character levels that he
Toughness, Weapon Focus. maintains the path, he gains an additional disadvantage.
Racial Paths 12 Quintessential Dwarf II: Advanced Tactics
Disregard for Safety (Ex): The character trusts too Path of Magma
much in the resistance of his body and takes greater Dwarves prefer to build their homes in stable places, but
risks than a sensible dwarf would take. Whenever sometimes the inherent power in a volcano is too much
the character fails a skill check with a die result of 1, to resist, and they try to harness it to fuel their forges
the check is considered an automatic failure; if this and their magic. Some dwarves see the magma flowing
failure results in the character putting himself in some inside a volcano as the lifeblood of the earth, and as they
sort of danger (such as any Climb, Jump or Swim equate themselves to the mountains, so they liken their
checks, Move Silently past armed guards, Listen to blood to the molten rock. Dwarves that follow the path
an incoming ambush, etc.), any damage suffered or of magma are amongst the liveliest of their kind, with
negative consequence is doubled. The Games Master a furnace in their hearts that can melt all opposition.
adjudicates the increased negative results of a critical A dwarf on the path of magma always looks like he is
failure, such as remaining flat-footed one additional flustered, and there is a certain madness burning behind
round for a failed Listen check, or attracting double his eyes. There are accounts of smoke literally coming
the number of guards in a Move Silently check. out of their nose and ears when they become agitated.
Chipping Flesh (Su): As the dwarf adopts Adventuring: The follower of the path of magma breeds
characteristics of stone, his skin becomes as brittle as a certain kind of individual that rubs against the grain of
it becomes hard. When he is struck by bludgeoning what dwarves consider proper, for he is restless, reckless
attacks, a critical hit will deal triple damage and also and impatient. Dwarven society tolerates him because it
deal 1 point of Constitution damage, which may be does not have to deal with him continuously: he is prone
healed normally. to go out adventuring most of the time. The dwarf likes
to go out and flex his muscles in the open, driven by his
Slowed Reactions (Ex): Because the dwarf focuses irrepressible temper and restless spirit. Adventuring is
on building up natural resistance, a dwarf walking a natural profession for these dwarves, who are always
it will be careless with his defensive training. Upon on the brink of eruption, and most other dwarves prefer
choosing this disadvantage, a dwarf’s Reflex save that they go where the harm done is to their enemies, not
will advance in the worst track regardless of his class their property.
(use the wizard class advancement table). He loses
all previously gained bonuses as his base Reflex save Roleplaying: A dwarf walking the path of magma is
bonus conforms to its new value. In addition, if he courageous in the field and sometimes thoughtless in
fails a Reflex save that would have halved damage had his actions as his inner fire consumes him, charging past
it been successful, the damage multiplies by 1.5. If his allies in his eagerness to let loose. He is moody and
the character has the evasion ability, this disadvantage passionate, giving his all to anything he sets his mind on
cancels it but does not impose any further penalties; and erupting in laughter, rage or any other tumultuous
if the character has improved evasion, it becomes emotion with minimal provocation.
simple evasion.
‘Come on, lads and lass!’ Thaine laughed heartily as he looked back at his travelling companions. ‘Don’t tell
me that your buttocks are stiff from such a paltry little ride in the fields!’
‘Thaine…’ Erian shook his head gently with a smile. ‘We must rest now. The horses are exhausted, not to
mention ourselves.’
“Indeed!’ Larael was leaning heavily on his own mount; the elven archer looked dogged.
There were many angry looks towards the dwarf, including the usually merry Broin, their halfling wizard, and
Salestra, the half-elf priestess who had also defied her High Council in coming with them.
‘Right, right.’ Thaine waved his hand and dismounted, fresh as if he had just risen from his bed. ‘But I can’t wait
to see your faces when we have to leave the horses and walk.’
Racial Paths 13 Quintessential Dwarf II: Advanced Tactics
Advancement Options: A character follows the path character can distribute it in different uses, so long as
of magma Racial Path by choosing the following he does not accumulate a number of rounds higher
advancement options: Intimidate 5 ranks, Jump 5 ranks, than his character level.
Perform 5 ranks, Tumble 5 ranks; Acrobatic, Athletic,
Cleave, Combat Reflexes, Improved Bull Rush, Eruption (Su): Three times per day, the path of
Improved Initiative, Improved Overrun, Maximise magma can emulate a volcano’s most distinctive
Spell, Power Attack, Quick Draw, Run. feature and spew a torrent of magma from his mouth
upon one enemy. This attack takes a standard action
Restrictions: A walker on the path of magma must be of and is a line with a range of 20 feet. The attack deals
chaotic alignment. Whenever he gains a level he must 1d8 points of damage +1 per two character levels.
show his affinity to the fire within. The ritual is rather
painful: he must literally brand himself with a hot iron Disadvantages: The dwarf must select one of the
that has been sculpted in the shape of a rune of power. following disadvantages when he starts on this path. For
Any character with 5 ranks in Knowledge (arcana) can every five character levels that he maintains the path, he
design the rune, and the brand is simple to make with gains an additional disadvantage.
Craft (metalworking). In addition, the brand must be
heated by magical fire, such as being in the middle of a
fireball or the target of heat metal. The character need
not be responsible for providing all of these, but he must
perform the ritual himself. When applying the brand,
the character suffers 2 points of Constitution damage
that he can heal normally. The scars disappear inside
the character’s body, igniting his blood with the power
of this path.
Heated (Ex): The character is akin to a fire creature Roleplaying: Like many dwarves, a walker on the path
as he embarks upon the path of magma; although he of mountains is quiet and reserved, but he takes these
does not gain any immunity to fire attack, he does traits further, being silent for most of the time, speaking
suffer double damage from cold attacks. only when there is something of great import to say.
Despite his lack of participation in many conversations,
Accidental Ignition (Su): As the dwarf’s body it is impossible not to notice him, as he exudes a sense
conducts incredible heat inside, it is quite possible of permanence and quiet strength, reflected in his
that he ignites something by accident. Whenever he economical but potent gestures.
handles a flammable object, there is a 50% chance
that it will ignite. Check for the chance of ignition Advancement Options: A character follows the path
once per hour, and every time the character picks of mountains Racial Path by choosing the following
up an object for the first time. The object suffers advancement options: Minimum Strength 13, minimum
1d6 points of fire damage per round for 1d4 rounds, Constitution 13; Balance 5 ranks, Jump 5 ranks,
ignoring hardness. Depending on the substance, it Knowledge (nature) 5 ranks, Survival 5 ranks; Cleave,
may continue to burn even after the duration of the Combat Expertise, Empower Spell, Endurance, Great
character’s ignition ends. Flammable liquids inside Fortitude, Improved Critical, Improved Grapple,
flask have a 75% chance of igniting instead, which Improved Trip, Power Attack, Skill Focus (balance),
is why followers of the path of magma are never in Toughness.
charge of handling flasks of alchemist’s fire.
Restrictions: Whenever he gains a level the dwarf must
Doused (Ex): The dwarf’s fiery spirit suffers when spend one week meditating surrounded by rock or stone,
subjected to adverse conditions. Under rain, in heavy as bare of other features as possible. He spends eight
snow, underwater and in overly humid weather, the hours per day attuning himself to the nature of rock
character feels doused, suffering a –2 penalty to and stone, pledging his soul to them. He must make a
Dexterity. small figurine out of stone representing himself (Craft
Path of Mountains
Spiritual dwarves can commune with the nature of their
mountain homes, identifying with the rock and stone
around them to the point of mimicking their properties.
When a dwarf embarks on the path of mountains, he
commits his soul to the mountains, and the mountains
answer by making him one of their own. It is easy to
recognise a dwarf on the path of mountains as his skin
is more greyish than that of his fellows, his features
are harsher and, as he grows older, they take on the
appearance of being chiselled on his face. At the end
of this path, a dwarf expects to become one with the
rock that protects his people, and legends abound of
dwarves who simply disappeared one day, melded into
the stone and watching over their people forever.
(sculpting or stonemasonry check) or an untrained Heavy (Ex): As the character’s body becomes
check used with the dwarf’s stonecunning) and, at the like stone, his weight increases to reflect this. His
end of his meditation, smash it to fine dust, scattering unencumbered weight increases by 10 pounds per
the remains to the four winds. Constitution modifier, and he suffers a –3 penalty
to Jump and Swim checks, as well as to Dexterity-
Benefits: The dwarf must select one of the following based skill checks.
benefits when he starts on this path. For every five
character levels that he maintains the path, he gains an Aspect of Stone (Su): The character’s visage
additional benefit. resembles that of stone, his skin becoming grey and
oddly chiselled. He loses two points of Charisma for
As the Mountain Slope (Su): The character’s skin every benefit he has from the path of mountains.
gains the consistency of stone, hardening it against
damage. The character gains a natural armour bonus
equal to his Constitution modifier. This bonus Path of the Mundane
increases by +1 each time the character selects a new The blood of dwarves is thick and does not conduct magic
benefit from this path. well, which is a famous trait of the race and the source
of their resistance to being ensorcelled against their
Strength of the Mountain (Ex): The dwarf following will. A few dwarves concentrate on this characteristic,
the path of mountains becomes as strong as the training and developing their resistance to magic to the
mountains, capable of incredible feats of strength. His point where they become magical sinkholes, capable of
carrying capacity as well as the maximum weight he reducing magic to nothing by their will alone. Although
can lift and drag are calculated as if his Strength were unappreciated amongst the few dwarven spellcasters,
+2 higher. Once per day he can make an incredible followers of the path of the mundane are welcomed in
exertion and add his character level to his Strength any other part of the community where magic is not very
score for feats of strength that have nothing to do well thought of.
with attacking. This surge of strength lasts until the
task the character is applying it to is finished, or for a Adventuring: The adventuring life of a dwarf in this
number of rounds equal to his Constitution score. path is ironically coloured by magic. He may have
developed the racial characteristics of this path by
Immovable (Su): The dwarf roots himself to the accident, or perhaps he actively trained for them, but in
ground, becoming an obstacle to anything that tries both cases the effect he has on the world around him
to pass through him. His racial bonus to stability is unmistakeable. When his natural resistance is fully
becomes +6 instead of +4 and, if standing on bare developed, the dwarf sets out to become the spearhead
rock or stone, he can make a Concentration check in any adventure that will confront users of magic. He
(DC 15). If the check succeeds, he becomes virtually is not fanatical in his opposition to magic, and he may
immovable, his body becoming one with the rock not be opposed to it at all, but his gift ensures that he
below. He simply cannot be moved, pushed, dragged will play a role as a countermeasure in any group of
or knocked down by any force short of a greater adventurers he finds himself in.
wyrm’s. His immovability is so complete that he
can serve as an anchor to tie a rope that supports his Roleplaying: A follower of the path of the mundane is
whole party. He can maintain this state for a number often plainspoken with a simple approach to life. He
of minutes equal to his Constitution score, at the end does not care for the complications that magic brings
of which he becomes fatigued. and is quite content with living by his own efforts. This
dwarf is extremely self-reliant, as his talent ensures that
Disadvantages: The dwarf must select one of the he cannot trust in magical aid, and so he tends to train
following disadvantages when he starts on this path. For toward making himself better on his own.
every five character levels that he maintains the path, he
gains an additional disadvantage. Advancement Options: A character follows the path
of the mundane Racial Path by choosing the following
Slow (Ex): The character is inexorable as geological advancement options: Concentration 5 ranks, Intimidate
forces, but just as slow. Upon taking this disadvantage, 5 ranks, Spellcraft 5 ranks, Use Magic Device 5 ranks;
the character is slowed down by heavy and medium Blind-Fight, Combat Reflexes, Diehard, Endurance,
armour, and also by heavy loads, his base speed Great Fortitude, Improved Sunder, Iron Will, Lightning
becoming 15 feet when encumbered by either. Reflexes, Magical Aptitude, Power Attack, Self-
Sufficient, Toughness.
Racial Paths 16 Quintessential Dwarf II: Advanced Tactics
Restrictions: A follower of the path of the mundane Inert Blood (Su): Just as he learns to negate magical
must be of lawful alignment. Whenever he gains a effects, the character’s body adapts by becoming
level, the dwarf must perform a ritual to strengthen more and more resistant to magic. When he acquires
his resistance to magic. He must ask a spellcaster to this disadvantage, all beneficial spells cast on him
cast a damaging spell on him, and he wilfully fails his have a chance to fail equal to 5% per character level.
saving throw, allowing his body to recognise the arcane This effect does not cancel area effects or spells that
energies and deal with them. The spell’s level must be target more than one creature; the spell simply has no
equal to at least half the dwarf’s character level. effect on him.
Benefits: The dwarf must select one of the following Sinkhole (Su): An irony in the dwarf’s progression
benefits when he starts on this path. For every five is that the more resistant to magic he becomes, the
character levels that he maintains the path, he gains an more magic can detect him. The character can easily
additional benefit. be detected by divination magic, which registers him
as a void in the interaction of supernatural forces
Magical Sabotage (Su): The character knows how with the world. Even if protected by spells like false
magic works on objects, and he can use his resistance vision, and even if he is effectively hidden from view,
to create a temporary suspension of a magic item’s the dwarf’s presence can be discerned by the lack of
powers. He must touch the item in question as if magic in his position. Also, detect magic and arcane
trying to disarm its owner of it, making a Use Magic sight can be used to detect his presence as he repulses
Device check with a DC equal to 10 + the item’s magic around him.
caster level. If the dwarf succeeds, the magic item
becomes inert, losing all its magical properties for Magical Malfunction (Su): The relationship between
one round per three character levels. a follower of the path of the mundane and magic
items is reciprocal. To activate any magic item, he
Metabolism of Negation (Su): As a standard action, must make Use Magic Device checks, even for items
the dwarf can bolster his resistance to a magic effect. with a continuous effect. The DC for these checks is
He makes a Spellcraft check, adding his character 15 + the magic item’s caster level for items that he
level as a bonus against a DC of 15 + spell level. If could use normally; for items that he would not be
the character succeeds, one spell or spell-like effect able to use without a Use Magic Device check, all the
currently active on him is suppressed for a number of normal DCs increase by +5. For continuous effects,
rounds equal to half the dwarf’s character level. The a successful Use Magic Device check activates
character selects the effect he wants to suppress. At the item’s powers for one round per one-third the
the end of this duration, the spell resumes its normal character’s level.
course, but the time it spent suppressed counts
against its total duration, so that the character may
effectively negate an effect with a short duration. Path of Protection
Despite their traditionally gruff demeanour, dwarves are
Touch of Scepticism (Su): The character can extend very caring towards their families and friends. Living
his anti-magic characteristics to target a spellcaster. in a tradition of honour and family obligations, dwarves
The dwarf makes an unarmed attack (which may grow up with a sense of the things that are worth
provoke an attack of opportunity) against a spellcaster protecting, and some grow to be very zealous in their
or creature with spell-like abilities. If the attack self-appointed duties as protectors of those weaker than
connects, the target is forced to make a Concentration them. The path of protection attracts many dwarves who
check (DC 10 + half the dwarf’s character level + worry about the safety of their friends and allies, and its
damage inflicted) every time he wants to cast a spell abilities express the part of a dwarf’s soul devoted to that
or use a spell-like ability, wasting the spell or the use task. Many accuse the dwarves who take this path of
of the ability in the case of failure. The target suffers being martyrs without a cause, but they see themselves
this condition for one round per the dwarf’s character mostly as appointed protectors of others, not because of
level. any desire to fall in battle but out of worry that undue
harm will come to those close to them.
Disadvantages: The dwarf must select one of the
following disadvantages when he starts on this path. For Adventuring: Dwarves who take it upon themselves
every five character levels that he maintains the path, he to be protectors embark on adventures not because of
gains an additional disadvantage. some personal ambition, but because they know that
they are needed out there. They join adventuring parties
of mixed races happily, offering their assistance if the
Racial Paths 17 Quintessential Dwarf II: Advanced Tactics
group’s cause is a good one. They quickly pick the is successful, he suffers 1 point of Constitution or
weakest member of the group and adopt him as a ward, Wisdom damage (character’s choice) and he cleaves
looking out for his safety but not smothering him with the cone in two, creating an area behind him that is
any kind of attention. A weaker adventurer may realise not affected by the cone’s area. This safe area is also
he has a path of protection looking after him only when a cone that extends up to a range of 5 feet per half the
he is saved from certain death by his intervention, but dwarf’s character level, superimposed on the special
not before. attack’s cone. The dwarf and any other character in
the safe area behind him are unaffected by the cone’s
Roleplaying: It would be easy to categorise a protector effect.
as a worrywart who spends most of his time fussing
over other people, but this is just a stereotype that true Body Shield (Ex): The protector has special training
followers of this path break all the time. A protector is that concentrates on making others safe. When
certainly concerned about his friends and allies, but he the dwarf fights adjacent to an ally’s square, he
intervenes only when it is necessary, lest he be taken for automatically provides that ally with a cover bonus
granted or cripple his friends’ development because they equal to his Dexterity modifier (minimum of 1). He
know they have the dwarf as an ace up their sleeves. He can only grant this bonus to one ally at a time, but
is a protector, not a nanny. may switch between allies at the start of his turn. If an
attack misses an ally by an amount equal to the cover
Advancement Options: A character follows the path bonus, the attack targets the dwarf protector; compare
of protection Racial Path by choosing the following the attack roll result to the dwarf’s own AC to see if
advancement options: Minimum Wisdom 13; Heal 5 the attack can hurt him.
ranks, Jump 5 ranks, Sense Motive 5 ranks, Spot 5 ranks;
Alertness, Combat Expertise, Dodge, Endurance, Great
Fortitude, Lightning Reflexes, Mobility, Self-Sufficient,
Spring Attack, Run, Widen Spell.
Disadvantages: The protector must select one of the of the path of shade become rogues or rangers, but
following disadvantages when he starts on this path. For anyone brave enough to face the darkness can learn to
every five character levels that he maintains the path, he use it.
gains an additional disadvantage.
Roleplaying: A dwarf who undertakes the path of shade
Crack in the Armour (Ex): Because of the character’s is mysterious and enigmatic and also a bit sinister. He
focus on protecting others even while shielding is privy to the secrets of the dark, and he may smirk
himself, he tends to expose the weak spots of his when others huddle around the light for comfort as
defence. Enemy attacks have a greater chance to he boldly steps outside. Some dwarves of this path
threaten a critical hit on the dwarf, increasing their are reckless explorers, but others are contemplative
threshold by 1 (an attack threatening on a 20 result philosophers, depending on their personal approach to
would now do so with a 19–20 result, while a 19–20 their relationship with the dark. In any case, they are
result would threaten with a 18–20 result, etc.). loners who know that no one else has the presence of
mind or the ability to travel with them to the darkest
Notoriety (Ex): A dwarf on the path of protection corners of the world.
makes a point of attracting attacks to himself to draw
them away from his friends and companions. He Advancement Options: A character follows the
does not enjoy the bonuses to AC from cover unless path of shade Racial Path by choosing the following
it is total cover. advancement options: Bluff 5 ranks, Hide 5 ranks,
Move Silently 5 ranks, Survival 5 ranks; Blind-Fight,
Defence Concentration (Ex): The dwarf’s training in Improved Initiative, Mobility, Persuasive, Skill Focus
defensive techniques takes his full concentration; the (hide), Silent Spell, Spring Attack, Stealthy, Still Spell,
character attaches this disadvantage to the benefit he Track, Weapon Finesse.
is choosing at the same time, or to a benefit from this
path that he already has. The character cannot take a
move action, not even a 5-foot step, when using the
chosen benefit.
Path of Shade
Dwarves spend the greater part of their lives surrounded
by darkness. Their ability to see without any source of
light allows this, and they use torches or other sources of
illumination only when they want to appreciate colour, as
in the great halls of a clan’s leadership or the workshop
of a jeweller. Some individuals open their heart to the
darkness that dwells in the deep places of the world,
embracing it and becoming its vessels. Dwarves
mistrust those who walk the path of shade, for they
represent the threat that lies before them, but
they treat the darkness as sailors treat the sea,
with a respect born out of fear and constant
contact.
Restrictions: Whenever he gains a level the dwarf must Shaded Presence (Su): The character slowly becomes
seek a place cloaked in shadow and renew his pledge to one with darkness, and his presence is sometimes
the darkness. He voluntarily suffers 3 points of Wisdom obscured. He suffers a –2 penalty to Charisma-based
and Charisma damage as the shadows strengthen in checks and there is a 50% chance that his presence
his mind. He recovers these points normally over the will be ignored even when he speaks aloud. This does
following days. not confer the character with any bonus to a Hide
or Move Silently check, but may prove dangerous
Benefits: The path of shade must select one of the when the character is wounded and asking for help,
following benefits when he starts on this path. For every or when he tries to warn his friends of immediate
five character levels that he maintains the path, he gains danger.
an additional benefit.
Shadow Brotherhood (Su): The character has shadow
Shadowplay (Su): The character can touch shadows essence running through his veins, which makes him
with his mind and makes them dance to his will, dangerously close to the Plane of Shadows. All
creating a confusing display of shadow tendrils shadow effects target the character as if they were
that weave around the character, forming disturbing 100% real, and creatures from the Plane of Shadows
shapes. He gains a +2 bonus to Intimidate while visiting the Material Plane gain a +2 bonus to attack
he does this, but can also distract any opponent he and damage rolls against him.
is fighting with. He gains a +1 bonus to AC as the
shadows flicker and move, making his movements
hard to discern. The dwarf can use this ability three Path of Tradition
times per day, and he can maintain it for one round Order and tradition are important to most dwarves.
per half his character level. They are the crutch they lean on when they are troubled,
the answer to their spiritual questions and the guide
Smother Light (Su): The dwarf can manipulate and to their behaviour. A few members of their race veer
strengthen the shadows around him, which appear to off this path, while others adhere to it with unflinching
seep out of him to envelop everything around him. devotion and unshakeable faith. It is these dwarves who
This area is similar to a deeper darkness spell cast by carve their names upon the collective lore of their clans,
a cleric of the same level as the path of shade, centred becoming pillars of community and history and role
on him. He can see through this area of darkness models to new generations of dwarves.
with his darkvision as if it were normal darkness.
Adventuring: A dwarf on the path of tradition may or
Hide in Plain Sight (Ex): A follower of the path may not become an adventurer, depending on many
of shade can use the Hide skill even while being circumstances, some of which relate to the particular
observed. As long as he is within 10 feet of some sort customs of his clan. Dwarves who consider adventuring
of shadow, the character can hide himself from view to be a rite of passage have no trouble venturing outside
in the open without anything to actually hide behind. their holds until they are old enough to settle down, while
He cannot, however, hide in his own shadow. others who value glorious deeds consider adventuring to
be a duty they must uphold for the good name of their
Disadvantages: The dwarf must select one of the brethren. Whatever the case, a dwarf who walks the
following disadvantages when he starts on this path. For path of tradition is a source of stability to any party, with
every five character levels that he maintains the path, he his unwavering faith and dedication bolstering those
gains an additional disadvantage. around him, an example of stability and steadfastness
that others can follow.
Light Sensitivity (Ex): The character is so steeped
in his affinity to shadows that has forgotten what it Roleplaying: A traditionalist is generally calm, wise in
means to live in the light. In conditions of normal the ways of his fellows and trusting of things as they
sunlight, he suffers a –2 morale penalty to attack rolls are. He sees the comfort of order in the traditions of
and skill checks. In addition, if he is ever dazzled by his people, but also sees it reflected in the traditions
any kind of effect, the duration of his condition is of others. This dwarf is not swayed by the winds of
doubled. change, and although he does not necessarily fight them,
he does everything in his power to make change come in
an orderly manner.
Racial Paths 20 Quintessential Dwarf II: Advanced Tactics
Advancement Options: A character follows the path Disadvantages: The dwarf must select one of the
of tradition Racial Path by choosing the following following disadvantages when he starts on this path. For
advancement options: Minimum Wisdom 13; Balance every five character levels that he maintains the path, he
5 ranks, Craft (any one) 5 ranks, Knowledge (history) gains an additional disadvantage.
5 ranks, Knowledge (nobility and royalty) 5 ranks;
Combat Expertise, Endurance, Extend Spell, Improved Steadiness of Rock (Ex): The dwarf becomes steady
Trip, Improved Turning, Iron Will, Leadership, Self- as a rock… which means he is not exactly quick to
Sufficient, Skill Focus, Toughness, Weapon Focus, react. He suffers a –2 penalty to initiative checks as
Weapon Specialisation. he rouses himself into action.
Restrictions: A dwarf on the path of tradition must Tradition-Bound: A dwarf following the path of
be of lawful alignment. Whenever he gains a level, tradition is very set in his ways, convinced that the
the path of tradition dwarf must create a simple stone way he has learned to do things is the one and only
tablet detailing the most important laws and traditions way. When the character fails a skill check, he cannot
of his people. This does not require a skill check, and retry.
the dwarf is not required to keep the tablet; in fact, he is
encouraged to give it away to someone he thinks might Prejudice: The character is so fixated on his values
need it or to leave it as an offering to deities of law. It and the traditional mores of his people that he can
takes the dwarf one week to craft an appropriate tablet. easily fail to consider the values of others. The
character has a –2 penalty to all Charisma-based
Benefits: The dwarf must select one of the following checks when dealing with non-lawful characters.
benefits when he starts on this path. For every five
character levels that he maintains the path, he gains an
additional benefit.
Multiclassed
Dwarves
D Epic Advancement
warves are raised in a culture that values
courage and honest effort, and thus it is Note that the tables presented in this chapter are not for
unsurprising that many of them join the ranks a complete character class, but a combination of two.
of the fighter class. However, dwarves do not live A character can reach epic levels once he gains his 21st
in a warrior culture and are open to exploring other level from either class and is then subject to the rules
careers, even if they do not find it as stereotypically for epic characters, although he continues gaining the
advantageous as fighter training. To fulfil many of abilities in his appropriate class table until he reaches
the roles of dwarven society, a character can choose 20th level in either class. Spellcasting dwarves continue
to multiclass, selecting one or more additional classes to gain spells per day and spells known according
that round out the abilities of his first choice, using to the normal table and may not purchase epic feats
it as a minor complement or as a balanced amalgam. that demand that they be able to cast spells from the
This chapter discusses the best ways to combine the spellcasting class’ maximum level because they have
different classes in Core Rulebook I to match particular not reached the spellcasting class’ maximum.
dwarven character concepts, with advice on which
feats and options are best when the character gains
new abilities from achieving a new level in any of his Variant Rules
classes. Each of the multiclass descriptions below has a section
called ‘Variant Abilities’. This deals with optional,
Because it is the dwarf’s favoured class, most of these specialised rules that represent how a character
combinations include many levels of fighter. In these following multiple paths can develop abilities pertinent
multiclasses, the dwarf is free to simply add a couple to both, but that are not normally represented. Some of
of levels in the other class to complement his fighter these variant rules are simply a crossing of class skills,
abilities, but in other cases he must maintain a careful enabling the dwarf to choose from a wider range.
balance so as not to incur an XP penalty for classes Others grant entirely new abilities that develop as the
that differ too much in level. two classes combine. However, there are a number of
limitations:
The tables indicate a recommended advancement
rate that is by no means mandatory, but might work All variant abilities are subject to the Games
best for a dwarf character. Given the great number of Master’s approval.
options available to meet a player’s concept of what
his character is or does, they are merely guidelines, not Most variant rules have a prerequisite class level
a strict road map. or character level. These variant abilities take the
place of character class abilities that the character
would otherwise gain at the specified level. The
Prestige Classes ability description lists the appropriate substitution.
One of the advantages of multiclassing is that the The primary character chart also indicates when
character may meet the prerequisites of the more substitution becomes possible.
exotic prestige classes. A character can break off the
suggested progression or take a slightly different one
in order to meet the requirements for a prestige class
and then continue with his career along those lines.
Base Bonus Progression
Multiclassing can get tricky after a few levels
Many of these classes offer far greater advantages because class tables indicate a total bonus for each
than simple multiclassing as they combine different level, listing the accumulated total. To mix and
abilities into a single class level. The Games Master match this chapter’s advancement tables, use the
has the final word on which prestige classes exist in information below, which lists the amount the base
his campaign. bonus progresses at any given level, depending on
class.
Multiclassed Dwarves 22 Quintessential Dwarf II: Advanced Tactics
character’s number of feats as opposed to a single- Hit Points: The fighter’s good hit dice dilute when
class fighter’s, the trade-off is the rogue’s unique combined with the lower-than-average hit dice
abilities. of the rogue. This makes him less suitable as a
frontline fighter.
Weapon Proficiency: As soon as he takes a level
of fighter, the character becomes proficient with a Will Saving Throw: Neither of the classes has a
wide array of weapon, broadening his options for good Will save bonus; while in the end it is no worse
combat. than for a single-class character, this still leaves the
artillerist vulnerable to mind-affecting attacks.
Evasion: The artillerist gains this ability early on,
granting him an additional defence that a regular Light Armour: In order to enjoy the rogue’s evasion
fighter does not have. ability, the artillerist must wear light armour despite
being proficient with all types thanks to his fighter
Uncanny Dodge: Artillerists would prefer not to class. This leaves the character with the option of a
find themselves in close combat, but when they do, good defence against some special attacks or better
the ability to retain their Dexterity bonus to AC is a protection against most normal attacks.
great help.
Cavern Singer Saving Throws: The bard and druid classes each
have two good saves, covering all three types
(Bard/Druid) of saving throw for a phenomenal total. Even if
One of the strangest aspects of dwarven culture from Will is the highest save because it repeats in both
an outsider’s point of view is their music. Whereas classes, having good Reflex and Fortitude saves as
surface dwellers are used to the soft sound of a lute well never hurt anybody.
or even the shrill voice of the bagpipes, they do little
to prepare them for the acoustic richness of cavern Skills: The bard has a decent amount of skill
singing. The cavern singer uses echoes and resonance points per level as well as many class skills. This
to create haunting melodies, shaping the rock around complements the poor collection that the druid has
him to better accommodate his music. The cavern and gives the cavern singer a very good head start in
singer’s voice vibrates with the power of the earth, the skills that matter to him.
singing to the roots of all the things that grow above.
Wielding the magic of nature and of the soul, cavern Bardic Music: The character gains access to bardic
singers are ambassadors between dwarven society and music early on, which can complement his later
the mountains and hills in which they dwell. druid abilities by benefiting the multiple allies he
can call through his summoning acuity.
Strengths Wild Shape: This unique druid ability provides
A cavern singer gains a number of benefits from
the cavern singer with great versatility. He does
mixing bard and druid levels. This combination
not reach a sufficient level to be able to turn into
integrates the bard’s nature as a jack-of-all-trades
a bat, however, which is more appropriate for his
with the druid’s mastery of the wilderness, to create a
cavernous domains.
versatile spellcaster and support character.
Magic: The cavern singer has access to both arcane
and divine magic, with the former also being
spontaneous.
Armour Proficiency: The cavern singer can wear Hit Points: The druid’s average hit dice is further
light armour without fear of it interfering with any handicapped by the bard’s below-average gain,
of his spellcasting options, provided the armour is another reason to keep this character away from
not made of metal. combat.
Base Attack Bonus: The fighter has the highest him to develop a distinct fighting style that normal
base attack bonus, even if it is diluted by the wizard wizards cannot imitate.
levels the forge warrior takes. The result is slightly
better than the average cleric’s progression, which
still enables the character to act as a combatant.
Weaknesses
The forge warrior dilutes his overall progress by
taking up levels in two classes, adding the following
Saving Throws: By mixing the good Fortitude save
weaknesses:
of the fighter and the good Will save of the wizard,
the forge warrior protects himself from attacks that
Hit Points: The wizard has the worst hit dice of
target both his mind and body.
all the classes, which cuts down the fighter’s
practically by half. Fewer hit points means that the
Weapon Proficiency: As soon as he takes a level
character is less suited to enter combat than if he
of fighter, the character becomes proficient with a
were a full fighter, or if he were multiclassing with
wide array of weapons, broadening his options for
a more combat-ready class.
mundane personal defence.
Skills: Both the fighter and the wizard have the
Spells: The addition of wizard levels lets the
least amount of skill points per level and also a very
character savour the advantages of spellcasting,
limited list of class skills. To make things worse,
and the forge warrior has the freedom to choose his
the respective class skills lists do not overlap except
spells.
in Craft and Profession.
Magic Specialisation: Because the forge warrior
Ability Disparity: The fighter depends on his
is an evoker, he casts more spells per day than the
physical abilities, while the wizard depends on
average wizard.
his Intelligence. The forge warrior must divide
his attention among the scores, ensuring that his
Feats: The forge warrior gains a number of bonus
Intelligence is a minimum of 14 to be able to cast
feats from adding levels as a fighter; this allows
the higher-level spells allowed for the multiclassed
levels.
Recommended Options
As the character combines fighter and wizard (evoker)
levels, there are some options he can take to optimise
the mixture of both classes’ abilities.
The encampment was small and closed in. The party was still far from the border, so they could take certain
liberties with their fire. The five adventurers were seated around it, enjoying the rations that Broin’s skill at the
pan could turn into improvised delicacies. The moon was hiding behind the mountain peaks of the range that
separated the kingdom they once served from the lands where Erian’s wife was being held captive.
‘What are you looking at so intently, Thaine?’ Salestra asked in her gentle voice. The dwarf turned to smile at
her, noticing the faint crow’s feet around her eyes that signalled the onset of her mature years. He realised that
age was starting to mark them all. Except for the blasted elf, of course.
‘There.’ He pointed north at the peaks. ‘I was trying to hear the voice of the mountains.’
‘Oh, you’re becoming spiritual again.’ The halfling wizard chuckled. ‘You should think about becoming a hermit,
Thaine.’
‘Oh, I have, I have.’ The dwarf veteran nodded. ‘In fact, I was thinking of one of my ancestors, Theolm Greyrock.
He had a gift, you see. Back when he was a novice at the temple he could hear the voice of the mountains much
louder than he could hear the voice of Arregar of the Forge. The priests of Arregar threatened to brand him a
heretic, but he beat them to the punch and chose to live outside on the mountain slopes instead of in its heart.
Years later, he came back, preaching the message of the stone outside as well as inside. It was hard to keep up
with him until the priests realised he was speaking some truth and finally tolerated his preaching to the outermost
families.’
‘Some say he turned to stone and became one with the mountain. To this day, it is a dare amongst my family to find
the statue of Theolm and bring back his medallion, which was said to be the mountains’ gift to him, symbolising
their bond.’
Multiclassed Dwarves 31 Quintessential Dwarf II: Advanced Tactics
this ability. The weapon retains the chosen ability common amongst dwarven clans. The leaders of
for a number of rounds equal to the forge warrior’s these cults are called mountain speakers because of
wizard level plus half his fighter level. their close spiritual relationship with the mountains.
Mainstream society tolerates these cults, as they also
Firespitter (Sp): Starting at fighter level 9th and honor the dwarven soul and its relationship with the
wizard level 5th, the character can make one of his mountains. Churches and temples are mostly absent
weapons into a vessel of the forge. He can choose among the mountain speakers, who instead build small
this ability in place of a fighter bonus feat or wizard shrines above and below ground, preaching their creed
bonus feat or by failing to learn the two spells he to small crowds or simply living by themselves as
normally adds to his spellbook when gaining a hermits, defending the outer layer of a dwarven hold:
new wizard level. By sacrificing a prepared spell, its mountain slopes.
the character can make his weapon glow red hot
as if it were just out of the forge. In addition to
dealing +1d6 points of fire damage, the weapon
Strengths
A mountain speaker gains a number of benefits from
can discharge its heat as a ray, requiring a ranged
mixing cleric and druid levels. This combination mixes
touch attack from the forge warrior. If it hits, the
the cleric’s divine favour with the druid’s prowess in
ray does +1d6 points of fire damage per level of
the wilderness, turning him into a messenger of the
the sacrificed spell. The weapon can discharge
power of mountains.
three such rays before cooling down and losing
this ability. The weapon also cools down after one
Hit Points: The cleric and druid have the same hit
minute per caster level has passed.
die, which means that the character does not suffer
any setbacks in that respect when multiclassing.
Mountain Speaker
Ability Synergy: Both classes have Wisdom as
(Cleric/Druid) their key ability, so the mountain speaker only has
Dwarves hold a particular reverence for their mountain to concentrate on a single skill for his spellcasting.
homes, giving rise to small cults that worship the
mountain spirits instead of the more organised religion
Base Attack Bonus: Since both classes have Turn Undead: Druids cannot turn undead, but
the same base attack bonus progression, the clerics can, rounding out the mountain speaker’s
multiclassed character suffers only slightly in this abilities as a divine envoy.
regard.
Wild Shape: This unique druid ability gives the
Saving Throws: Both cleric and druid have the mountain speaker great versatility. He does not
same saves, which means the mountain speaker reach a sufficient level to be able to turn into a
gets a combined boost for Fortitude and Will while bat, however, which is more appropriate for his
retaining the same Reflex save he would have as cavernous domains.
either a single-classed cleric or druid.
spell level, starting at 1st. The ‘+1’ in the entries on this table represents that spell. Domain spells are in addition to any
bonus spells the cleric may receive for having a high Wisdom score.
Multiclassed Dwarves 33 Quintessential Dwarf II: Advanced Tactics
class skills list overlap in several places, although Divine Might (Su): The mountain speaker is
the druid has more class skills related to survival in capable of uniting his beliefs into a single doctrine.
the wild. Starting at character level 12th, he can forfeit all
the skill points in a level and a character feat in
Spell Access: As the character limits his exchange for being able to use his total character
advancement to half of each class’ possibilities, he level as his caster level for both cleric and druid
does not gain access to either the druid or cleric’s spells. This combined level only affects spells; the
6th through 9th level spells. turn undead ability and the abilities of an animal
companion depend on their respective class levels.
Recommended Options Mountain Communion: The mountain speaker
As the character combines cleric and druid levels, there
must have selected the Earth domain to be able
are some options he can take to optimise the mixture
to choose this variant ability as a character feat,
of both classes’ abilities.
starting at 9th level. With this ability, the mountain
speaker casts all his spells at +1 caster level when
When choosing domains for the cleric, take a
he is in the mountains.
careful look at the spell listings as well as the
granted power. Since the combination of druid and
cleric gives the mountain singer access to most of Offspring of
the divine spells, domains that include a few arcane
spells help complete the character’s repertoire. Volcanoes
Since the character will not advance as much as a (Barbarian/
cleric as if he were single-classed, the Improved
Turning feat helps him bolster his ability to turn
Sorcerer)
There is an old legend told by dwarven storytellers
undead.
and midwives, about how the son of the Forge God
descended upon the world and, where his feet
Extra Turning and Improved Turning also affect the
touched, mountains awoke with great fury, spewing
character’s chances to turn other sorts of creatures
their fiery innards upon the world. The Forge God,
as defined by the cleric’s domains, such as the
unhappy about the destruction his son was bringing
ability to turn air elementals for clerics with the
but wishing to let him roam free, crafted a body made
Earth domain.
from adamantine, which would protect the world from
his son’s smouldering touch. The child of the Forge
The quarterstaff is the ideal weapon for the mountain
God travelled the land in his new body, and in his
speaker; if he selects the War domain, he should
adventures he sired many a child with impressionable
pick a deity who offers this weapon as his favoured
dwarf maids. To this day, the offspring of volcanoes
one. Not only will he gain the Weapon Focus for
are born with their veins afire with the Forge God’s
it, but there are several druid spells that increase the
blood.
quarterstaff’s effectiveness as a weapon.
of both classes results in a slightly above average Uncanny Dodge: The offspring of volcanoes is a
amount of hit points that allows the offspring of very effective close-quarters fighter as he eventually
volcanoes to be a good support combatant. denies his opponents the chance to flank him.
Saving Throws: The barbarian has good Fortitude Spells: The addition of sorcerer levels lets the
saves and the sorcerer has good Will saves, granting character savour the advantages of spellcasting,
the offspring of volcanoes good protection against and the offspring of volcanoes has the freedom to
attacks on his mind and body. choose his spells.
Saving Throws: The cleric has good Fortitude and Skills: Both the cleric and the fighter have the least
Will saves. The fighter’s good Fortitude save bonus amount of skill points per level, and there is little
increases the cleric’s resistance and health. overlap between the class skills for each.
Domains: The cleric gets domain-granted powers, Ability Disparity: The fighter depends on his
which can aid him greatly in his tasks as a priest of physical abilities, while the cleric depends on
war if he chooses wisely. his Wisdom. The priest of war must divide his
attention between both scores, ensuring that his
Turn Undead: The cleric’s ability to turn undead Wisdom eventually reaches a minimum of 17 to be
becomes a great asset for his companions if they are able to cast the higher-level spells allowed for the
facing hordes of undead creatures. multiclassed levels.
Spell Access: Because the character dilutes his The character should not be afraid to don the
advancement as a cleric when taking fighter levels, heaviest armour available; divine magic is not
the priest of war does not gain access to the cleric’s hindered by it and the priest of war, with fewer hit
highest-level spells. points than a fighter, should take all the protection
he can get.
Recommended Options The Improved Unarmed Strike tree presents an
As the character combines cleric and fighter levels,
interesting possibility if the character serves an evil
there are some options he can take to optimise the
deity; for he would be able to deal damage at the
mixture of both classes’ abilities.
same time he delivers inflict spells.
To keep with the concept and optimise the
Combat Casting is practically a prerequisite for the
combination of cleric and fighter, one of the
priest of war, and he should get it as soon as he
domains of the priest of war should be War. If he
begins expanding his combat training with fighter
follows a deity with an exotic favoured weapon, so
levels.
much the better for the character, since he gets two
feats at once.
Upon reaching fighter level 4th, the character should
use his fighter bonus feat to purchase Weapon
The priest of war’s second domain should dictate
Specialisation, choosing his deity’s favoured
the character’s approach to warfare; he could focus
weapon, as the War domain already grants him
on the destruction war carries with it and take
Weapon Focus with it.
the Destruction domain, or be a follower of strict
military discipline and take the Law domain.
Metamagic feats make a lot of sense for a priest
Priest of War Spells of war, particularly Enlarge Spell and Widen Spell,
which enable him to benefit his allies no matter
Caster Spells per Day1 where they are, and harm his enemies no matter
Level Level 0 1st 2nd 3rd 4th 5th 6th 7th how fast they run.
1st 1st 3 1+1 — — — — — —
2 nd
2nd 4 2+1 — — — — — —
3rd 2nd 4 2+1 — — — — — — Variant Rules
Warrior’s Blessing (Su): Starting at character
4 th
3 rd
4 2+1 1+1 — — — — —
level 6th, the priest of war can choose warrior’s
5th 3rd 4 2+1 1+1 — — — — —
blessing instead of a character feat or fighter bonus
6th 4th 5 3+1 2+1 — — — — — feat. The priest of war can infuse an ally with the
7 th
5 th
5 3+1 2+1 1+1 — — — — blessing of the gods of war by spending one turn
8th 5th 5 3+1 2+1 1+1 — — — — undead attempt. The ally gains a bonus to Armour
9 th
5 th
5 3+1 2+1 1+1 — — — — Class, attack and damage rolls equal to the priest
10th 6th 5 3+1 3+1 2+1 — — — — of war’s Wisdom modifier for one round per cleric
11th 7th 6 4+1 3+1 2+1 1+1 — — — level plus one round per two fighter levels.
12 th
7 th
6 4+1 3+1 2+1 1+1 — — —
13th 7th 6 4+1 3+1 2+1 1+1 — — — Army of One (Su): Starting at character level
14th 8th 6 4+1 3+1 3+1 2+1 — — — 9th, the priest of war can choose Army of One as
a character feat or fighter bonus feat. When the
15 th
9 th
6 4+1 4+1 3+1 2+1 1+1 — —
character successfully deals damage to a target, he
16th 10th 6 4+1 4+1 3+1 3+1 2+1 — —
can spend one turn undead attempt to make his attack
17 th
11 th
6 5+1 4+1 4+1 3+1 2+1 1+1 — automatically hit and inflict damage to another
18th 12th 6 5+1 4+1 4+1 3+1 3+1 2+1 — target within 30 feet of the first. The character can
19th 13th 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 channel repeated turn undead attempts to strike at
20 th
14 th
6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 multiple targets, up to a maximum number equal to
1
In addition to the stated number of spells per day for 1st his Wisdom modifier. All targets must be within 30
through 9th level spells, a cleric gets a domain spell for feet of each other and within 120 feet of the priest
each spell level, starting at 1st. The ‘+1’ in the entries of war. Only the normal weapon damage (Strength
on this table represents that spell. Domain spells are in bonus included) is copied onto the extra targets, not
addition to any bonus spells the cleric may receive for
having a high Wisdom score.
Multiclassed Dwarves 39 Quintessential Dwarf II: Advanced Tactics
any extra damage due to a magic weapon ability, warrior, reflecting an aspect of their culture that is
sneak attack, smite or other ability. A critical hit not frequently seen: their capacity for deep, rumbling
will be copied intact. anger. As a race attuned to the earth, dwarves are
stable and almost monolithic in stature, but just as the
Spirit of Warfare (Su): Starting at character level earth shakes now and then with incredible destructive
17th, the priest of war can choose Spirit of Warfare power, so can the dwarves move themselves to such
as a character feat. He must sacrifice a 6th level extremes. Any group of dwarven skirmishers may
spell as if he were spontaneously replacing it with include a quakebringer who can break the formation
a cure or inflict spell and spend one turn undead of their enemies, charging and wreaking havoc in their
attempt as he raises his voice in prayer to the midst.
deities of war. The round after the priest of war
calls for this ability, the heavens split open and the
hosts of the war gods arrive to aid the priest. For
Strengths
A quakebringer gains a number of benefits from mixing
one round per cleric level, the priest of war and
barbarian with fighter levels. This combination mixes
his allies are considered to be flanking any enemy
the barbarian’s sheer power with the fighter’s advanced
they turn against, as a spirit of war materialises to
tactics to produce a fearful fighting machine.
complement their manoeuvres, and all the allies’
weapons deal +1d6 holy damage as the spirit of war
Hit Points: The barbarian enjoys the highest hit
helping them deals a strike of his own.
dice, and the fighter’s second-best does not dilute
the total amount of hit points that much, especially
Quakebringer considering that dwarves usually have a greater
Constitution bonus.
(Barbarian/Fighter)
It is a credit to the dwarven way of life that even their Ability Synergy: Both classes have Strength as
more savage warriors show a modicum of discipline their key ability, so the quakebringer only has to
and have the patience to learn a few advanced concentrate on a single skill for his combat focus.
combat manoeuvres to complement their unbridled
fury. Quakebringers are a special breed of dwarven
The Quakebringer
Base Attack Fort Ref Will
Level Class Bonus Save Save Save Special
1st Bbn 1 +1 +2 +0 +0 Fast movement, illiteracy, rage 1/day, (character feat)
2nd Bbn 2 +2 +3 +0 +0 Uncanny dodge
3rd Ftr 1 +3 +5 +0 +0 Bonus feat, (character feat)
4th Bbn 3 +4 +5 +1 +1 Trap sense +1, (ability increase)
5th Ftr 2 +5 +6 +1 +1 Bonus feat
6th Bbn 4 +6/+1 +7 +1 +1 Rage 2/day, (character feat)
7th Bbn 5 +7/+2 +7 +1 +1 Improved uncanny dodge
8th Ftr 3 +8/+3 +7 +2 +2 (ability increase)
9th Ftr 4 +9/+4 +8 +2 +2 Bonus feat, (character feat)
10th Bbn 6 +10/+5 +9 +3 +3 Trap sense +2
11th Bbn 7 +11/+6/+1 +9 +3 +3 Damage reduction 1/—
12th Ftr 5 +12/+7/+2 +9 +3 +3 (character feat), (ability increase)
13th Bbn 8 +13/+8/+3 +10 +3 +3 Rage 3/day
14th Ftr 6 +14/+9/+4 +11 +4 +4 Bonus feat
15th Bbn 9 +15/+10/+5 +11 +5 +5 Trap sense +3, (character feat)
16th Bbn 10 +16/+11/+6/+1 +12 +5 +5 Damage reduction 2/—, (ability increase)
17th Bbn 11 +17/+12/+7/+2 +12 +5 +5 Greater rage
18th Bbn 12 +18/+13/+8/+3 +13 +6 +6 Rage 4/day, trap sense +4, (character feat)
19th Bbn 13 +19/+14/+9/+4 +13 +6 +6 Damage reduction 3/—
20th Bbn 14 +20/+15/+10/+5 +14 +6 +6 Indomitable will, (ability increase)
Multiclassed Dwarves 40 Quintessential Dwarf II: Advanced Tactics
Saving Throws: Barbarian and fighter have the The Power Attack tree gives the character greater
same saves, which means the character gets a damage potential, especially when raging. A Cleave
combined boost for Fortitude while retaining the bolstered by Power Attack can be devastating.
same Reflex and Will save he would have had as a
single-classed barbarian or fighter. As indicated in the table, starting with a barbarian
level means the character gains the maximum
Fast Movement: When wearing light armour or amount of hit points possible for a starting character,
medium armour and carrying a light load, the dwarf plus the slightly greater number of skill points per
is able to move at the same speed as any other level.
Medium creature.
To alleviate the AC penalty from raging, the
Rage: Barbarian rage increases the quakebringer’s character should take Dodge, as he cannot use the
abilities, even if it brings his AC down. other option, Combat Expertise, during a rage.
Weaknesses
The quakebringer dilutes his overall progress by
taking up levels in two classes, adding the following
weaknesses:
Another way that the quakebringer melds the fury of The character can stomp his foot on the ground and
a barbarian with the training of a fighter is through spend one use of his rage for the day, creating a
two-weapon fighting. The penalty of fighting with shockwave that topples and hurts every creature
two weapons (provided the character has Two- around him. He makes a single attack roll as a
Weapon Fighting) is eliminated by the rage, leaving standard action. All enemies within 10 feet must
the character with an extra attack at his normal base make a Reflex save (DC 10 + half the character’s
attack bonus. level + Str modifier) to avoid falling prone to the
ground on their position. Even if they save, the
Even if he cannot use it during a rage, Combat character deals damage to all targets whose AC
Expertise opens the way for other useful feats like is lower than his attack roll, dealing 1d6 points of
Improved Trip, which the quakebringer can use bludgeoning damage +1 per two character levels.
with his increased Strength and dwarven stability.
Spelunker
Variant Rules
Quakestrike (Su): Starting at character level 5th, the (Rogue/Ranger)
quakebringer can choose Quakestrike as a fighter The wide halls and corridors of dwarven holds are but
bonus feat. The character must have the Power a fraction of the world that this race inhabits. Tight
Attack feat before choosing this variant rule. When caves, eternally dark corridors and impassable chasms
the character deals at least 20 points of damage with are obstacles that slow down the dwarves’ expansion,
a melee attack, his blow strikes with the strength of but it certainly does not stop them, as their spelunkers
an earthquake. The target must make a Fortitude brave the unexplored corners of the underground
save (DC equal to damage dealt +5) or begin realms, squeezing, climbing and swimming in search
trembling uncontrollably; he lets go of everything of valuable cavern space and mineral riches that the
he is holding and is unable to take standard actions rest of their brethren can exploit. Spelunkers are also
for 1d4 rounds. Even if he succeeds, the target the scouts in dwarven campaigns against their more
suffers a –1 circumstance penalty to attack and unsavoury neighbours like the infamous drow, amongst
damage rolls for 1d4+1 rounds as his hands cannot other enemies.
stop shaking.
The Spelunker
Base Attack Fort Ref Will
Level Class Bonus Save Save Save Special
1st Rog 1 +0 +0 +2 +0 Sneak attack +1d6, trapfinding, (character feat)
2nd Rgr 1 +1 +2 +4 +0 1st favoured enemy, Track, wild empathy
3rd Rog 2 +2 +2 +5 +0 Evasion, (character feat)
4th Rgr 2 +3 +3 +6 +0 Combat style, (ability increase)
5th Rog 3 +4 +4 +6 +1 Sneak attack +2d6, trap sense +1
6th Rgr 3 +5 +4 +6 +2 Endurance, (character feat)
7th Rog 4 +6/+1 +4 +7 +2 Uncanny dodge
8th Rgr 4 +7/+2 +5 +8 +2 Animal companion, (ability increase)
9th Rog 5 +7/+2 +5 +8 +2 Sneak attack +3d6, (character feat)
10th Rgr 5 +8/+3 +5 +8 +2 2nd favoured enemy
11th Rog 6 +9/+4 +6 +9 +3 Trap sense +2
12th Rgr 6 +10/+5 +7 +10 +4 Improved combat style, (character feat), (ability
increase)
13th Rog 7 +11/+6/+1 +7 +10 +4 Sneak attack +4d6
14th Rgr 7 +12/+7/+2 +7 +10 +4 Woodland stride
15th Rog 8 +13/+8/+3 +7 +11 +4 Improved uncanny dodge, (character feat)
16th Rgr 8 +14/+9/+4 +8 +12 +4 Swift tracker, (ability increase)
17th Rog 9 +14/+9/+4 +9 +12 +5 Sneak attack +5d6, trap sense +3
18th Rgr 9 +15/+10/+5 +9 +12 +6 Evasion, (character feat)
19th Rog 10 +16/+11/+6/+1 +9 +13 +6 Special ability
20th Rgr 10 +17/+12/+7/+2 +10 +14 +6 3rd favoured enemy, (ability increase)
Multiclassed Dwarves 43 Quintessential Dwarf II: Advanced Tactics
Armour: Both classes are only proficient in light Dwarven spelunkers are excellent snipers during
armour, and most of their better abilities only work the night, because their darkvision allows them to
while wearing light or no armour, which means approach a target within 30 feet and have no penalty
the spelunker has to look for other options for his for stealth. If this sneak-attack target is also one
defence. of the character’s favoured enemies, so much the
better.
Recommended Options The character’s best option for combat is to find a
As the character combines ranger and rogue levels,
place behind cover to set it up as his firing position.
there are some options he can take to optimise the
Shot on the Run will help him maintain his cover
mixture of both classes’ abilities.
while keeping it from interfering with his own
shots, but he must devote all his character feats
When selecting the character’s combat style from
towards gaining it by taking Dodge, Mobility and
the ranger class, opt for the archery style. The
Point Blank Shot.
spelunker should avoid combat because of his
below-average hit points and light armour, but his
Equipment is the key to survival underground. The
high base attack bonus makes him an ideal ranged
spelunker should carry with him at least two lengths
combatant.
of rope and a climbing kit. The Use Rope skill is a
must to help his less-skilled companions negotiate
Crossbows are an alternative to the more traditional
the harder stretches.
bow, given the spelunker’s ability to use them while
prone and in tight spaces, a condition he is very
likely to find himself in as he explores alcoves and Variant Rules
other cavernous features. Underground Master (Ex): Instead of taking a
new favoured enemy, the spelunker can instead take
Underground Master, focusing on dealing with the
cavernous terrain instead of studying the weaknesses
Spelunker Spells of an enemy. While travelling in underground
Caster Spells per Day terrain, artificial or natural, the character moves
Level Level 1st 2nd faster than normal, adding 10 feet per round to his
1st 0 — — speed. This speed bonus applies also when crossing
2nd 1st — — difficult terrain, where a character normally travels
3rd 1st — — 5 feet in a full round.
4th 2nd — —
5th 2nd — — Ricochet (Ex): The spelunker is very familiar with
6th 3rd — — the physics of the underground and can use them
to improve his chances of hitting targets. Starting
7th 3rd — —
at character level 9th, the spelunker can choose
8th 4th 0 —
Ricochet instead of a character feat. By sacrificing
9th 4th 0 — one die of sneak attack damage, the character can
10th 5th 0 — extend the reach of his sneak attack from 30 feet to
11th 5th 0 — 60 feet by bouncing it off walls, ceilings and other
12th 6th 1 — features. Both the target and the spelunker must be
13th 6th 1 — within 10 feet of a wall or large feature.
14th 7th 1 —
15th 7th 1 — Impossible Climb (Sp): Instead of woodland stride,
16th 8th 1 0 the spelunker can select Impossible Climb by also
17th 8th 1 0
sacrificing 4 skill points. Three times per day, the
character gains the benefits of the spider climb spell
18th 9th 1 0
as if he were a sorcerer of his character level.
19th 9th 1 0
20th 10th 1 1 Improved Evasion (Ex): The second time he gains
evasion, the character can instead gain Improved
Evasion. This ability works like evasion, except
Multiclassed Dwarves 44 Quintessential Dwarf II: Advanced Tactics
that while the spelunker still takes no damage on Unarmed Combat: The character can deal a very
a successful Reflex saving throw against attacks decent amount of damage without weapons, which
henceforth, he takes only half damage on a failed is useful for the wrestler’s focus on extremely close
save. A helpless character cannot benefit from combat.
Improved Evasion.
Evasion: The monk’s evasion ability is useful
when facing spellcasters and creatures with spell-
Wrestler like abilities.
(Fighter/Monk) Self-Healing: With wholeness of body, the
Some dwarves prefer to fight up close and very
character can take greater risks; while it will never
personal, and sometimes they have no other choice as
be as useful as the ability of a straight monk, the
the tight confines of underground corridors make them
character can keep himself from dying.
prone to ambushes and surprise attacks. The wrestler
takes the concept of close combat to its extreme,
Fast Movement: A dwarf can catch up with other
pulling opponents into his deadly embrace to choke
Medium size creatures and eventually overtake
the life out of them. The discipline of the wrestler’s
them.
style meshes well with the values of dwarven culture,
making the wrestler a respected peer as well as a
Feats: The wrestler gains a number of bonus feats
welcome addition to any skirmish party.
from adding levels as a fighter. This allows him to
develop a distinct fighting style that normal monks
Strengths are not able to create.
A wrestler gains a number of benefits from mixing
monk and fighter levels. This combination couples the
monk’s discipline with the fighter’s nimble strength to
Weaknesses
The wrestler dilutes his overall progress by taking
create a fierce grappler.
up levels in two classes, adding the following
weaknesses:
Base Attack Bonus: The fighter has a good
progression that becomes only slightly diluted by
Class Restriction: If a monk character takes a level
the monk’s average progression, so he can maintain
in another class, he can never again advance as a
his role as a frontline combatant.
monk, which means that he must decide when to
start taking fighter levels. This also means that
Hit Points: The fighter’s good hit points do not
dwarves cannot multiclass the monk with any other
suffer much from the monk’s average hit dice,
class except their favoured one or incur an XP
with the loss balanced by a dwarf’s relatively high
penalty.
Constitution.
Abilities: A monk should have a good Wisdom
Saving Throws: The monk has all saves set for
score to make the best use of his class, so the
the best progression. Not only does this boost the
character must allocate his ability increases between
character’s Fortitude save, but it also gives him a
his primary combat ability (Strength, Dexterity or
good defence in the areas of Reflex and Will as
Constitution) and Wisdom. The Combat Expertise
well.
feat has an Intelligence prerequisite as well, so
the wrestler should have a minimum score of 13
Weapon Proficiency: As soon as he takes a level
in at least five abilities to make the most of this
of fighter, the character becomes proficient with a
combination.
wide array of weapon, broadening his options for
combat, although he cannot use his flurry of blows
Armour Restrictions: The monk cannot use
ability with weapons other than the monk’s.
armour and still enjoy his special features, which
poses a problem for the combat-oriented fighter.
Skills: The monk gains a base 4 skill points per
level, which is double the fighter’s. The monk has
a slightly wider selection of class skills, but not so
many as to divert from the character’s focus.
Multiclassed Dwarves 45 Quintessential Dwarf II: Advanced Tactics
Given the monk’s inability to use armour, the The character can gain Stunning Fist as a fighter
character should spend the fighter bonus feats bonus feat provided he meets the prerequisites, so
he will gain on defensive areas such as Combat he can take Improved Grapple at monk level 1st to
Expertise, Dodge and Mobility; he has two ability go with the character concept and take the variant
increases before starting to take fighter levels, so rules below.
he should invest them in the feats’ prerequisites,
Intelligence and Dexterity.
The Wrestler
Base Flurry of
Attack Fort Ref Will Blows Attack Unarmed AC Speed
Level Class Bonus Save Save Save Special Bonus Damage Bonus Bonus
1st Mnk 1 +0 +2 +2 +2 Bonus feat (Improved –2/–2 1d6 +0 +0 ft.
Grapple), flurry of blows,
unarmed strike, (character
feat)
2nd Mnk 2 +1 +3 +3 +3 Bonus feat, evasion –1/–1 1d6 +0 +0 ft.
3rd Mnk 3 +2 +3 +3 +3 Still mind, (character feat) +0/+0 1d6 +0 +10 ft.
4th Mnk 4 +3 +4 +4 +4 Ki strike (magic), slow fall +1/+1 1d8 +0 +10 ft.
20 ft., (ability increase)
5th Mnk 5 +3 +4 +4 +4 Purity of body +2/+2 1d8 +1 +10 ft.
6th Mnk 6 +4 +5 +5 +5 Bonus feat, slow fall 30 ft, +3/+3 1d8 +1 +20 ft.
(character feat)
7th Mnk 7 +5 +5 +5 +5 Wholeness of body +4/+4 1d8 +1 +20 ft.
8th Mnk 8 +6/+1 +6 +6 +6 Slow fall 40 ft., (ability +5/+5/+0 1d10 +1 +20 ft.
increase)
9th Mnk 9 +6/+1 +6 +6 +6 Improved evasion, +6/+6/+1 1d10 +1 +30 ft.
(character feat)
10th Ftr 1 +7/+2 +8 +6 +6 Bonus feat +7/+7/+2 1d10 +1 +30 ft.
11th Ftr 2 +8/+3 +9 +6 +6 Bonus feat (Stunning Fist) +8/+8/+3 1d10 +1 +30 ft.
12th Ftr 3 +9/+4 +9 +7 +7 (character feat), (ability +9/+9/+4 1d10 +1 +30 ft.
increase)
13th Ftr 4 +10/+5 +10 +7 +7 Bonus feat +10/+10/+5 1d10 +1 +30 ft.
14th Ftr 5 +11/+6/ +10 +7 +7 +11/+11/+6/ 1d10 +1 +30 ft.
+1 +1
15th Ftr 6 +12/+7/ +11 +8 +8 Bonus feat, (character +12/+12/+7/ 1d10 +1 +30 ft.
+2 feat) +2
16th Ftr 7 +13/+8/ +11 +8 +8 (ability increase) +13/+13/+8/ 1d10 +1 +30 ft.
+3 +3
17th Ftr 8 +14/+9/ +12 +8 +8 Bonus feat +14/+14/+9/ 1d10 +1 +30 ft.
+4 +4
18th Ftr 9 +15/+10/ +12 +9 +9 (character feat) +15/+15/+10/ 1d10 +1 +30 ft.
+5 +5
19th Ftr 10 +16/+11/ +13 +9 +9 Bonus feat +16/+16/+11/ 1d10 +1 +30 ft.
+6/+1 +6/+1
20th Ftr 11 +17/+12/ +13 +9 +9 (ability increase) +17/+17/+12/ 1d10 +1 +30 ft.
+7/+2 +7/+2
Multiclassed Dwarves 46 Quintessential Dwarf II: Advanced Tactics
The options for the second and third monk bonus half his character level as bonus damage to the
feats should be Combat Reflexes and Improved grappling damage.
Trip. He can take Deflect Arrows later, and
Improved Disarm is up to his tastes. Hold In Place (Ex): Starting at character level 8th,
the wrestler can take Hold In Place as a character or
Two-Weapon Fighting only makes sense when fighter bonus feat. From that moment on, he can be
using monk weapons; the character can gain an incredibly stable during a grapple. Allies attacking
extra attack in addition to the flurry of blows’ extra the enemy the wrestler is grappling with have
attack. no chance of hitting the wrestler, while enemies
still have a 50% chance of hitting their ally when
The character’s first fighter bonus feat should be targeting the wrestler while he is grappling.
Weapon Focus (unarmed); at fighter level 4th it
should be Weapon Specialisation (unarmed) and at Grapple Anything (Ex): Starting at character level
fighter level 8th it should be Greater Weapon Focus 12th, the character is qualified for a 10-foot increase
(unarmed). His unarmed damage is equivalent to a in his speed due to the fast movement ability. He
bastard sword by the time he starts gaining fighter can opt out and instead count as a Large creature
levels, and he cannot be disarmed. for grappling checks, including the +4 size bonus as
well as the ability to grapple with larger creatures.
As the name of this multiclass combination He may only take this variant rule once.
suggests, grappling is the wrestler’s manoeuvre of
choice. He can deal his unarmed damage with a
grapple check instead of an attack roll, and may use
his flurry of blows ability to gain multiple grapple
checks to do so.
Variant Rules
Great Hold (Ex): Instead of the slow fall ability,
the wrestler becomes more proficient in holding
onto his target. He must have the Improved Grapple
feat in order to take this variant rule. He gains a
+2 bonus to grapple checks at monk level 4th, a +4
bonus at monk level 6th and a +6 bonus at monk
level 8th.
The Legendary
Dwarf
T
he world only knows of a handful of dwarven paths, but other times they find him, leaving him little
heroes, mostly those who made their names by choice but to follow them and see what lies at the end.
travelling outside their kingdoms and joining Sometimes he does not even realise he is becoming a
adventuring parties. Dwarves have a rich history legend until he hears his praises sung in a bard’s song.
that lies hidden beneath layers of rock, obscured by
the darkness of twisting underground passages. This This chapter presents a number of prestige classes
history is full of dwarven champions who have reached suitable for dwarf characters of medium to high level;
heights of power and skill that would be described as members of other races who meet the prerequisites may
legendary – if only the bards on the surface ever learned start upon these paths, but the secrecy and lifestyle of
of them. the dwarves ensures that only those who prove their
valour and worth to this very demanding race can gain
By meeting certain criteria, a dwarf character may access to this specialised training.
divert his advancement towards a set of abilities that are
literally the stuff of legends. Sometimes he seeks these
With their high hit points, fighters and barbarians are Strong Push (Ex): The character can exert incredible
the best candidates for dwarven demolishers, as they sudden force with his attacks. If the demolisher attempts
acquire a new set of techniques that will get them in a bull rush or an overrun as part of a charge, the distance
the midst of their enemies, where they can unleash the that he pushes his target is 10 feet per Strength modifier
rest of their deadly arsenal. Other classes tend to be too if he simply pushes. If the character decides to follow
weak and undisciplined to learn the techniques of the in the case of a bull rush, he pushes the target as far as
demolisher. his movement permits and then the 10 feet per Strength
modifier.
Hit Die: d12.
Unstoppable Charge (Ex): The demolisher’s footing
grows sure and strong. He can attempt a charge even
Requirements through difficult terrain, through a square occupied by
Race: Dwarf.
an ally and even through a square occupied by an enemy,
Base Attack Bonus: +8 or higher.
in which case he gains a free overrun attempt. His
Abilities: Constitution 15+.
movement is slowed by difficult terrain as normal; the
Feats: Power Attack, Improved Bull Rush, Improved
only difference is that it does not impede his charge.
Overrun, Run.
Improved Charge (Ex): When the character attacks
Class Skills with a charge, he deals double damage with any melee
The demolisher’s class skills (and the key ability for weapon he is holding in addition to the +2 bonus to
each skill) are Climb (Str), Craft (Int), Intimidate (Cha), attack rolls. If he is charging with a lance or other
Jump (Str), Profession (Wis), Survival (Wis) and Swim weapon that specifically deals double damage on a
(Str). charge, its damage instead triples and so forth. When
attempting an improved charge, the character suffers
Skill Points At Each Level: 2 + Int modifier. a –4 to AC. The demolisher can decide whether to
initiate a normal or an improved charge.
The Demolisher
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Superior stability, strong push
2nd +2 +3 +0 +0 Unstoppable charge
3rd +3 +3 +1 +1 Improved charge, crash 1/day
4th +4 +4 +1 +1 Inexorable charge
5th +5 +4 +1 +1 Greater charge, crash 2/day
The Legendary Dwarf 49 Quintessential Dwarf II: Advanced Tactics
Earthcore
That dwarves have a close kinship with earth and
stone is undeniable, supported not only by the
way they live, but also by the Terran language
that uses the dwarven alphabet for its written
form. Dwarves and earth are closely linked,
and this relationship is as magical as that
between elves and forests. An earthcore is a
special initiate of earthen ways, a spellcaster
of either arcane or divine inclination who
seeks to align his spirit with that of the earth
and rock through his magic, whether it is by
understanding, inspiration or faith. Earthcores
are a tightly knit group who mingle with the normal
clergy and magical societies of the dwarves, offering
their insight and lending their power to their brethren.
The Earthcore
Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day
1st +0 +2 +0 +2 Stone meld I +1 level of existing class
2nd +1 +3 +0 +3 Stone spike +1 level of existing class
3rd +2 +3 +1 +3 Stone to mud +1 level of existing class
4th +3 +4 +1 +4 Stone shield +1 level of existing class
5th +3 +4 +1 +4 Stone meld II +1 level of existing class
6th +4 +5 +2 +5 +1 level of existing class
7th +5 +5 +2 +5 Mud to stone +1 level of existing class
8th +6 +6 +2 +6 Raise/lower earth +1 level of existing class
9th +6 +6 +3 +6 +1 level of existing class
10th +7 +7 +3 +7 Stone meld III +1 level of existing class
Class Skills can actually see and hear what is going on outside
The earthcore’s class skills (and the key ability for each his earthen refuge; he sees the outside as if he were
skill) are Concentration (Con), Climb (Str), Craft (Int), submerged in water, with all outside his hiding place
Knowledge (arcana) (Int), Knowledge (religion) (Int), distorted but visible and audible. The character can
Knowledge (nature) (Int), Profession (Wis), Spellcraft remain hidden for 10 minutes per class level per day, and
(Int) and Survival (Wis). he can distribute this duration between multiple uses,
provided he does not exceed the maximum duration
Skill Points At Each Level: 2 + Int modifier. for the day. At 1st level, this ability does nothing else
but hide the character, but his affinity with the earth
increases to give him more flexibility, although the
Class Features maximum duration remains unchanged.
Armour and Weapon Proficiency: Earthcores are
proficient with all simple weapons. They are proficient Stone Spike (Su): The earthcore can command the
with light armour but not with shields. Note that armour ground to attack his foes, causing a sharp spike of solid
check penalties for armour heavier than leather apply to rock to shoot out at a target. While this most commonly
the skills Balance, Climb, Escape Artist, Hide, Jump, comes from the ground, the spike can also be caused
Move Silently and Tumble. Also, Swim checks suffer to shoot from cavern walls and ceilings. The character
a –1 penalty for every 5 pounds of armour, equipment, can create a spike at a range of 100 feet plus 10 feet per
or loot carried. class level, and he can create two spikes per day per
class level. A stone spike attacks with the earthcore’s
Spells per Day: At every level the earthcore gains attack bonus, but he adds his Wisdom modifier instead
additional spell slots as if he had gained a level in the of his Strength or Dexterity to the attack roll. A stone
spellcasting class he belonged to before adding the spike deals 1d8 points of damage +1 per class level +1
prestige class. However, he does not gain any other per Wisdom modifier, and the earthcore can create it as
benefit a character of that class would have gained with an attack action, meaning that if he has a base attack
level advancement (hit points, feats, special abilities, bonus that allows him multiple attacks as a full-round
etc.) beyond an effective level of spellcasting. If the action, he can create one spike with each of them. The
character had more than one spellcasting class before earthcore does not threaten any square with his stone
becoming an earthcore, he must decide to which class spikes, so he does not gain attacks of opportunity with
he adds the new level for purposes of determining spells them.
per day.
The earthcore can use this ability while melded into
Stone Meld I (Su): The character can literally make stone, but suffers a –2 penalty to attack rolls due to
himself one with the earth. This is the earthcores’ key the distortion with which he sees the world outside his
ability and the one they are most famous for, slowly hiding place. This penalty is removed when he gains
growing in power until they and the earth are truly one. stone meld II at 5th level.
The character can literally sink into stone as per the
meld into stone spell, except that it also works for earth Stone to Mud (Sp): The earthcore can liquefy stone
and any other kind of natural stone. Another difference as per the transmute rock to mud spell as if cast by a
between this ability and the spell is that the earthcore sorcerer with a caster level equal to the earthcore’s class
The Legendary Dwarf 51 Quintessential Dwarf II: Advanced Tactics
level. He can use this ability once per day per Wisdom a Reflex save (DC 10 + half the character’s level + Wis
modifier. He also can spend three daily uses of this modifier). If he fails, he is raised or lowered with the
ability to affect worked stone in addition to natural rock terrain below him. The earthcore can decide to smash
and ground formations. the target against the ceiling if he can raise the surface
to the sufficient height, in which case the target suffers
Stone Shield (Su): As the earthcore learns to use the 2d6 points of damage per 10 feet between the ground
earth itself to attack, he also learns to use it for defence. and ceiling. If the character decides to lower the target,
Instead of a sharp spike, the earthcore can make a rock there is no damaging effect, but the target is trapped
wall shoot between himself and an attack he is aware unless he succeeds at enough Climb checks (DC 25)
of. The stone shield provides the character with a cover to emerge.
bonus to AC equal to half his class level against a single
attack, after which it crumbles. The character can call Note that this ability can also be used to create
up as many stone shields in a round as he has attacks temporary walls, stairs or some other odd structures;
due to his base attack bonus, but they do not count the Games Master should adjudicate the use of this
as attacks themselves nor do they count against the ability in such creative ways. The ground returns to its
character’s actions in the turn. It is as if the earth itself normal state at the rate of 5 feet per 10 minutes.
were looking out for him. The earthcore can create up
to two shields per class level per day. Stone Meld III (Su): The earthcore’s unity with the
earth is now complete. Once per day, he can travel
Stone Meld II (Su): When reaching 5th level, the instantly between two points inside rock as per the
character’s stone meld ability increases in power. After teleport spell, except that he can only appear inside
he sinks into the stone or rock, the character can move natural rock. If there is no natural rock near the
inside it at half his base speed. He can see outside the designated point of arrival, this ability transports the
rock with crystal clarity, although he can listen only character to the nearest natural rock available (Games
if he is within 5 feet of the surface. To the earthcore, Master’s choice).
moving inside stone is similar to swimming, so he can
travel up and down with the same ease that he can move
horizontally. This is not exactly a burrowing speed, as
the character does not displace matter as he moves, nor
is he ethereal or incorporeal; he is simply allowed by
the rock to exist and move within it.
Hammer Blow (Ex): The character’s fists become iron The forge hand can attempt a grapple to touch and heat
hard. The character’s unarmed attacks deal 1d8 points an opponent’s armour, and a disarm attempt to heat an
of damage; if the character already could deal higher opponent’s weapon. In this case, this ability works like
damage due to monk levels, his unarmed damage the heat metal spell. The forge hand must maintain a
remains unchanged. In addition, once per day per grapple for the duration of the armour’s heating. In the
Constitution modifier, the character can strike at an case of weapons, he must declare in his disarm attempt
inanimate object with great force, ignoring hardness that he is not taking the weapon from his target, but
and adding his forge hand level to his unarmed damage. rather holding it so that he can heat it; each round, the
At 5th level, the character does not need to use tools to weapon’s owner can attempt an opposed Strength check
work on a forge. to free his weapon from the forge hand’s grasp.
Smithy’s Flesh (Ex): The intense training that the Melt Metal (Sp): Once per day, the forge hand can
character undergoes at and around the forge toughens declare an unarmed attack as packing an intense amount
his skin to the heat and fire. He is considered to be of heat, sufficient to turn any piece of metal he strikes
constantly under the effect of endure elements but only into a molten scrap. The character must make a touch
in regards to heat. Additionally, he gains fire resistance attack to target armour worn, and a disarm attempt to
equal to his forge hand level. target a weapon. For other kinds of objects, use the rule
for striking an object worn. Unattended objects gain
Heat Touch (Su): Once per day per Constitution no saving throw, but objects carried or worn use their
modifier, the character can suffuse his body with the fire owner’s Fortitude save against a DC equal to 10 + half
from the forge. At 3rd level, his unarmed attacks deal the character’s total level + Con modifier. The character
+1d4 points of fire damage. He can maintain this fire can affect a metal object occupying a 5-foot square such
for one round per character level. Every three levels, as a section in a wall of iron, a suit of armour that fits
the fire damage from his unarmed attacks increase by a creature up to one size category larger than the forge
+1d4, for +2d4 at 6th level and +3d4 at 9th level. hands or a weapon intended for a creature up to two size
categories larger.
Channel Heat (Su): As he works his body in the forge,
the forge hand learns the kinship that exists between The affected object melts instantly in a flash of intense
fire and metal. Starting at 4th level, the character can heat. The creature wearing molten armour suffers
channel the fire damage he deals with the heat touch 1d6 points of fire damage per half the forge hand’s
ability through any metal weapon or armour he wields. class level, while a creature holding a melting weapon
In the case of weapons, they deal the additional amount suffers only 2d6 points of fire damage and lets go of
of fire damage that the character can generate. In the the weapon.
case of armour, the character automatically deals the
appropriate fire damage for his level to any creature Reshape (Su): The forge hand gains subtle control of
he is grappling. Shields are treated like weapons, the heat he can create with his hands, mastering his
inflicting the fire damage on a successful shield bash. strength in order to shape a piece of metal. He can
Any weapon or armour cools down the round after the use only his hands to craft any metal object with the
character stops touching it. Craft skill given the right raw materials. Instead of a
week, a Craft check using this ability takes only one
hour. The character can only work for eight hours per
day before he must rest, and any interruption ruins the which burn down as he absorbs the spell energy when
work for that day. At the end of each period of work, he works on the weapon or suit of armour. He spends
the character is exhausted. the same amount of money and experience as any other
spellcaster creating the item.
The character can repair existing objects as per the
normal Craft rules (except for the time it takes him).
He can also alter the shape of existing metal objects. Hoard Seeker
The Games Master defines the exact effects this might Dwarves have a nose for gold and precious metals and
have on tasks like using it instead of a Disable Device stones, and although they mine and craft their own
or Open Locks check. jewellery, a few dwarves become rather too attached
to treasures not their own. Of these few dwarven
Melt Rock (Sp): The character can now generate a rogues, the most famous and halfway recognised by
touch so intense with his hands that he can melt rock mainstream society are the hoard seekers. They are
just as easily as he can melt metal. This ability allows mostly independent operators who hire their services
the character to melt a volume of rock occupying a 5- to adventuring and exploration parties, their larcenous
foot square in one minute, up to a maximum of five activities steered towards a more respectable practice.
squares per class level per day. The character needs Hoard seekers are a loose guild in dwarven society,
not melt all the volume in one sitting; he can space more a club of independent experts than a formal
the amount of rock molten provided that he does not organisation. Each seeker is responsible for taking in
surpass his maximum for the day. and training his own apprentices.
Hone (Sp): The forge hand gains great expertise Rogues are the most likely class to take the job of hoard
in shaping metal with his hands. Once per day per seeker, with bards coming a close second for the chance
Constitution modifier he can pass his fingers along the to find historically important relics. Rangers relish the
metal part of a weapon and increase its threat range as chances of exploration that the hoard seeker lifestyle
per the keen edge spell. This effect lasts for 10 minutes offers, and the rest of the classes only join the hoard
per forge hand level and, as per the spell, it does not seekers out of mutual necessity.
stack with any other effect that doubles a weapon’s
threat range. Hit Die: d6.
Soul Forge (Sp): At 10th level, the forge hand gains the
ability to craft magic arms and armour as if he possessed
Requirements
Race: Dwarf.
the corresponding item creation feat. He gains a Abilities: Intelligence 13+.
virtual caster level equal to his forge hand level plus Skills: Appraise 8 ranks, Craft (trapmaking) 5 ranks,
half the levels of any previous non-spellcasting class Knowledge (history) 5 ranks, Knowledge (arcana) 5
plus the full level of any previous spellcasting class. ranks, Search 12 ranks, Spot 8 ranks.
This virtual caster level only applies towards meeting Feats: Stealthy.
the prerequisites to craft any magic weapon or suit of
armour, not to determine a spell’s duration or any other
effect that depends on caster level. The character can Class Skills
use scrolls to provide for any spell in the prerequisite, The hoard seeker’s class skills (and the key ability for
each skill) are Appraise (Int), Balance (Dex), Climb
(Str), Craft (Int), Decipher Script (Int), Disable Device
(Int), Escape Artist (Dex), Gather Information (Cha),
Epic Forge Hand Hide (Dex), Jump (Str), Knowledge (dungeoneering)
Hit Die: d8. (Int), Listen (Wis), Move Silently (Dex), Open Lock
Skill Points at Each Additional Level: 4 + Int (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim
modifier. (Str), Tumble (Dex) and Use Rope (Dex).
Bonus Feats: The epic forge hand gains a bonus
feat every two levels higher than 10th. Skill Points At Each Level: 6 + Int modifier.
Heat Touch (Su): The damage a forge hand deals
with his heat touch ability continues to increase by
+1d4 at every level divisible by three (12th, 15th, Class Features
18th and so forth) up to a maximum additional fire Armour and Weapon Proficiency: Hoard seekers are
damage of +10d4. proficient with all simple weapons and three martial
weapons of their choice. They are proficient with light
The Legendary Dwarf 55 Quintessential Dwarf II: Advanced Tactics
Class Skills the case of spies and infiltrators, he must make a Sense
The king under the mountain’s class skills (and the Motive check opposed by the trespasser’s Bluff check.
key ability for each skill) are Bluff (Cha), Craft (Int), This check is performed every time the trespasser
Diplomacy (Cha), Gather Information (Cha), Handle crosses the perimeter. The character can sense this up
Animal (Cha), Intimidate (Cha), Knowledge (all skills, to a distance away from his hold equal to 10 miles per
taken individually) (Int), Listen (Wis), Profession (Wis), leadership score. Dwarven kings are no strangers to
Ride (Dex) and Sense Motive (Wis). going out to adventure and gain glory for themselves
and their people, leaving some matters of governance
Skill Points At Each Level: 2 + Int modifier. to their seneschals and clan elders.
Lord of the Stone Halls (Su): The king under the It is hard for heroes focused on a single path to open
mountain is a true sovereign king of dwarvenkind, and their hearts to the storm; it is usually fighter/clerics who
has the power and authority to back his claims. He must can meet the prerequisites, but paladins also have the
have two crowns made for him, a ceremonial one and devotion necessary to marry their spiritual power with
one he can use for adventuring, forged into a helmet. their fighting arm.
Each crown must be worth at least 2,500 gp. Whenever
he is wearing the crown that symbolises his mandate, he Hit Die: d10.
is aware of the mood of his people (those who live the
hold marked by the underground kingdom ability). He
can concentrate and be able to see and hear through the Requirements
senses of any one of his subjects per day per character Race: Dwarf.
level, and communicate telepathically with them. Most Base Attack Bonus: +10 or higher.
dwarven kings use this ability to keep tabs on their Abilities: Wisdom 13+.
kingdom while they go adventuring. Skills: Knowledge (religion) 5 ranks, Knowledge
(nature) 5 ranks.
Through the crown, the character can also use the Feats: Two-Weapon Fighting, Weapon Focus
following spells once per day: command, stoneskin, (warhammer or dwarven warhammer), Weapon Focus
earthquake and summon monster VI (only earth (dwarven waraxe).
elementals). The spells are cast as if by a sorcerer of Spellcasting: Must be able to cast 2nd level divine
a caster level equal to the king under the mountain’s spells.
full character level. He can only use this ability while
wearing either of his crowns, and no one but him can Class Skills
use the crowns’ power. The storm warrior’s class skills (and the key ability for
each skill) are Climb (Str), Craft (Int), Intimidate (Cha),
Jump (Str), Knowledge (religion) (Int), Profession
Storm Warrior (Wis), Survival (Wis) and Swim (Str).
Dwarves are considered excellent fighters and have
developed many styles that test their discipline, their Skill Points At Each Level: 2 + Int modifier.
mettle and sometimes even their spiritual readiness. A
particular champion is the storm warrior, a combatant
who does not derive his power from the heart of Class Features
the dwarves’ traditional mountain home, but from Armour and Weapon Proficiency: Storm warriors are
its summit. The storm warrior brings the power of proficient with all simple and martial weapons. They
hurricanes, rain and lightning into his heart, learning a are proficient with all types of armour but not with
devastating fighting style that can level the battlefield shields. Note that armour check penalties for armour
just as the passing of a storm levels terrain. Storm heavier than leather apply to the skills Balance, Climb,
warriors must train in their spiritual development in Escape Artist, Hide, Jump, Move Silently and Tumble.
order to reach out to the skies, which is not exactly an Also, Swim checks suffer a –1 penalty for every 5
aspect of dwarven everyday life. pounds of armour, equipment or loot carried.
Spells per Day: At every level divisible by 3 the storm weapon is a non-magical masterwork, it becomes a +1
warrior gains additional spell slots as if he had gained dwarven waraxe. If the weapon is already magical, its
a level in the spellcasting class he belonged to before enhancement bonus increases by +1. At 5th and 8th levels,
adding the prestige class. However, he does not gain the enhancement bonus increases by an additional +1
any other benefit a character of that class would have (for +2 and +3 respectively), but the total enhancement
gained with level advancement (hit points, feats, special bonus of the weapon can never exceed +5.
abilities, etc.) beyond an effective level of spellcasting.
If the character had more than one spellcasting class Thunder Hammer (Sp): At 3rd level, the character can
before becoming a storm warrior, he must decide channel his soul into his consecrated warhammer and
to which class he adds the new level for purposes of add or increase its enhancement bonus by +1. If the
determining spells per day. weapon is a non-magical masterwork, it becomes a
+1 warhammer. If the weapon is already magical, its
Storm Weapons (Ex): The character joins his soul enhancement bonus increases by +1. At 6th and 9th levels,
to a pair of weapons, a masterwork (or magical) the enhancement bonus increases by an additional +1
warhammer (or dwarven warhammer; see the ‘Superior (for +2 and +3 respectively), but the total enhancement
Tools’ chapter) and a masterwork (or magical) bonus of the weapon can never exceed +5.
dwarven waraxe. When the character wields both
of these weapons at once he is considered to have a Improved Two-Weapon Fighting (Ex): At 4th level,
light weapon in his off-hand instead of a one-handed the storm warrior gains the Improved Two-Weapon
weapon. The rest of the storm warrior’s abilities can Fighting feat for free, even if he does not meet the
only be performed with these consecrated weapons. prerequisites.
If the storm warrior loses either weapon, he must
consecrate a replacement by spending experience Storm Axe (Sp): The degree of power the storm warrior
points. The amount of experience he must spend is the can channel through his consecrated waraxe increases,
same it would take a spellcaster to create a weapon with expressing the power of lightning. His consecrated
the same enhancement bonus his level will allow. If the waraxe gains the shock ability, adding +1d6 points of
weapons were already magical before he consecrated electrical damage to every strike. In addition, he can
them, he does not restore their original enchantment, channel the entire power of his weapon in a single
but the one defined in his class advancement table. burst, shooting an arc of lightning as per the lightning
bolt spell as if cast by a sorcerer of the storm warrior’s
Lightning Axe (Sp): At 2nd level, the character can prestige class level. If he uses this ability, the weapon
channel his soul into his consecrated dwarven waraxe loses both its shock ability as well as its enhancement
and increase its enhancement bonus by +1. If the bonus for 1 round per storm warrior’s class level.
The Titankin
Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +0 +0 +2 Strength increase +1, feat of strength 1/day
2nd +2 +0 +0 +3
3rd +3 +1 +1 +3 Feat of strength 2/day, stunning fist
4th +4 +1 +1 +4 Strength increase +2
5th +5 +1 +1 +4 Feat of strength 3/day
6th +6 +2 +2 +5 Greater stunning fist
7th +7 +2 +2 +5 Strength increase +3, feat of strength 4/day
8th +8 +2 +2 +6
9th +9 +3 +3 +6 Feat of strength 5/day, shatter
10th +10 +3 +3 +7 Strength increase +4
The Legendary Dwarf 62 Quintessential Dwarf II: Advanced Tactics
Class Features
Armour and Weapon Proficiency: Titankin are
proficient with all simple and martial weapons. They
are proficient with all types of armour but not with
shields. Note that armour check penalties for armour
heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently and Tumble.
Also, Swim checks suffer a –1 penalty for every 5
pounds of armour, equipment or loot carried.
Superior Tools
D
warves are recognised far and wide as master (including the roll to avoid being disarmed if such an
craftsmen, for they are a people who appreciate attempt fails). He can use the Weapon Finesse feat to
discipline and hard work, values that combine apply his Dexterity modifier instead of his Strength
on the forge and work benches to create incredible modifier to attack rolls with a chainaxe sized for him,
pieces of art even when they are just making tools. even though it is not a light weapon for him.
As dwarves have much need of armour and weapons,
it is in this direction that many dwarven artisans lean, Gauntlet, Stinger: The four knuckles on this gauntlet
creating marvellous works for the dwarven warriors who each sport a tube that ends in a thick spike. The weapon
need an effective defence and offence against the many acts like a spiked gauntlet in all respects, but the owner
underground enemies of their hold. Most of the more can push a small latch that ‘releases’ the spikes, so that
ingenious pieces of dwarven equipment have never seen they are torn off on impact. On each successful hit, there
the light of day, except when carried out by a dwarven is a 30% chance that the spikes will remain embedded
adventurer. in the target and deal 1 automatic point of damage. The
tubes on the gauntlet each store four replacement spikes,
which are pushed forward when the originals are torn
Superior Weapons off, enabling the dwarf to make another attack. The
Many of these weapons are listed as simple, martial or automatic damage of multiple attacks that leave spikes
exotic for general purposes, but they belong to a different embedded on the target is cumulative, so if on the first
category for the dwarf characters who grew up knowing round the target suffers 1 automatic point of damage and
about them. Each weapon description will detail how a second attack leaves more spikes embedded, he will
a dwarf’s weapon familiarity affects the type of the suffer 2 automatic points of damage the next round and
weapon listed. Also, many weapons have dual uses, so on. The target can spend a move action to pry off
with capabilities available only to characters who invest enough spikes to reduce the automatic damage by 1. The
an Exotic Weapon Proficiency feat on them. gauntlet’s owner can replace torn spikes at the rate of
four per full-round action (one for each knuckle for 1
Broadsword, Dwarven: The blade of this sword is ‘charge’). The replacement spikes are sold separately in
slightly shorter than that of a longsword but is twice groups of four.
as wide, relying on weight and momentum to deal its
damage. It is a custom amongst unscrupulous dwarves to dip
the replacement spikes in poison, but this is done
Broadsword, Serrated Dwarven: As a normal dwarven independently and with the standard risks of handling
broadsword, but one of its edges is serrated. Serrated poison.
broadswords are always of masterwork quality, enjoying
the normal +1 to attack rolls, but the serrated edge also Gauntlet, Spraying: This is a gnomish-dwarven
adds the +1 masterwork bonus to damage rolls. If the collaboration, building upon the stinger gauntlet design.
weapon is given an enhancement bonus, it replaces the There is a small leather bag on one side of the gauntlet,
masterwork bonus on both attack and damage rolls; it secured to its surface so that it does not interfere with the
does not stack with either. wearer’s normal activities. When squeezed repeatedly
for one full round, the bag loads compressed air into the
Chainaxe: This weapon resembles a flail with an tubes with the spikes, and the wearer can shoot them
unusually long length of chain, and an axe head instead for a short distance. The wearer decides how many
of a heavy weight. A chainaxe has reach, so the character ‘charges’ he wants to release in the same shot, with each
can strike opponents 10 feet away with it. In addition, load adding its damage to the total. As with the stinger
unlike most other weapons with reach, it can be used gauntlet, the spikes can be coated with poison.
against an adjacent foe.
Grenade, Ricochet: This splash weapon is created
The character can make trip attacks with the chain. If inside a container designed to break after taking a couple
he is tripped during his own trip attempt, he can drop the of hits, so dwarves bounce it around corners to sow
chain to avoid being tripped. confusion amongst their enemies. The character throws
the weapon normally and upon a first strike it bounces
When using a chainaxe, the character gets a +2 bonus instead of breaking. The Games Master rolls 1d4 instead
on opposed attack rolls made to disarm an opponent of 1d8 to determine the direction the grenade bounces,
Superior Tools 64 Quintessential Dwarf II: Advanced Tactics
always defining the direction towards the thrower’s when pulling it out; this manoeuvre requires special
enemies. The first trajectory and the second after the training in the form of an Exotic Weapon Proficiency feat
bounce are added together to calculate range increments, or, in the case of dwarves, being able to use it as a martial
and the attack roll is made against the final target. weapon thanks to their weapon familiarity. When using
this mode of attack, the dwarven khatar deals 1 point of
Grenade, Tripwire: This weapon is not meant to be Constitution damage on a critical hit, in addition to the
used in the midst of combat and it can be considered as a hit’s double damage.
trap as well as a weapon. Dwarves use it when beating a
retreat around twisting underground corridors, setting the Maul: A maul is a two-handed warhammer made with
grenades behind them to damage or slow down pursuers a heavy steel head and an equally strong steel handle,
and discourage them from continuing. As a standard with several bolts and spikes securing the head to the
action, the character plants the grenade in the ground handle. The handle ends in a lead weight that provides
with its protruding spike and extends the tripwire cord. some balance to this huge weapon. A dwarf treats the
The cord is very thin and hard to see (Spot DC 20), but maul as a martial weapon.
easier to locate (Search DC 15), and can extend up to 20
feet from the grenade. If any creature passes through the Mortar, Dwarven: Gnomes are pioneers in interesting
line traced by the tripwire, it pulls a stopper that ignites a technology, but dwarves take the lead on warfare
dose of alchemist’s fire, which detonates the explosive in applications of it, and explosives are just one areas area
the grenade. The grenade explodes in a cone with a 30- on which the industrious dwarves focus their efforts.
foot range. Creatures inside the area can make a Reflex The dwarven mortar is meant to be used underground, so
save for half damage. it has a fairly low range and is not so reliant on parabolic
trajectory as it is on forward thrust. The dwarven mortar Orgrath, Dwarven: This masterwork crossbow is
takes one full round to reload, needing a charge of primer made from a collection of hard materials, including
plus its ammunition, but this time can be made into a spun mithral for the cord and an adamantine bow. Its
move action if the character is assisted by another. The extraordinary heaviness means that it cannot be reloaded
damage dealt by mortar ammunition is all splash damage without the heavy crank on its side and by setting it down
in a 15-foot radius; the character makes an attack roll on the ground, taking a full-round action and provoking
against the spot he wants to hit, and all targets in the attacks of opportunity. The hard materials also provide
damage area can make a Reflex save (DC equal to the an unplanned-for advantage, as the orgrath can be used as
character’s attack roll) for half damage. A character may a melee weapon by striking at foes with the adamantine
use his Intelligence modifier instead of his Dexterity bow. The bow acts like a pick, but despite being made
modifier for the attack roll. A dwarf treats the dwarven with adamantine, its relative thinness denies it the
mortar as a martial weapon. advantages of a normal adamantine weapon. A dwarf
treats the orgrath as a simple weapon.
Weapons
Range
Simple Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Light Melee Weapons
Gauntlet, stinger 20 gp 1d3 1d4 x2 — 1 lb. Piercing
Khatar, dwarven 310 gp 1d4 1d6 x2 — 2 lb. Piercing
Range
Martial Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Light Melee Weapons
Gauntlet, spraying 60 gp 1d3 1d4 x2 — 1 lb. Piercing
One-Handed Melee Weapons
Broadsword, dwarven 12 gp 1d6 1d8 19–20/x2 — 4 lb. Slashing
Broadsword, serrated dwarven 312 gp 1d6 1d8 x3 — 4 lb. Slashing
Grenade, tripwire 25 gp – 3d6 – — 1 lb. Fire
Warhammer, dwarven 25 gp 1d8 1d10 x3 — 7 lb. Bludgeoning
Two-handed Melee Weapons
Pike, dwarven 10 gp 1d8 1d10 x3 — 8 lb. Piercing
Ranged Weapons
Grenade, ricochet 20 gp — 2d6 x2 10 ft. 1 lb. Fire
Orgrath, dwarven 350 gp 1d10 1d1219–20/x2 140 ft. 12 lb. Piercing
Tunnel ballista 150 gp 2d4 2d6 x2 120 ft. 18 lb. Piercing
Range
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Light Melee Weapons
Axe, dwarven throwing 15 gp 1d6 1d8 19–20/x2 20 ft. 4 lb. Slashing
Piercing and
Uthgrin, dwarven 20 gp 1d4 1d6 19–20/x2 — 2 lb. slashing
One-handed Melee Weapons
Chainaxe 20 gp 1d6 1d8 x2 — 8 lb. Slashing
Two-handed Melee Weapons
Maul 15 gp 1d8 1d10 x3 — 10 lb. Bludgeoning
Power ram 120 gp 2d6 2d8 x3 15 lb. Bludgeoning
Wrecking ball 30 gp 1d8 1d10 x2 — 10 lb. Bludgeoning
Ranged Weapons
Mortar, dwarven 175 gp — 3d6 x2 30 ft. 20 lb. Fire
Primer (12 shots) 2 gp — — — — 5 lb. —
Mortar ammo (12 shots) 250 gp — — — — 8 lb. —
Grenade, fuse 22 gp — 2d4 x2 10 ft. 1 lb. Fire
Superior Tools 66 Quintessential Dwarf II: Advanced Tactics
Superior Armour
‘I had not noticed how unwieldy your hammer looks.’ Armour is almost like clothing to a dwarf. Not even
Larael nodded towards Thaine’s warhammer once the heaviest suit can slow him down, so dwarven
they had disposed of the ambushing giants. armoursmiths are not too concerned with comfort when
designing armour, although they do worry about its
‘It is certainly not for scrawny warriors,’ Thaine efficiency in the field of battle, in terms of both protection
quipped, but the elf archer was unruffled. ‘It is a and allowing its wearer to fight well. Dwarven armour is
dwarven warhammer. You won’t find one of these made for a dwarf’s stocky anatomy; all of the listed suits
in a regular human armoury, let alone with you cost 25% extra for fitting to other Medium humanoids.
skinnies.’
Cavern Scout Suit: Dwarves live by going to and from
‘As if we would wield anything so ugly and light and darkness, so they know what works best when
barbaric!’ Larael retorted. hiding in either. The cavern scout suit is leather armour
with several cracks and scrapes that resemble natural
‘Ha!’ Thaine barked with mirth. ‘It may not be as stone. It offers the wearer a +2 bonus to Hide checks
fancy as that sissy sword hanging from your waist, in rocky terrain, but its real use comes when used while
but it can deal with my enemies with one well- exploring the territory of other underground races.
aimed smash.’ Against creatures with darkvision, the suit offers a +5
bonus to Hide checks, as it blends almost seamlessly
with surrounding rocks to the black-and-white sight of
dwarves, the wrecking ball is a heavy iron ball with underground creatures.
several thick spikes connected to a length of chain that
ends on a ring-like grip. A wielder can use the wrecking Dwarven Brigandine: The difference between regular
ball by spinning it or by throwing it forward and retrieving brigandine armour and that of dwarven make is that
it by pulling on the chain. A wrecking ball has reach, so it is not made from small steel plates, but from small
the wielder can strike opponents 10 feet away with it. In steel blocks. This particularly heavy coat offers more
addition, unlike most other weapons with reach, it can be protection in exchange for less mobility, but a dwarf is
used against an adjacent foe. not slowed down as with any other heavy armour.
A character can make trip attacks with the chain; if he Plated Cloak: A favourite of the arcane spellcasters
is tripped during his own trip attempt, he can drop the amongst dwarvenkind, the plated cloak is an addition to
chain to avoid being tripped. armour that can be donned and discarded rather quickly.
It is exactly what the name implies, a heavy leather
cloak with steel plates woven in different patterns on
Armour
Armour Armour
/ Shield Maximum Check Arcane Spell Speed1
Armour Cost Bonus Dex Bonus Penalty Failure Chance (30 ft.) (20 ft.) Weight
Light armour
Cavern scout 30 gp +2 +6 0 10% 30 ft. 20 ft. 12 lb.
suit
Silent suit 32 gp +2 +6 0 10% 30 ft. 20 ft. 8 lb.
Medium armour
Plated cloak 25 gp +3 +3 –2 15% 20 ft. 15 ft. 18 lb.
Heavy armour
Dwarven 180 gp +6 +1 –6 40% 20 ft. 15 ft. 40 lb.
brigandine
Slate armour 450 gp +7 +0 –6 35% 20 ft. 15 ft. 60 lb.
Shields
Interlocking 25 gp +2 — –2 10% — — 15 lb.
Sniper 70 gp +4 +1 –10 50% — — 50 lb.
Fortress 40 gp +4 +2 –10 50% — — 48 lb.
1
For non-dwarves only; a dwarf’s speed is not reduced by medium or heavy armour
Superior Tools 68 Quintessential Dwarf II: Advanced Tactics
Using a Thaergrin
A dwarf climbs into a thaergrin and moves as if he
normally would, the armour mimicking his every motion.
As easy as this may seem, it requires great strength and
stamina, not to mention training, to control this great
armour. A character wishing to use a thaergrin must
have the appropriate feat or suffer the armour’s check
Fortress penalty as if it were normal armour, but he must also
Shield have a minimum score in Strength and Constitution in
order to operate the armour’s great bulk.
Thaergrin Ability Prerequisites Armour: A thaergrin operator cannot wear any sort of
Armour Min. Str Min. Con armour with an armour check penalty greater than 0.
However, he enjoys the thaergrin’s armour bonus to AC.
Light 13 12
Medium 15 13 Damage Reduction: A suit of thaergrin armour grants its
Heavy 17 14 wearer (as well as itself, see below) a damage reduction
armours suffer an additional –1 racial penalty to attack rating that varies according to the armour’s type. In all
and damage rolls as well as to skill checks and saving cases, this damage reduction can be circumvented by
throws. adamantine weapons as if the armour were a golem.
While inside the armour, the character is immune to
Climbing into a thaergrin armour takes 2 minutes. It can sneak attacks, but is still vulnerable to critical hits.
be donned hastily in 5 rounds and the character can get
out of it in 3 rounds. The character does not necessarily Hit Points and Combat: Thaergrin armour has its own
put the different pieces of armour on him, but rather hit points, which can be reduced to 0, destroying the
secures a number of straps and closes the armour’s armour completely. When the character is hit and receives
chest piece to conceal him. Unstrapping can be done damage inside the thaergrin, the armour receives the full
by simply wrenching off the straps and kicking the lid damage and the character receives ¼ of it. Apply the
open, which is why it takes less time to ‘remove’ than a thaergrin’s damage reduction to each damage separately,
complicated suit of full plate armour. but all successful attacks that do damage the armour deal
at least 1 point of damage to the character. For example,
a 9th level fighter (50 hit points) is operating a medium
Thaergrin Characteristics thaergrin armour (DR 8/adamantine, 50 hit points) and
Operating a thaergrin grants many benefits to the is struck by a blow dealing 20 points of damage. The
warrior who wears it, making him into a juggernaut that Thaergrin reduces this damage to 12 (20 hit points minus
is extremely difficult to put down and enhancing his 8DR) and will absorb 9 points. Its operator takes the
abilities in combat. Characters wearing thaergrin armour remaining 3 hit points.
move and act as if they were wearing normal armour,
with a few differences in how they handle combat and Critical hits are handled in a slightly different way; a
other operating situations. character takes half the damage of a critical hit instead
of only one fourth, on top of the critical hit’s normal
Size: The thaergrin is considered a Large (tall) creature. increased damage.
A character wearing a thaergrin has a greater reach but
also suffers a –1 size penalty to AC and attack rolls, If the character operating a thaergrin is hit with an
although both of these penalties are ultimately subsumed adamantine weapon, he takes the full damage as the
by the thaergrin’s armour and Strength bonuses (see weapon slices through the great armour’s protection.
below).
Saving Throws: The character can make saving throws
Movement: Due to its greater stride, a thaergrin can with his normal bonuses while inside a thaergrin
increase a character’s walk speed, although medium and armour.
heavy thaergrins are just too massive, and their stride
only compensates for their weight when calculating Strength: While inside the armour, the character receives
a creature’s movement. This movement also affects an equipment bonus to his Strength score depending on
dwarves, who normally ignore the speed reductions of the armour type, as the system of pulleys, gears and
heavy armour. levers amplifies his efforts. Note that the armour’s check
penalty reduces the effectiveness of this bonus for some
Strength-related skill checks. A character cannot make
Swim checks while inside a thaergrin; the great armour
to climb down. With the climbing system, the character both fists in the same round incurs the normal penalties
can ignore the thaergrin’s armour check penalty when for two-weapon fighting, but shooting them one at a time
making Climb checks. uses the character’s normal melee attack bonus. The
character does threaten the space around him with these
Energy Shielding: The armour’s plating can be treated weapons. Shooting fists count as two extra features.
so that it can resist energy attacks. The character selects
one of the following energy types: acid, cold, fire or Weapon Mounting: The thaergrin can equip its surface
electrical. In addition to its bonuses, the armour now with weapon slots to store a wider arsenal. Normally, a
counts as having energy resistance 5 against the energy thaergrin has no sheathes or hooks to keep its weapons,
type selected. The armour can equip this feature twice; but carries them in its hands. A weapon mounting is
the second instance must be for the same energy type and custom made to grant the operator easy access to each of
increases the energy resistance to 10. the thaergrin’s large weapons, allowing him to retrieve
them as a move action as if they were normal sheathes,
Extra Plating: Heavier forging and additional plates and to use the Quick Draw feat’s benefits if he has it.
give the armour a +2 bonus to AC. The thaergrin can
take this feature more than once; each time counts as one
extra feature towards the armour’s limit. Alchemical and
Insulation: The thaergrin can be sealed to protect the Mineral Materials
character from environmental effects. This is not perfect Dwarves are not as adept at alchemy as their gnomish
insulation like the aquatic gear, but it does provide a cousins, but they are unbeatable when it comes to
measure of protection. He gains a +4 bonus to saving mineralogy as it applies to alchemy and metalworking.
throws against inhaled poisons, gases and area effects.
Driving Smoke: Dwarves do not have the luxury of
Leg Pistons: Innovative construction methods can make open spaces through which to chase and rout opponents,
the thaergrin faster, adding 5 feet to its speed. The who can hole up in a cul-de-sac and cost dwarven forces
thaergrin can take this feature up to three times; each dearly in terms of casualties. For this reason dwarves
time counts as one extra feature towards the armour’s use driving smoke, an extremely pungent substance that
limit. evaporates in contact with air (usually when the flask
containing it breaks) to cover an area 40 feet per side
Magic Item Mounting: This is a container placed near with a noxious gas. If released inside a room of smaller
the operator’s seat, with enough room to accommodate dimensions, the gas expands to cover the total area. All
a magic item as large as a human torso. When an item creatures must make a Fortitude check (DC 15) every
is placed in this container, it enables the operator to use round they are inside the area. If they fail, they are
it as if he were wearing or holding it. He needs to speak gripped by severe coughing fits and have watery eyes.
any command word or comply with any other activation Victims suffer a –2 penalty to all attack rolls, AC and
prerequisites. The power of the magic item manifests skill checks, and their vision is impaired; all targets are
through one of the armour’s hands. If the item has a considered to have concealment when attacked by an
continuous effect, it affects the entire thaergrin as it affected creature, with the corresponding 20% chance to
would affect a character wearing any other type of miss. The smoke lasts for 1d4 rounds, but it dissipates
armour. under moderate or stronger winds in 1 round. Once
creatures leave the affected area they continue to suffer
Reinforced Structure: The thaergrin can be made with the penalties for an additional 1d4+1 rounds.
a heavier structure, increasing its damage reduction
score by 1. The thaergrin can take this feature more than Phosphate Flare: Dwarves do not need a light source to
once; each time counts as one extra feature towards the see in the dark, so they have no use for torches, lamps or
armour’s limit. sunrods in their explorations and adventuring, but light
is still a tool because it stands out so brightly in the dark.
Shooting Fists: This peculiar feature makes the When the 4-inch stick is lit, it emits a very powerful light
thaergrin’s fists into reach weapons similar to a wrecking that illuminates an area with a 60-foot radius centred on
ball. The operator can shoot either of the armour’s fists the stick. In conditions of darkness, the light can be seen
at a target up to 20 feet away, dealing 2d6 points of from 5 miles away. If the character makes a Sleight of
bludgeoning damage (plus any Strength modifiers) if Hand check (DC 15), he can light the flare as a standard
he strikes. The fists are connected to the armour’s arms action to attack; any sighted creature within 30 feet of
with a heavy chain that automatically retracts, pulling the character must make a Reflex save (DC is the result
the fist back into position in one full round. Shooting of the Sleight of Hand check) or be dazzled for 1 round.
The flare burns for 4 hours.
Superior Tools 73 Quintessential Dwarf II: Advanced Tactics
Safety Strip: The earth hides many secrets and dangers Ironcore: The process by which dwarves forge ironcore
in its bowels, and dwarves get to deal with them all. weapons results in extremely heavy weapons and
Miners are particularly concerned about gas and other armour. An ironcore weapon deals damage as if it was
toxic substances that float in the air. The safety strip is one size category larger (a short sword deals 1d6 points
a thin piece of paper coated with a reactive substance of damage, while an ironcore short sword deals 1d8).
that, when dipped in normal water, changes colour in the The problem is that, due to their weight, they impose
presence of gas, inhalation poison or other dangerous a –2 penalty to attack rolls unless the wielder takes an
substances floating in the air. The safety strip continues Exotic Weapon Proficiency feat to handle them, at which
to function for 6 hours, after which it dries up and point they become normal weapons of their type for that
becomes useless. A character or group of characters with character. Ranged weapons gain no benefits from being
an active safety strip gain a +4 bonus to saves against made from ironcore, but their ammunition does. Armour
gasses, inhalation poison or other dangerous airborne increases its armour bonus by +2, but its armour check
substances as the strip warns them of their presence penalty becomes 2 points worse and there is no way to
before they can cause any harm. circumvent this. In both cases, the weight of the item
increases by 25%. Ironcore has 40 hit points per inch of
Crystalweave: Through a closely guarded process, thickness and hardness 10.
dwarves can create strands of crystal that they use to
weave, rather than forge, armour. Crystalweave armour Type of Ironcore Item Item Cost Modifier
is slightly translucent and very light, and may be used as Ammunition +100 gp
a substitute for metal in the crafting of light and medium Light armour +1,000 gp
armour. Crystalweave armour has the same characteristics Medium armour +2,000 gp
of the armour it is emulating (such as a crystalweave Heavy armour +3,000 gp
chainmail or a crystalweave breastplate), but it can be
Light weapon +1,250 gp
used by druids as it is not metal. Crystalweave has 15 hit
points per inch of thickness and hardness 5. One-handed weapon, or one head +2,500 gp
of a double weapon
Type of Crystalweave Item Cost Modifier Weight Two-handed weapon, or both +5,000 gp
Item heads of a double weapon
Light armour +250 gp –1 lb.
Medium armour +300 gp –4 lb. Magma-Forged: The forge that produced this type
Heavy armour +350 gp –7 lb. of equipment is not a wood- or coal-fuelled furnace,
but a river of magma. Only the staunchest and most
experienced dwarven smiths can work magma-forged
Folded Steel: This is not a new material, but rather a metal, and their dedication finds its rewards in a more
method to work it. A dwarf makes a metal weapon with flexible raw material. Magma-forged items always have
steel sheets with different qualities so that the weapon a few smoky streaks that reflect light in multicoloured
has a flexible core but a hard and sharp edge. Weapons hues. In addition to taking half the time to complete,
made with folded steel increase their threat range by 1 magma forging somehow awakens a spiritual property of
(x2 becomes 19–20/x2, etc.). This is the weapon’s new the metal as it is taken out of its earthy womb. The smith
natural threat range; effects that increase it such as the chooses an elemental descriptor when creating a weapon
Improved Critical feat or the keen edge spell use this or armour (air, earth, fire or water); weapons always are
threat range as the base for their effect. Folded steel has considered the right type to defeat the damage reduction
the same characteristics as steel. of a creature aligned with the element the smith chose
during forging; for example a gargoyle has DR 10/magic
Type of Folded Steel Item Item Cost Modifier and the earth subtype, but a magma-forged sword with
Light weapon +1,500 gp the earth descriptor can damage it normally, even if it is
One-handed weapon, or one +3,000 gp not magical.
head of a double weapon
Two-handed weapon, or both +6,000 gp For armours, the process is very similar. The armour
heads of a double weapon provides its wearer with DR 5/- against creatures with
the chosen descriptor. For example, if that same gargoyle
attacked a character with a magma-forged chainmail
(earth), it would subtract 5 points of damage from its
attacks against the character wearing that armour.
Superior Tools 74 Quintessential Dwarf II: Advanced Tactics
Only metal weapons and armour can be magma forged, Mithral, True: Elves may presume to craft the most
including weapons made from normal steel, cold iron, exquisite items made from mithral, but it is dwarves who
adamantine and mithral. When multiplying the cost of make the sturdiest. True mithral undergoes a series of
the weapon or armour, first determine its base cost with rituals and secret forging procedures that eliminate most
the special material considered, and then multiply it by of the impurities in the ore. The high quality of this
the amount in the table. Magma-forged items have the material ensures that any weapon or armour forged with
same characteristics as the base metal they are forged it is most certainly a masterwork. True mithral items cost
from. one and a half times their normal value after adding the
price of normal mithral. Mithral weapons and armour
have double their hit points. True mithral has 50 hit
Type of Magma-Forged Item Item Cost Multiplier
points per inch of thickness and hardness 12.
Ammunition x1.2
Light armour x1.4 Steel, True: This alloy is also called ‘dwarven steel’ by
Medium armour x1.6 other races, for none other than they know the process
Heavy armour x1.8 to smelt it. True steel undergoes a series of rituals and
Light weapon x2.1 secret forging procedures that eliminate most of the
One-handed weapon, or one x2.2 impurities in the alloy. The high quality of this material
head of a double weapon ensures that any weapon or armour forged with it is most
certainly a masterwork. True steel items cost one and a
Two-handed weapon, or both x4.4
half times their normal value and are all of masterwork
heads of a double weapon
quality (+1 to attack rolls). Additionally, when used to
sunder or disarm weapons of common steel, a true steel
weapon grants a +2 bonus to the wielder’s attack roll.
Magnetite: Dwarves can use this part of iron ore
True steel has 30 hit points per inch of thickness and
independently from other materials, crafting weapons
hardness 12.
and armour with strange properties. Weapons made of
magnetite have a certain magnetic quality that affects the
way they are used. Only weapons that are mainly metal Alchemical and Mineral Materials
or have a metal head that deals damage can be made with
Material Cost Hardness Hit Points Craft
magnetite. A magnetite weapon grants a +2 alchemical
DC
bonus to attack rolls against creatures made of metal or
Driving 35 gp — — 20
wearing metal armour as it is attracted to such targets.
Only metal armour can be made from magnetite, and the
smoke (vial)
forging process the dwarves use reverses its polarity so Phosphate 3 gp — — 15
that it grants a +2 deflection bonus to AC against attacks flare
by metallic creatures or metal weapons, as it pushes the Safety strip 5 gp — — 15
metal away from it. Magnetite has 25 hit points per inch Crystalweave varies 5 15/ inch of —
of thickness and hardness 8. thickness
Folded steel varies 10 30/inch of —
thickness
Type of Magnetite Item Item Cost
Modifier Ironcore varies 10 40/inch of —
thickness
Ammunition +40 gp
Magma- varies — — —
Light armour +1,500 gp forged
Medium armour +3,000 gp Magnetite varies 8 25/ inch of —
Heavy armour +4,500 gp thickness
Mithral, true x1.5 15 30/inch of —
Light weapon +2,000 gp
thickness
One-handed weapon, or one head +4,000 gp Steel, true x1.5 12 30/inch of —
of a double weapon thickness
Two-handed weapon, or both +8,000 gp
heads of a double weapon
The Magical Dwarf 75 Quintessential Dwarf II: Advanced Tactics
Major transmutation; CL 14th; Craft Magic Arms and elite marine corps in the rare dwarven navies because
Armour, polymorph any object; Price +3. it protects them from drowning. When the armour is in
contact with water, it floats instead of sinking, granting
Tunnelling: A weapon enchanted with this ability has the wearer a +5 bonus to Swim checks and negating the
spiralling grooves across the length of its blade, head or armour’s check penalty to Swim checks. The wearer
shaft. The weapon is not an excavation tool, but it has may stop struggling and perform any other action, and
the frightful effect of literally drilling holes in its target. he will remain afloat.
When a tunnelling weapon deals a critical hit, it shoots
a powerful spiralling spike of pure force towards its Faint transmutation and conjuration; CL 5th; Craft Magic
target, dealing 1d4 points of Constitution damage and Arms and Armour, feather fall; Price +1.
leaving a gaping wound in its wake. This wound deals
1 point of automatic damage every round until closed Longshanks: This ability can only be placed on armour.
with a successful Heal check (DC 15) as a full-round With their stout bodies, dwarves are slower than other
action or the application of any cure spell. The spike creatures in their size category, which sometimes puts
bypasses normal armour, but it can be blocked by other them at a disadvantage when it comes to manoeuvring,
force effects like mage armour. so they created longshanks armour to correct this. A
character wearing armour enchanted with this ability
Moderate necromancy; CL 7th; Craft Magic Arms and increases his base speed by 10 feet.
Armour, inflict critical wounds; Price +2.
Faint transmutation; CL 3rd; Craft Magic Arms and
Armour, longstrider; Price +1.
Armour and Shield Abilities
Countercharging: This ability can only be placed Repairing: A suit of armour or a shield with this ability
on shields. In addition to its enhancement bonus, a can keep itself and its user in top shape, or at least keep
countercharging shield grants a further +2 deflection either from meeting a messy end. Repairing equipment
bonus to AC against a charging enemy. If the charging can restore 1 hit point to itself or to its user each round,
enemy’s attack misses, the shield catches it and pushes but not to both. It can restore a maximum of 30 hit points
the attacker back. The attacker bounces back 5 feet and per day, distributed amongst itself and its user. The user
must make a Fortitude save (DC 14) to avoid falling must activate this ability as a free action and decides
prone. when to stop it, but it comes into effect automatically if
the user is reduced to 0 hit points or less, at which point
Faint abjuration; CL 5th; Craft Magic Arms and Armour, it begins curing him at the rate of 1 hit point per round
magic vestment; Price +1. until he is brought to 1 hit point. If the armour itself is
reduced to 0 hit points, it can put itself together in 24
Donning: One of the main disadvantages to being a hours although its maximum hit point capacity is reduced
warrior is that they may be caught without their armour, by 5 hit points. If this capacity is ever reduced to 0 hit
as they must take it off occasionally, not only for the points through constant destruction and regeneration,
sake of comfort, but also manners. A character can the armour is finally destroyed.
touch this armour and speak the command word, and the
armour’s pieces will animate suddenly and fly around Faint transmutation and conjuration; CL 7th; Craft Magic
the wearer, setting themselves in place and strapping Arms and Armour, cure serious wounds, make whole;
tightly on their own. The same goes for removing it, Price +3.
which sends the pieces flying to stack themselves neatly
for efficient storage. Donning and removing a suit of Repelling: Whenever the user of a repelling armour or
armour enchanted with this ability takes only one move shield is pinned, surrounded or otherwise immobilised
action. If the character is already wearing any type of by foes or circumstances, he can trust his equipment
armour, the donning armour does not move. to clear the way for him. With a command word, the
item releases a powerful shockwave that pushes back
Moderate transmutation; CL 11th; Craft Magic Arms and all foes within 10 feet of the character up to a maximum
Armour, animate objects; Price +3. distance of 20 feet per enhancement bonus, automatically
breaking pins and grapples in the process. This ability
Floating: Dwarf warriors tend to spend most of their is usable three times per day, and targets are entitled to
time in heavy armour, which may pose a danger if they a Fortitude save (DC 19) to avoid falling prone, but they
are near deep bodies of water such as underground lakes still move away.
and rivers, not to mention their surface equivalents along
with seas and oceans. Floating armour is meant for Strong abjuration; CL 12th; Craft Magic Arms and
Armour, repulsion; Price +3.
The Magical Dwarf 78 Quintessential Dwarf II: Advanced Tactics
A stone circle is composed of several stone pillars called Dolmens are classified by their position within a stone
dolmens, and each dolmen has its own inner power and circle: outer dolmens, middle dolmens and centre
characteristic. The power of a stone circle depends on dolmens. Dolmens support each other from outside of
the number and kind of dolmens that compose it, as the stone circle working inwards, so that a circle with
well as the relationship between them. A stone circle a power or ability encoded in a centre dolmen needs
is built with a specific purpose in mind, but advanced middle and outer dolmens to support it.
crafters can build it in such a way that a savvy circle
user can reshape the relationship between the dolmens Outer Dolmens: Outer dolmens encode within
to improvise effects that the original builders did not themselves the spirit of an ability (Strength, Dexterity,
anticipate. Constitution, Intelligence, Wisdom or Charisma). Outer
dolmens simulate an ability score. A crafter can encode
up to 4 ability points in a single dolmen so, if a crafter
wishes the circle to have a particular ability score at 16,
he needs to create at least four dolmens for that ability.
The cost of an outer dolmen is equal to its ability score
multiplied by 250 gp and by 40 XP. The Craft DC for an
outer dolmen is 15 plus twice its ability score.
Dolmen of Intellect: This dolmen codifies the Faint enchantment; CL 5th; Craft Wondrous Item,
Intelligence ability. dolmen of magnetism (Bluff) and/or dolmen of
intellect (Forgery) (minimum 12 ranks), any 3rd level
Faint transmutation; CL 3rd; Craft Wondrous Item, enchantment spell.
fox’s cunning.
Dolmen of Deftness: This dolmen codifies ranks in
Dolmen of Insight: This dolmen codifies the Wisdom the Sleight of Hand and Use Rope skills.
ability.
Faint transmutation; CL 5th; Craft Wondrous Item,
Faint transmutation; CL 3 ; Craft Wondrous Item,
rd
dolmen of grace (minimum 12 ranks), any 3rd level
owl’s wisdom. transmutation spell.
Dolmen of Magnetism: This dolmen codifies the Dolmen of Guardianship: This dolmen codifies
Charisma ability. ranks in the Intimidate skill.
Faint transmutation; CL 3rd; Craft Wondrous Item, Faint enchantment; CL 5th; Craft Wondrous Item,
eagle’s splendour. dolmen of magnetism (minimum 12 ranks), any 3rd
level enchantment spell.
Middle Dolmens: With the support of a ring of outer
dolmens, middle dolmens encode within themselves the Dolmen of Lore: This dolmen codifies ranks in one
spirit of a skill. Middle dolmens simulate skill ranks in or more Knowledge skills.
one or more skills. A crafter can encode up to 5 skill
ranks in a single dolmen, so if a crafter wishes the circle Faint divination; CL 5th; Craft Wondrous Item,
to have a particular skill rank total of 10, he needs to dolmen of intellect (minimum 12 ranks), any 3rd level
create at least two dolmens for that skill. A middle divination spell.
dolmen can contain ranks in more than one skill, but
only on those skills allowed by the dolmen; the total Dolmen of Magic: This dolmen codifies ranks in the
sum of the skill ranks cannot exceed the maximum limit Spellcraft and Use Magic Device skills.
of 5 per dolmen. The cost of a middle dolmen is equal
to its total skill bonus multiplied by 25 gp and 4 XP. The Faint divination; CL 5th; Craft Wondrous Item, dolmen
Craft DC for a middle dolmen is 15 plus its skill bonus. of intellect (Spellcraft) and/or dolmen of magnetism
(Use Magic Device) (minimum 12 ranks), any 3rd
Dolmen of Agility: This dolmen codifies ranks in level divination spell.
the Balance and Jump skills.
Dolmen of Meditation: This dolmen codifies ranks
Faint transmutation; CL 5th; Craft Wondrous in the Concentration skill.
Item, dolmen of grace (Balance) and/or dolmen of
might (Jump) (minimum 12 ranks), any 3rd level Faint conjuration; CL 5th; Craft Wondrous Item,
transmutation spell. dolmen of puissance (minimum 12 ranks), any 3rd
level conjuration spell.
Dolmen of Artistry: This dolmen codifies ranks in
one or more Perform skills. Dolmen of Negotiation: This dolmen codifies ranks
in the Diplomacy and Sense Motive skills.
Faint enchantment; CL 5th; Craft Wondrous Item,
dolmen of magnetism (minimum 12 ranks), any 3rd Faint enchantment; CL 5th; Craft Wondrous Item,
level enchantment spell. dolmen of magnetism (Diplomacy) and/or dolmen of
insight (Sense Motive) (minimum 12 ranks), any 3rd
Dolmen of Athletics: This dolmen codifies ranks in level enchantment spell.
the Climb and Swim skills.
Dolmen of Praxis: This dolmen codifies ranks in
Faint transmutation; CL 5th; Craft Wondrous Item, one or more Craft and Profession skills.
dolmen of might (minimum 12 ranks), any 3rd level
transmutation spell. Faint conjuration; CL 5th; Craft Wondrous Item,
dolmen of intellect (Craft) and/or dolmen of insight
Dolmen of Deceit: This dolmen codifies ranks in the (Profession) (minimum 12 ranks), any 3rd level
Bluff and Forgery skills. conjuration spell.
The Magical Dwarf 80 Quintessential Dwarf II: Advanced Tactics
Dolmen of Recuperation: This dolmen codifies Power Attack, Precise Shot, Quick Draw, Rapid
ranks in the Heal skill. Reload, Rapid Shot, Skill Focus, Snatch Arrows,
Stunning Fist, Toughness, Track, Trample, Two-
Faint conjuration; CL 5th; Craft Wondrous Item, Weapon Defence, Two-Weapon Fighting, Weapon
dolmen of insight (minimum 12 ranks), any 3rd level Finesse, Weapon Focus, Weapon Specialization,
conjuration spell. Whirlwind Attack.
Dolmen of Sabotage: This dolmen codifies ranks in Requirements: CL 7th, Craft Wondrous Item, sufficient
the Disable Device and Open Locks skills. outer dolmens to meet a feat’s ability prerequisites,
sufficient middle dolmens to meet a feat’s skill rank
Faint transmutation; CL 5th; Craft Wondrous Item, prerequisites, sufficient inner dolmens to meet a
dolmen of grace (Open Locks) and/or dolmen of feat’s required feats; Craft DC 15; Cost: 1,200 gp,
intellect (Disable Device) (minimum 12 ranks), any 250 XP.
3rd level transmutation spell.
Dolmen of Creation: This dolmen codifies a single
Dolmen of Scrutiny: This dolmen codifies ranks in item creation feat.
the Appraise and Decipher Script skills.
Requirements: CL 7th, Craft Wondrous Item, sufficient
Faint divination; CL 5 ; Craft Wondrous Item,
th
outer dolmens to meet a feat’s ability prerequisites,
dolmen of intellect (minimum 12 ranks), any 3rd level sufficient middle dolmens to meet a feat’s skill rank
divination spell. prerequisites, sufficient inner dolmens to meet a
feat’s required feats, sufficient dolmens of wizardry
Dolmen of Indoctrination: This dolmen codifies or dolmens of reverence to meet a feat’s spellcaster
ranks in the Handle Animal skill. level prerequisite; Craft DC 20; Cost: 1,000 gp, 250
XP.
Faint enchantment; CL 5th; Craft Wondrous Item,
dolmen of magnetism (minimum 12 ranks), any 3rd Dolmen of Magical Might: This dolmen codifies a
level enchantment spell. single metamagic feat.
Dolmen of Vigilance: This dolmen codifies ranks in Requirements: CL 7th, Craft Wondrous Item, sufficient
the Listen and Spot skills. outer dolmens to meet a feat’s ability prerequisites,
sufficient middle dolmens to meet a feat’s skill rank
Faint divination; CL 5th; Craft Wondrous Item, prerequisites, sufficient inner dolmens to meet a
dolmen of insight (minimum 12 ranks), any 3rd level feat’s required feats, sufficient dolmens of wizardry
divination spell. or dolmens of reverence to meet a feat’s spellcaster
level prerequisite; Craft DC 20; Cost: 1,500 gp, 250
Inner Dolmens: With the support of a ring of outer XP.
and middle dolmens, inner dolmens encode within
themselves the spirit of a particular ability or power. Dolmen of Martial Training: This dolmen codifies
Inner dolmens simulate feats, caster levels, spells and a single general feat from the following list: Armour
abilities. A crafter can encode only one such ability, Proficiency (heavy), Armour Proficiency (light),
and each type of inner dolmen has its own costs and Armour Proficiency (medium), Simple Weapon
prerequisites. Proficiency, Martial Weapon Proficiency, Exotic
Weapon Proficiency, Shield Proficiency, Tower
Dolmen of General Training: This dolmen codifies Shield Proficiency.
a single general feat from the following list: Blind-
Fight, Cleave, Combat Expertise, Combat Reflexes, Requirements: CL 7th, Craft Wondrous Item, sufficient
Deflect Arrows, Dodge, Far Shot, Great Cleave, inner dolmens to meet a feat’s required feats; Craft
Greater Two-Weapon Fighting, Greater Weapon DC 15; Cost: 1,200 gp, 250 XP.
Focus, Greater Weapon Specialization, Improved
Bull Rush, Improved Critical, Improved Disarm, Dolmen of Mystical Training: This dolmen codifies
Improved Feint, Improved Grapple, Improved a single general feat from the following list: Augment
Initiative, Improved Precise Shot, Improved Shield Summoning, Combat Casting, Eschew Materials,
Bash, Improved Sunder, Improved Trip, Improved Extra Turning, Greater Spell Focus, Greater Spell
Two-Weapon Fighting, Improved Unarmed Strike, Penetration, Improved Counterspell, Improved
Leadership, Manyshot, Mobility, Point Blank Shot,
The Magical Dwarf 81 Quintessential Dwarf II: Advanced Tactics
Familiar, Improved Turning, Natural Spell, Spell Requirements: CL (see table), Craft Wondrous Item,
Focus, Spell Mastery, Spell Penetration. sufficient dolmens of insight to match the caster level
(see table), dolmen of magic (3 ranks); Craft DC 20;
Requirements: CL 7th, Craft Wondrous Item, sufficient Cost: 1,800 gp, 300 XP.
outer dolmens to meet a feat’s ability prerequisites,
sufficient middle dolmens to meet a feat’s skill rank Dolmen of Magical School: There are nine types
prerequisites, sufficient inner dolmens to meet a of this dolmen, each corresponding to one of the
feat’s required feats; Craft DC 15; Cost: 1,200 gp, magic schools (including the universal school). This
250 XP. dolmen codifies a single spell of a single school or
part thereof. A single dolmen can contain up to 3
Dolmen of Survival: This dolmen codifies a single spell levels so, if a crafter wishes the circle to have
general feat from the following list: Diehard, a 5th level abjuration spell, he needs to create at least
Endurance, Great Fortitude, Iron Will, Lightning two dolmens of abjuration. If the crafter wishes the
Reflexes. circle to have a 4th level divination spell and a 7th
level evocation spell, he must create two dolmens of
Requirements: CL 7th, Craft Wondrous Item, sufficient divination and three dolmens of evocation.
outer dolmens to meet a feat’s ability prerequisites,
sufficient middle dolmens to meet a feat’s skill rank Requirements: CL (see table), Craft Wondrous
prerequisites, sufficient inner dolmens to meet a Item, sufficient dolmens of wizardry or reverence to
feat’s required feats; Craft DC 15; Cost: 800 gp, 250 provide the minimum caster level needed to cast a
XP. spell of the codified level; must be able to cast the
spell to be encoded; Craft DC 20; Cost: 1,200 gp,
Dolmen of Wizardry: This dolmen codifies the 300 XP.
power of arcane spellcasting. It can provide caster
levels just as middle dolmens can provide skill ranks
and outer dolmens ability scores. These caster levels Erecting a Stone Circle
may only be used for arcane applications. A dolmen A stone circle is made by erecting all the necessary
of wizardry can encode 3 caster levels per dolmen. dolmens for the effect the crafter wishes to create as
discussed below. He must build from the centre of the
Requirements: CL (see table), Craft Wondrous Item, circle outwards, always completing the inner dolmens
sufficient dolmens of intellect to match the caster before proceeding to the outer rings. Each dolmen
level (see table), dolmen of magic (3 ranks); Craft occupies one 5-foot square and must be separated from
DC 20; Cost: 1,800 gp, 300 XP. other dolmens by at least 5 feet, with at least 10 feet of
separation between each ring of dolmens. This means
Dolmen of Reverence: This dolmen codifies the that the grander the effect, the larger the area needed to
power of divine spellcasting. It can provide caster build the circle. Each dolmen is crafted separately, and
levels just as middle dolmens can provide skill ranks several sculptors can work on various dolmens at the
and outer dolmens ability scores. These caster levels same time.
may only be used for divine applications. A dolmen
of wizardry can encode 3 caster levels per dolmen. The effect of a stone circle depends on the pathways and
relationships between its dolmens. There are two kinds
of way in which to create a stone circle effects: fixed or
variable.
Learning: Some dolmens are created to train young their known spells list and cast it as many times as they
apprentices in the secrets of some art or knowledge. A are able to. Divine spellcasters who learn a spell from a
character may put off gaining a level until he has the stone circle can cast it spontaneously – that is, they can
chance to complete his training inside a stone circle of replace one of their prepared spells of the appropriate
learning. This circle effect benefits only one person at level for the one learned from the stone circle. The
a time, who must sit in the circle’s centre and perform only limit to the power of the stone circle is the division
whatever activity is necessary to raise ranks in a skill. between arcane and divine magic: arcane spellcasters
While inside an active circle of learning, the character cannot learn a divine spell and vice versa, meaning that
can learn a cross-class skill encoded in the circle as a if a spell does not appear in the spell list of a caster of
class skill (1 skill point per rank) or learn a class skill the same type of magic, a character cannot learn it. A
at half the cost (1 skill point = 2 ranks). Normal limits further exception is all the cure spells available to the
for a skill remain in effect, so the character cannot have bard, which remain unavailable to wizards, sorcerers
more ranks in a class skill than his level plus three nor a and any other arcane spellcasting class. If the circle has
cross-class skill have more ranks than half that number. dolmens with an encoded metamagic feat, a character
The character must spend a number of days practicing can learn the spell with the metamagic effect, but the
or learning inside the circle equal to the new rank he circle activation DC increases by +2 and the character
wishes to achieve, and devotes a little of his own life must already be able to cast spells of the modified
force to accelerate the learning, spending a number of level. A character can leave the circle and still retain the
XP equal to the rank he wishes to achieve multiplied learned spell, but it fades away when he rests for the day
by 3. Note that the circle must have a high enough even if he did not cast it.
Constitution score (as per with dolmens of puissance) to
be active for at least 8 hours per day so that a character Activate Spell: One of the most impressive uses of a
can spend a full workday inside it. stone circle is its ability to be a spellcaster in its own
right, and many vital defence points in a dwarven hold
Craft Item: One of the most popular uses for stone are dotted with a stone circle or two for additional
circles is the fabrication of magical items. Any firepower. After activating the stone circle as normal,
craftsman can create a magical item inside a stone one character stands at its centre and may activate one
circle created for that purpose. The circle must encode of the encoded spells in the circle’s inner dolmens by
the appropriate item creation feat and provide enough making an additional level check (DC 10 + spell level)
caster levels for the item to be created, and must also to ‘cast’ the spell as a full-round action. The spell’s
have enough dolmens of puissance to activate the circle energy courses through all the dolmens and shoots out
for at least 8 hours per day so it remains active the entire at the target the circle user intended. The check is made
time the craftsman is creating the item. A craftsman at the beginning of a round, and if it fails, the character
does not need to possess the item creation feat nor be a realises it and has a single standard action remaining
spellcaster to create a magic item while working inside in his turn. The spell is cast at a caster level equal to
the stone circle, provided that the stone circle provides the maximum appropriate caster level encoded in inner
the benefit. He does need to provide any prerequisite dolmens, even if the circle user is a spellcaster of a
spell in one form or another, whether via another magic higher level. If the circle also contains dolmens with
item or a third-party spellcaster, or the spell could also Metamagic feats, the character can have the circle cast
be encoded in its own dolmen of magic school, which its spells with a metamagic effect, but the activation DC
does limit the type of magic items that can be created of each of the spell’s casting increases by +2 and it takes
without a spellcaster. The circle does not reduce the two full-round actions instead of one.
cost of raw materials, but does reduce the XP cost to
85% of its normal cost.
Ancestor Worship
Store Spell: The circle acts as a sort of public spellbook. With their focus on tradition and family, it is not
Any spell encoded in a dolmen of magic school can be strange for dwarves to practice ancestor worship. This
prepared by a spellcaster who meditates for 10 minutes particular aspect of their faith may coexist with the
inside the active circle as if he were reading it from a regular worship of the dwarven pantheon or substitute
spellbook. Wizards can prepare one of the encoded it altogether.
spells as if from their own spellbook, and it remains in
their mind until they cast it. They can try to write it to Gaining an Ancestor
their own spellbook with the normal Spellcraft check Any dwarf can gain an ancestor whom he particularly
and with all the normal costs. Sorcerers, bards and other admires and wishes to emulate in actions and words. This
classes with a list of spells known can imprint the spell ancestor may or may not be famous to all dwarvenkind,
in their memories for one day, as if the spell was part of
The Magical Dwarf 84 Quintessential Dwarf II: Advanced Tactics
The party was now in enemy territory and so they were proceeding with much more care than before, setting small
fires when they set one at all. Larael ranged ahead on foot to scout for enemy patrols and Broin occasionally cast
divination magic to screen for other sorts of menace.
Despite this distraction, Thaine could tell that something was bothering Salestra. She had been casting occasional
glances in his direction, but avoided his gaze when he turned. Thaine was old enough to know that a grudge could
become a problem if allowed to fester, so he approached the priestess when they were setting camp.
‘Well… now that you mention it…’ She looked at him intently. ‘We did not see each other for a while before
embarking on this adventure and… that thing you did with your axe against the giants… it was not your axe, was
it?’
‘Right you are, girl.’ The dwarf nodded. ‘It was the power of Olthar, god of lightning amongst my people.
‘Yet you are not a cleric.’ She pondered. ‘At least not one ordained in any religion that I know of.’
‘That is because I am not ordained.’ Thaine tried to find words to describe the faith that powered his abilities. ‘I
do not serve Olthar, nor Arregar, nor any other god. I deposit my faith in my ancestors, the founders of my clan
who rose to join our gods and watch over us… it is their power that I channel through my weapons.’
‘Is that not… heresy?’ Salestra raised an eyebrow. ‘I never heard of dwarves worshipping spirits or tolerating
heathen practices amongst their ranks.’
‘Hey, hey, lass!’ he chuckled. ‘I don’t go insulting your beliefs do I? Worshipping ancestors is perfectly normal
amongst us… it is simply not something that gets as much publicity as our main temples. Believe me, I still respect
the gods and their work, but I feel that my ancestors have more time and interest in dealing with my problems, and
the gods have greater things to worry about, do they not?’
but he is important at least for his clan or family. At any Focus: For every ancestor, the character must have
level at which the character gains a feat, he can instead a focus, a particular object of spiritual significance
select an ancestor. through which the ancestor channels his power to his
new protégée. This object can be anything; from a
The character must perform a small ritual by erecting a weapon to a simple trinket. If the character loses this
shrine to his cherished ancestor, praying for one entire focus, he cannot channel the power of his ancestor (nor
day so that the spirit of the ancestor awakens, takes channel its domain for clerics, see later).
notice of his descendant and agrees to watch over him.
Gender: The ancestor may be a male or a female; there
is no cost or particular benefit to either choice.
Building an Ancestor
The player must designate who the ancestor actually Outstanding Ability: The ancestor may be renowned
is. Upon selecting an ancestor in place of a feat, the for having a certain ability at a certain score. The player
character gains a number of ancestor points equal to his need not buy a score on all six abilities for an ancestor;
own character level (powerful characters attract powerful only on the ones for which the ancestor was renowned.
ancestor spirits). The player purchases the ancestor’s
characteristics with these points, and every time the
character gains a new level, he gains an extra ancestor Ability score Ancestor points
point with which to augment his characteristics. 12 1
14 2
Name: The ancestor’s name is mostly up to the player 16 3
or Games Master, but must sound suitably dwarvish. 18 4
20 5
+2 +1
The Magical Dwarf 85 Quintessential Dwarf II: Advanced Tactics
Class: The character chooses a character class that his channel the power of his ancestor in varying ways. The
ancestor belonged to. Non-player character classes cost ancestor’s benefit lasts for 1 minute per character level
nothing, and player character classes cost 1 point. A of the protégée or until used up in the case of some
multiclassed ancestor pays +1 for each additional class, quantifiable benefits. At the end of this duration, the
with the exception of a prestige class, which adds +2 character suffers 1 point of temporary Wisdom damage,
points to the cost. as contacting the ancestor taxes the character’s soul.
Resting overnight can restore this damage.
Level: All ancestors begin with a base character level of
6th, which the Player may distribute amongst his classes. There are other ways to pay for the ancestor’s favour
Every additional level costs 1 ancestor point. instead of suffering a point of ability damage:
this exchange unless they run out of spells and can afford interrupting the ceremony angers the ancestor, who
one of the alternative payments. withholds his protection for a year or until the character
atones (see the atonement spell) and performs the
Spell Preparation: A wizard character may prepare ceremony properly.
a spell known to his ancestor as if he were reading it
from his spellbook. Sorcerers and bards may add a spell
known to their ancestor to their list of spells known, but Multiple Ancestors
they must cast it within the duration of the benefit or they A character can have more than one ancestor he is
forget it. A cleric’s relationship with ancestor spirits is devoted to, sacrificing more than one feat to gain
detailed below, and druids, paladins and rangers do not additional ancestors. He must perform separate
benefit from this option. As per the spellcasting benefit, ceremonies to maintain each ancestor, but he can only
the Games Master has final say on whether the ancestor channel the power of an ancestor once per day per four
makes his spells available to the character. character levels, regardless of how many ancestors he
has watching over him. He simply has more benefits
Class Feature: The ancestor can ‘lend’ a use of a class from which to choose.
feature (for fighters, this is the same as the superior
guidance benefit). The character is considered to possess Clerics and Ancestors
that ability at the ancestor’s level of expertise through the As bridges between the world and the divine, clerics
duration of the benefit, but he suffers 2 points of Wisdom have a special relationship with ancestor spirits, for they
damage instead of just 1 (or the equivalent cost in the use have training in the spiritual discipline and worship.
of other abilities). If the character is channelling a class
feature that he possesses, the effects stack if possible Ancestor domains are available to clerics only. A cleric
(a rogue with a rogue ancestor can add a lot of dice gains access to an ancestor domain from the moment he
to his sneak attack, for example). For features with a gains an ancestor, at which time he adds the domain’s
limited use per day (such as rage, bardic music and turn granted power to the benefits he can channel a limited
undead), this counts as an additional use. For features number of times per day. The cleric does not gain more
with incremental benefits, the character gains the ability
as if he were two levels higher or as the next iteration
of the ability (such as trap sense’s bonus, ability to wild
shape into different creature sizes, etc.). The Games
Master is the final arbiter on how class features from
the ancestors stack with those the character possesses
and only one type of accumulation is possible (a bard
with a bard ancestor may inspire courage with a greater
bonus or gain an additional use of bardic music, but not
both). Permanent abilities such as a familiar, animal
companion or special mount are unavailable.
Maintaining an Ancestor
Every year on the date of the ancestor’s birth or death,
the character must perform a small ceremony in his
honour, erecting a small shrine with offerings worth
at least 10 gp per the ancestor’s character level. The
ceremony lasts one hour that the character must spend in
uninterrupted contemplation and gratefulness. Failing
to perform the rite, providing insufficient offerings or
The Magical Dwarf 87 Quintessential Dwarf II: Advanced Tactics
spells per day; he simply adds the spells for the ancestor’s Cleric Domain
domain to the choices he has for his daily domain spell. Granted Power: Gain the Improved Turning feat for
Even if the ancestor has more than one class, he only free. If you already have this feat, their effects stack.
provides the domain of his highest or favoured class.
1 Divine favour
A cleric can also replace one of his cleric domains from 2 Consecrate or Desecrate
his deity with one ancestor domain (or choose one at 3 Prayer
character creation). Deities who receive the souls of 4 Lesser planar ally
ancestors in their heavenly realms generally see nothing 5 Commune
wrong with this, although a few jealous deities may only 6 Planar ally
allow their clerics to replace one domain, or even none 7 Resurrection
at all. The cleric does not need to maintain an ancestor 8 Holy aura or unholy aura
chosen in this way, but he does not gain any other benefit 9 Miracle
unless he sacrifices a feat in order to gain the ancestor’s
more personal favours. Druid Domain
Granted Power: Speak with plants or animals as per
Barbarian Domain the spells speak with animals or speak with plants, once
Granted Power: Gain the rage barbarian class feature per day.
for two rounds, once per day. If you possess levels in the
barbarian class, you can rage one extra time per day. 1 Animal friendship
2 Tree shape
1 Cause fear 3 Dominate animal
2 Bear’s endurance 4 Control plants
3 Haste 5 Awaken
4 Death ward 6 Liveoak
5 Slay living 7 Control weather
6 Globe of invulnerability 8 Animal shapes
7 Destruction 9 Shapechange
8 Clenched fist
9 Earthquake Fighter Domain
Granted Power: Gain one feat from the fighter’s bonus
Bard Domain feats, ignoring one (and only one) prerequisite.
Granted Power: Inspire courage once per day, as per
the bardic music ability. If you possess levels in the 1 Shield
bard class, you can use bardic music one extra time per 2 Spiritual weapon
day. 3 Shatter
4 Magic vestment
1 Charm person 5 Righteous might
2 Enthral 6 Transformation
3 Sculpt sound 7 Mage’s sword
4 Legend lore 8 Iron body
5 Dream 9 Weird
6 Project image
7 Heal
8 Irresistible dance
9 Wail of the banshee
The Magical Dwarf 88 Quintessential Dwarf II: Advanced Tactics
After finishing his training, the character attains the Thrower: The first ability a tosstrom practitioner learns
first level of ability and uses the bonuses granted by the is to use anything at his disposal as something that he can
fighting style. By continuing his training in the same throw.
style, the character may reach even greater levels of ability
on his way to true mastery. Every new level of ability has Benefit: The character does not suffer a penalty when
its own prerequisites and period of training, both of which using improvised weapons for throwing.
must be met before the character is permitted to advance.
The character cannot skip a level of ability, even if he Improvised Thrower: As he learned the odd physics
meets the prerequisites of a higher level. All the bonuses of throwing things not suitable to even be weapons, the
of each level stack with those of the lower levels, and tosstrom practitioner now learns how to throw things that
along with it comes a title a dwarf can use to introduce are weapons but were just not meant to be thrown.
himself, although it will mean little to non-dwarves.
The bonuses gained from each level of ability may The Tosstrom Fighting Style
only be applied whilst the character obeys the Style
Level of Training
Restrictions listed under each fighting style. If he uses any
Ability Bonus Time
weapon, armour or equipment not listed within the Style
Restrictions when in combat, he does not benefit from the 1st Thrower 1 month
style’s bonuses. The character must be disciplined and 2nd Improvised thrower 2 months
focused, and he must have a Wisdom or Intelligence score 3rd Extended range 3 months
equal to 10 + the ability level in order to reach a higher 4th Shatter throw 3 months
level within the style. 5th Thrown storm 4 months
Tricks of the Trade 90 Quintessential Dwarf II: Advanced Tactics
Style Restrictions
Required Weapons: Battleaxe,
handaxe or dwarven waraxe.
Required Armour: Medium, light or
none.
Prerequisites
Base Attack Bonus: +6 or higher.
Equipment: Battleaxe, handaxe or
dwarven waraxe.
Feats: Power Attack, Two-Weapon
Fighting.
Prerequisite: Cleave, Improved Sunder. Retribution: The dwarf fights in circular patterns, cutting
the air with sweeping movements from his axes, even
when hit.
The Twin Axe Fighting Style Prerequisite: Combat Expertise, Combat Reflexes, Two-
Level of Weapon Defence.
Ability Bonus Training Time
1st Axeshield 1 month Benefit: When the character is hit in combat, he can spin
2nd Double strike 2 months reflexively to bring one of his weapons bearing down on
his opponent. This is in effect an attack of opportunity and
3rd Retribution 2 months
follows the same rules, meaning that he cannot target the
4th Perimeter 3 months same creature a second time with a retribution attack in the
5th Dismember 5 months
Tricks of the Trade 92 Quintessential Dwarf II: Advanced Tactics
same round, and can attempt one only a limited number practitioners learn to redirect that inertia in order to deal
of times. surprising attacks and to literally crush whatever stands
before them.
Perimeter: The circular arcs traced by the character’s axes
are capable of keeping enemies at bay, in fear of losing Tremor maulers, as the practitioners are called, are rather
some piece of their bodies. solitary heroes of their people, earning their name as great
and unstoppable warriors. It is impossible to confuse
Prerequisite: Whirlwind Attack. tremor maul with any other style, not only because it uses
such an imposing weapon, but because the mauler seems
Benefit: As a full-round action, the character can trace a always to be off-balance, when in truth he is in perfect
series of spiralling patterns with his axes. All opponents equilibrium with his weapon.
within 10 feet of the character must make a Will save (DC
10 + half the character’s level + Dex modifier) or use Style Restrictions
their movement to retreat up to 10 feet away from him. Required Weapons: Maul (see Superior Tools).
Creatures more than 10 feet away must make the same Required Armour: Any armour.
Will save to approach. Even if opponents succeed in their
saving throw, they provoke attacks of opportunity as if the
character had a reach of 10 feet.
Prerequisites
Ability: Strength 15 or higher, Dexterity 13 or higher.
Base Attack Bonus: +8 or higher.
Dismember: The twin axe practitioner can bring down
Equipment: Maul.
his axes in devastating blows that can cut through their
Feats: Improved Trip, Power Attack, Weapon Focus
target’s flesh as easily as utility axes cut through wood.
(maul), Weapon Specialisation (maul).
Prerequisite: Improved Critical, Weapon Specialisation.
Drop Strike: The tremor mauler swings his weapon in a
vertical arc that will bring down any foe.
Benefit: When the character scores a critical hit with
a weapon for which he has the Weapon Specialisation
Benefit: The character can take a –2 penalty to attack to
feat, the target must make a Fortitude save (DC 10 +
execute a drop strike; if his attack is successful, the target
damage inflicted) or suffer an incredibly grievous wound,
must make a Reflex save (DC 10 + damage dealt) or fall
suffering 1d4 points of Constitution damage and losing the
prone in his square.
use of one of his limbs. Select the injured limb by rolling
randomly on the following table. The effect after the slash
Reverse Set: When it lies head down, a maul can easily be
represents the second time the same limb is struck by a
confused with a large lever, and it is in this manner that a
dismembering attack.
tremor mauler learns to use it.
Hammer Tossing
This is a simple equivalent to human dart games, except
that it is played with hammers. The most basic expression
of the game is played with smithy hammers and, not
surprisingly, amongst smiths, but there are several versions
that involve warriors and their warhammers or even an
official tossing hammer. used in hammer tossing. For the purpose of throwing as a
sport, all hammers are considered simple weapons; those
that do not have a range increment in the table are poorly
Distance Tossing balanced for throwing, and are considered improvised
The crudest version of hammer tossing measures how far
ranged weapons that impose a –4 penalty to attack rolls
a dwarf can toss a hammer, and the person who throws
(which only affects the target practice version of this
farthest wins. Tossing a hammer in this way is a Strength
sport). Note that some prestige classes, feats or abilities
check, and the highest result wins. As a rule of thumb,
may allow the character to throw anything as a weapon
the hammer flies off a number of feet equal to the check
(like the tosstrom fighting style), in which case he does not
result multiplied by 4. A particular technique involves
suffer the –4 penalty.
spinning in place, which adds a +1d6 bonus to the check,
but everyone must agree to allow it before everyone starts
Forge Hammer: This hammer is common in all smithies
tossing.
and is not a weapon, but a tool for forging items made
of metal. It has poor balance but is not heavy enough to
Target Practice impose a penalty, and thus it has a range increment of 10
A slightly more sophisticated version of hammer tossing feet.
integrates target practice, in which case the goal is to hit
a target at a certain distance. This is a simple ranged Sports Hammer: This hammer is specially made for
attack roll against a target with varying characteristics hammer tossing, with very good balance and usually a
and at distances from two to five range increments (the leaden counterbalance in the handle to give it a better spin.
maximum distance). It has the greatest range of all hammers, but it is not that
good as a weapon due to its smaller size.
Hammers
There are a number of different hammers that dwarves use Hammer, Light: As improvised sports tools go, the light
for this particular sport, and some of them can even double hammer is the best choice, for it is as much a weapon as a
as weapons. The table shows the most common hammers tossing hammer.
New Hammers
Range
Simple Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Light Melee Weapons
Forge hammer 5 sp 1d3 1d4 x3 10 ft. 1 lb. Bludgeoning
Ranged Weapons
Sports hammer 5 gp 1d3 1d4 x2 30 ft. 2 lb. Bludgeoning
Tricks of the Trade 96 Quintessential Dwarf II: Advanced Tactics
Warhammer: This martial weapon doubles as a hammer- usually operated by another dwarf and therefore part of a
tossing tool amongst warriors in the field with nothing more formal competition. A moving target has a +3 to its
better to do. While it is an excellent weapon, it is a very Armour Class.
poor choice for a sport. A hammer tosser who uses a
warhammer for target practice is considered a virtuoso in Mobile: A mobile target is carried around in long
the sport. trajectories and usually greater speeds. Some dwarves
improvise a mobile target with a mining cart on its tracks,
Warhammer, dwarven: Described in the Superior Tools with the most common mode of competition having it
chapter, this heavy warhammer is an even worse choice move away from the participant instead of only side
for the sport of hammer tossing, but it also earns greater to side. A mobile target does not increase the AC, but
respect for anyone who manages to use it. penalises the attack roll by –2, –4 or –6, depending on
how fast it is going. Particularly difficult competitions
Maul: Also described in the Superior Tools chapter, mauls require that a hammer land inside the mobile target rather
are only used for distance tossing, and then again only than just hit it, which is a combination of a hoop and a
with the spinning technique. Tossing a maul imposes a –4 mobile target.
penalty on the distance tossing check, and a –6 penalty to
target practice tossing. Tossing a maul in battle provokes Points
an attack of opportunity. Hammer tossing is usually an all or nothing competition,
but in more organised events dwarves play for points when
Targets everyone gets more than one toss. A dwarf accumulates
Just as there are different hammers to use in hammer points in both distance- and target-based events.
tossing, there are different types of targets that require
different degrees of skill. For distance tossing, the amount of points the character
gains is equal to his Strength check result.
Simple: A simple target is just something that the For target practice, the amount of points the character
participants have to hit. The most common target is gains is equal to the AC of the target, plus the absolute
something metallic that will give a loud clang when struck range increment and mobile penalties (that is, without
successfully. Poorer dwarves use whatever piece of metal the minus sign). Naturally, the participant must hit the
is lying around, including their own armour, but more target in order to gain its points.
well-to-do members of dwarven society use brass bells
with a clear and pleasant sound. Participants get three tosses when playing for points.
Pyramid Values
Combination Worth
Pair Sum of base values
Triple Sum of base values
Quartet Sum of base values
Quintet Sum of base values
Match (two pairs) (1st pair value + 2nd pair
value) x2
Tilt (one pair and one triple) (pair value + triple value)
x3
Ladder (one of each figure + 30
hammer)
War Ladder (one of each 32
figure + axe)
Royal Ladder (one of each 34
figure + sceptre)
High Ladder (one of each 36
figure + crown)
check by 5 or more points, he has blocked the game and Skilled Players
cannot place any more pieces. If a character fails a Sleight While luck plays a large hand in a game of pyramids,
of Hand check by 5 or more points, he misplaces the piece experienced players come to understand the way the dice
and the tower collapses. roll and learn how to throw them so they come up with a
winning combination. A character can make a Sleight of
Pyramid Hand check (DC 20); success means that the player can
take one die and position it as he sees fit. For every 5
Pyramid is a dice game popular amongst soldiers in the
field. The dice are four-sided, which gives the game its points above the original DC, the character can decide the
name, and a set consists of five dice. To play pyramid, result of one additional die.
a player tosses the dice and notes the figure on the die’s
upward-pointing edge; each die has its own value which, Cheating
when rolled together, provides a combination that compares Loaded dice are not uncommon in pyramid and require
to that of the other players to determine who won. some skill to throw. A set of dice can be loaded with a
core of lead or a core of quicksilver. Loaded dice allow
Each combination of die results is worth a different amount the player to make a Sleight of Hand check for each die
of points, and the player that has the most points in the in the throw instead of a single check as per a normal
round wins the table. All bets are placed before rolling the skilled throw. The DC is 18 for leaden dice and 22 for
dice, and then the players take turns in rolling and noting quicksilver dice. With each success, the character can
their score. Even if players have their own dice set, it is decide the result of the die for which he succeeded. If the
common courtesy to play a round with the same set of dice character fails his Sleight of Hand check, there is a chance
for all players, to avoid the use of loaded dice. that someone notices that the dice roll funny. Everyone
watching or playing makes a Spot check (DC 20 for leaden
To play pyramid, use either five d4 dice or roll as many dice, DC 30 for quicksilver dice), with success meaning
as necessary to complete a five-dice roll. Each result that the dice are suspected of being loaded. An Appraise
represents a figure and has a base value used to determine check (DC 15 for leaden dice, DC 20 for quicksilver dice)
the final value of each roll. confirms it.
Dwarven
Engineering
I
f there is one thing for which dwarves are famous to armour, for example, since he would need those
it is their craftsmanship and engineering prowess. ranks in Craft (armoursmithing). Otherwise, these new
The discipline with which they approach every characteristics obey all the rules for the Craft skill.
aspect of their life ensures that their work is always
top-notch, and it is a mark of great prestige and wealth Balanced
for members of any other race to have some structure or Craft DC: 20
machine of dwarven origin. Many adventuring dwarves Prerequisite Craft Ranks: 5
even start their careers as travelling engineers, curious Component Cost: 250 gp
about the outside world after they get a taste for it while Effect: The balanced template can only be applied
working with other races in any given construction. to weapons. A balanced weapon reduces the penalty
to attack rolls for two-weapon fighting by 1. This
Dwarven craftsmanship manifests in all scales of reduction only applies to the penalty for the hand in
construction, from the workshops of artisans and smiths which the balanced weapon is wielded, not for both
to the blueprints of engineers who design the defences hands. It is possible that the two-weapon fighting
of their mountain homes. penalty is reduced beyond 0, after which it becomes a
bonus; this bonus stacks with bonuses from any of the
masterwork templates as well as with the bonus from
Dwarven magic enhancement.
Craftsmanship
Dwarven craftsmanship is not made to be pretty Balanced, Superior
and fascinating, such as elves designs, nor are they Craft DC: 25
complicated pieces of minute engineering like those of Prerequisite Craft Ranks: 10
gnomes. Dwarven crafts are made to last a century or Component Cost: 500 gp
two with only a few dents and cracks due to heavy use. Effect: As a balanced weapon, but the penalty for two-
Dwarven craftsmanship is mainly utilitarian, built to weapon fighting is reduced by 2.
withstand the worst conditions to which an object can
be subjected. Balanced, Greater
Craft DC: 30
To a dwarf artisan, a masterwork item is simply Prerequisite Craft Ranks: 15
something that someone spent more time and money Component Cost: 800 gp
to make; a true work of art is something only a few Effect: As a balanced weapon, but the penalty for two-
people are capable of, for few can match the patience weapon fighting is reduced by 3.
of a dwarf craftsman as he toils for months to make an
item perfect. Honed
Craft DC: 20
Besides masterworking, dwarf artisans know of Prerequisite Craft Ranks: 5
different procedures to enhance an item: these superior Component Cost: 400 gp
techniques are treated as templates that can be added Effect: The honed template can only be applied to
to an item at the moment of its crafting but not at any weapons. A honed weapon has a +1 bonus to damage
later point. Each template has its own component cost rolls. This bonus does not stack with the bonus from
and DC, just as a masterwork has a component cost magic enhancement. A honed weapon cannot also be a
of 150 gp for armour and 300 gp for weapons and masterwork weapon.
a DC 20 Craft check. Access to the new technique
templates is available only to those artisans who devote Honed, Superior
all their effort to their craft, which is represented by a Craft DC: 25
prerequisite number of ranks in the appropriate Craft Prerequisite Craft Ranks: 10
skill. Having 10 ranks in Craft (weaponsmithing) Component Cost: 600 gp
does not enable a character to add the shock property
Dwarven Engineering 100 Quintessential Dwarf II: Advanced Tactics
Masterwork, Greater
Craft DC: 30
Prerequisite Craft Ranks: 15
Component Cost: 350 gp for armour, 700 gp for
weapons, x3.5 other items
Effect: As superior masterwork equipment, but
weapons have a +3 bonus to attack rolls, while armour
has a check penalty 3 points better. Other objects grant
a +3 bonus to a skill to which they are related.
Shock
Craft DC: 20
Prerequisite Craft Ranks: 5
Component Cost: 125 gp
Effect: The shock template can only be applied to
armour. Shock armour absorbs and redistributes the
impact of slashing attacks, giving the wearer damage
reduction 1/bludgeoning, piercing. This benefit stacks
with the damage reduction of adamantine armour. For
example, medium adamantine armour has DR 2/-; the
same armour made with the shock template would have
DR 2/- but DR 3 against slashing attacks.
Shock, Superior
Craft DC: 25
Effect: As a honed weapon, but the bonus is +2. A Prerequisite Craft Ranks: 10
superior honed weapon can be a masterwork weapon, Component Cost: 250 gp
but the masterwork component is added independently Effect: As shock, but the armour gains DR 2/
of the superior honed component, adding its own cost. bludgeoning, piercing.
‘Look at the size of that thing!’ Broin breathed as they came upon the great arches that extended for miles in both
directions. ‘What is this? A bridge? A road? I didn’t know that the Kesshen built things like this!’
‘They do not.’ Thaine cleared his throat and looked at Erian. This was part of the plan they had devised together
for rescuing his wife. ‘This is an aqueduct built by my people for the king of Daorin when this land was still part
of his territory. Look well, little wizard, for this road is as old as some dwarven clans.’
‘And what does it do?’ Broin’s curiosity was piqued. The whole party began dismounting and he was the first to
approach the great stone structure.
‘It carries water from the mountains to the city of Kesh,’ Thaine told the halfling, who was busy examining the
great columns. ‘And it will carry us.’
‘Excuse me?’ Both Larael and Salestra looked amazed, but it was the elf who continued. ‘Were we not going to
sneak along the river?’
‘There are patrols on the river,’ Erian answered. ‘We will still go that way if Thaine cannot find…’
‘Here!’ the dwarf exclaimed triumphantly. The brick beneath his fingers depressed with a sudden click and a small
door opened on the column’s face, revealing a ladder in its interior. ‘The engineers built these access shafts for
inspections and maintenance of the canal above. We will be able to sneak past all patrols, since I’m quite certain
the humans have forgotten that the aqueduct is also a waterway.’
‘So, we are going to get wet.’ Larael grimaced, but he was smiling at the prospect of walking such an unusual
road.
Dwarven Engineering 103 Quintessential Dwarf II: Advanced Tactics
impact on the enemies’ morale when they see a large at a particular creature or group of creatures, with a
iron dragon rolling towards their city walls or the side of –2 penalty due to the vehicle’s handling. All creatures
a mountain hurtling down into the midst of their ranks. standing in the cart’s way have the chance to jump aside
with a Reflex save (DC equal to the Handle Animal
check) to avoid the damage of the blades. However,
War Machine Characteristics they are then vulnerable to the 2 crossbowmen on each
War machines are like equipment with their own side of the cart aiming at them once they are safe from
characteristics: the cart’s charge. The second crewman can grant an aid
another bonus to the Handle Animal checks, but he is
AC: Some machines can move and participate actively usually too busy surveying the battlefield. If the driver
in battle, or can be themselves the target of siege has the Trample feat, targets suffer a –2 penalty to their
weaponry, and therefore have an Armour Class that Reflex save.
takes into account their size and manoeuvrability.
Structure: Based on the body and the quality of its Assault Tower
construction, this characteristic defines the machine’s AC: 14 (–2 size, +6 armour)
hardness, which is basically damage reduction that Structure: Hardness 5; 180 hp
can be defeated by adamantine weapons, and the Operation: Strength checks, Int-based attack rolls
machine’s hit points. A machine reduced to half its (catapult), 11 crew
hit points suffers a –2 to all rolls and checks involved Attack: 1 ballista +0 ranged (3d6), 2 full-round actions
in its operation, and one that reaches 0 hit points is to reload
completely destroyed. Speed: 10 ft.
Cost: 3,000 gp
Operation: The type of roll needed to operate the An iron-clad structure that offers total protection to
machine, such as a skill check or an attack roll, as assault. Outside of battle, the assault tower is transported
well as the size of the crew needed. A machine with by a team of pack animals, but once it approaches an
half the minimum required crew takes double the enemy wall, it is pushed by 10 warriors on the base. The
time to enact all actions it can take. tower’s height can be adjusted from 30 to 60 feet, and
even then it has additional ladders that can be thrown
Attack: The type of attack the machine can inflict from the top to the wall. This height is adjusted before
upon its targets, as well as any bonus due to its approaching the wall. The top of the tower has a ballista
accuracy, its range increment and reload times with a and battlements for crossbowmen.
full crew and damage.
Greater Trebuchet
Speed: The machine’s speed and type of movement, AC: 9 (–1 size)
if applicable. Structure: Hardness 5; 80 hp
Operation: Int-based attack roll (DC 15), 5 crew
Cost: The cost in gold pieces. Attack: 1 boulder +1 ranged (8d10), 800 ft. range
increment (100 ft. minimum), 1 full-round reload, 4
Armoured Cart full-rounds to aim
AC: 15 (–1 size, +6 armour) Speed: 10 ft (pushed, cannot attack)
Structure: Hardness 8; 120 hp Cost: 1,000 gp
Operation: Handle Animal (DC 10, normal operation, The trebuchet is the king of siege weapons, capable
opposed to attack), 2 crew of launching overwhelming attacks against structures
Attack: 1 trample –2 melee (3d6), 5 crossbow slits and relatively immobile targets. Due to its arching fire
Speed: 40 ft. trajectory, the trebuchet can hit targets out of sight with a
Cost: 1,200 gp –6 penalty. The fixed DC of the attack roll (modified by
This frightful contraption is an armoured box with Intelligence instead of Strength or Dexterity) indicates
wheels, driven by two strong warponies tied to a that the trebuchet aims at a fixed spot, not a moving
harness at the centre of the cart, and therefore protected creature. The chief engineer gains a +2 competence
from outside attacks. The crew sits on a post higher bonus for every successive failed shot, as he is able to
in the cart, looking out through a turret built on top of adjust his calculations accordingly, if he can see where
the vehicle. The front and sides of the cart are fitted the shots are landing, or +1 if he cannot see them but has
with spinning sharp spikes and blades that mow down someone relaying the information. Once the trebuchet
the enemy as the cart moves through their ranks. To hits its target, the chief engineer stops aiming and every
attack, the driver makes a Handle Animal check to aim successive shot lands on the same place until he aims
Dwarven Engineering 108 Quintessential Dwarf II: Advanced Tactics
at another spot, or until the wind conditions change. that the catapult aims at a fixed spot, not a moving
Trebuchets ignore the hardness of any structure they creature. The chief engineer gains a +2 competence
hit. bonus for every successive failed shot, as he is able to
adjust his calculations accordingly, if he can see where
A trebuchet can move when dragged along in a cart, but the shots are landing, or +1 if he cannot see them but has
it must be disassembled. It takes a full crew 10 minutes someone relaying the information. Once the catapult
to assemble or take apart a trebuchet. While moving, the hits its target, the chief engineer stops aiming and every
trebuchet cannot be used to attack, and when attacking, successive shot lands on the same place until he aims at
it cannot move. another spot. Any creature in the way of the shot must
make a Reflex save with a DC equal to the attack roll to
Horizontal Catapult evade the boulder. Each successful impact on the way,
AC: 11 (–1 size, +2 armour) however, reduces the boulder’s strength, subtracting
Structure: Hardness 5; 60 hp one die of damage per impact; if the damage is ever
Operation: Int-based attack roll (DC 15), 2 crew reduced to 0 dice, the boulder stops with the last target.
Attack: 1 boulder +1 ranged (4d6), 150 ft. range Catapults ignore the hardness of any structure they hit.
increment, 1 full-round action to reload, 1 full round
to aim Reverse Tower
Speed: 20 ft. (dragged) AC: 14 (–2 size, +6 armour)
Cost: 800 gp Structure: Hardness 8; 100 hp
When besieging underground objectives, parabolic Operation: —
arcs strike a cavern ceiling more often than their actual Attack: —
objective, and so dwarves adapted the technology of the Speed: —
crossbow to catapults. The horizontal catapult looks like Cost: 1,200 gp
a ballista with a catapult on each arm. The arms winch Assault conditions underground may require an army
with the same mechanism, and when released, they of dwarves to climb down rather than climb up while
multiply their force with a simple pulley mechanism to subjected to missile fire from their enemies. A reverse
shoot a boulder along the central groove. As it fires in a tower resembles a giant multi-segmented worm; each
direct trajectory, it is slightly easier to aim than a normal section is semi-independent from the others, allowing
catapult, and it can be used to strike at targets right in this structure to take a variety of shapes and routes,
front of it. The fixed DC of the attack roll (modified by becoming a tunnel or a covered ladder that protects
Intelligence instead of Strength or Dexterity) indicates characters as they climb down. The reverse tower has
two ladders, and each section has a number of hooks to
secure ropes, which in turn are tied to spikes sunk in the
bare rock.
Shattering Vice
AC: 9 (–1 size)
Structure: Hardness 5; 120 hp
Operation: Knowledge (architecture and engineering)
(DC 15), Strength check, 2 crew
Attack: 1 vise +0 melee (see text)
Speed: As carriers
Cost: 1,200 gp
This special ram is used to defeat gates not with brute
force, but with applied mechanics. Because it requires
a much smaller crew than a battering ram, the shattering
vice is faster and easier to protect from defenders. The
shattering vice is a clamp that inserts in the juncture
between gates, or between a gate and a wall or floor.
This requires a Knowledge check (architecture and
engineering). Once secured, the crew turns a screw
that begins to open the vice with a Strength check. The
DC of this check is the gate’s DC to break, but the vice
provides a +10 equipment bonus.
The Clan 109 Quintessential Dwarf II: Advanced Tactics
The Clan
D
warves live for honour, family and tradition, the most savage being trial by combat, which ensures
and no institution reflects that better than their that the chieftain will be the best warrior, although not
clan. A dwarven clan is more than a political necessarily the best ruler.
affiliation like a kingdom; it is a network of support, an
unflinching ally… it is family. Dwarves take their ties Mystics: The dwarven mystic tradition holds a special
to their clan very seriously, placing that loyalty above place in the clan hierarchy. Mystics, be they mages or
that of king and country, and everything they do in their priests, occupy a place outside normal clan structure but
community is for the benefit of the clan. at the same time are granted a certain amount of respect.
Mystic organisations can have their own hierarchy that
Unlike elves they are not individualists, nor the fierce, exists outside the clan’s, and the lay members award a
independent spirits that humans represent; they are nebulous deference to their position. Only in theocracies
members of a greater whole, cogs in a perfect machine. or magocracies do mystic practitioners have a defined
For the average dwarf, the good of the many comes role in the clan’s structure.
before the good of the few, and even that comes before
the good of the one. Far from thinking of this as a Councils: Given the significance of family and
restriction, the dwarf sees it as an asset, because what is tradition in the dwarven lifestyle, elders occupy an
good for the clan is likewise good for him, and he can important position merely by having reached their age.
trust that all his clanmates are working for the common Advisory councils give the chieftain some guidance
good. in his decisions, and have different degrees of power
depending on the clan they belong to. A council has veto
power over the chieftain’s decisions, it can be in charge
Clan Structure of appointing his successor or it can simply be a forum
The simplest definition of ‘clan’ is a social unit where a chieftain listens to the matters that concern his
composed of many families tracing their origin back to people. Not any elder can join a council, only one who
a common ancestor. Respect for lineage and ancestry has gained prestige through a life of honest work and
backs the dwarven clan structure, with complicated achievement. There may be multiple councils within a
relations of heredity and parentage binding the clan, representing different guilds or occupations, aside
members together. The wheels of internal clan relations from a general elder council or a council of thanes (see
churn with different degrees of efficiency, with some below).
snags appearing as tempers are ignited and attitudes
rubbed the wrong way, but when it is time to deal with Thane: Thanes are the heads of a family within the
outsiders, all conflicts cease and everyone falls in line clan, and just as every clan has its way to select its
behind their common family name. chieftain, every family has its way to select a thane.
Given the smaller scope of a single family’s structure,
Castes choosing a thane is more straightforward. The eldest
Perhaps the term ‘caste’ is misleading, as dwarven of the family occupies the position until he surrenders
social strata are not rigid and allow for mobility. Most it to another relative, which may not necessarily be his
dwarven clans work as a meritocracy, where the best direct offspring. In other families the thane is awarded
worker gets the promotions and rewards, but there are authority thanks to his achievements, most of them in
some other clans that are very rigid when it comes to the military field, founding a family-like organisation
social advancement, fixing an individual’s role in the within the clan. Military orders receive this distinction
society at his birth. when they belong to the clan’s hierarchy, counting as a
family held together by bonds of comradeship instead
Chieftain: The chieftain is the undisputed leader of of blood.
the clan; his word is law when it does not contradict
established tradition. Each clan has its own way to Nobles: Dwarves have few titles of nobility, as they are
appoint a chieftain; the most common is the monarchic merely a way to distinguish which thane has a higher
model where a main family holds the reins of rulership, rank than another.
handing them down to direct or indirect heirs within
the same family. Other ways to appoint a chieftain Masters: Near in status to thanes, the masters of
include various tests of courage and aptitude, with dwarven crafts occupy a prominent position in clan
politics. They epitomise the dwarven way of life, each
The Clan 110 Quintessential Dwarf II: Advanced Tactics
Travel on the aqueduct had proven more comfortable than any of them had anticipated. They had left the
horses to wander near the base, awaiting their return while grazing on the rich grassland around the dwarven
superstructure.
‘This is it,’ Erian said as he shouldered his shield. The city of Kesh lay ahead within a few hours walk. ‘I would
like to go over our escape plan.’
‘Easy,’ Broin interrupted. ‘You grab your lady. While she walks alone in the noble’s garden will be best time. I
will summon us a couple of mounts that can travel on the aqueduct while Salestra protects us from any magic
attacks. We run fast, reach our flesh-and-blood horses and go back towards the pass! Simple, eh?’
Thaine nodded at the wizard’s childlike enthusiasm. Despite his years and many adventures under his belt, Broin
had obviously refused to grow old. The old dwarf nodded with satisfaction. They were all here because they were
friends. He could not ask for better company, even amongst his own blood relatives. These people, the human,
the halfling, the half-elf and even the elf were his brothers, sister, cousins. There were no ties of blood, but there
was no doubt in his heart that they were family.
The Clan 112 Quintessential Dwarf II: Advanced Tactics
its own way, growing and dividing organically. One weapons to the children of his wife, but to the children
of the ways a clan can evolve is through the creation of his sister, because he can be sure that they are of his
or addition of new families. It is a great honour for same blood.
a dwarf to be given the title of Founder and allowed
to ‘start’ his own family; he earns a recognised family
name based on his deeds and achievements, and he Marriage
bestows that name to his immediate relatives and all Dwarves frown upon unions between members of the
who want to be part of the fledgling family. same family, but make exceptions when the two spouses
are sufficiently apart in the family tree. Marriage more
New families also splinter off when an old one grows often involves the union of two different families,
too large to sustain itself, with the name recognition creating alliances and ties between them that can be
being only the catalyst in a process that may have brought to bear in clan politics.
been underway for decades. A new family has the
duty to prove useful to the clan, confirming that it has The status of each family as well as the heredity
something to contribute as an independent social unit. tradition determines what name the new couple will
adopt. In paternal societies, it is the wife who takes the
Despite the upstart nature of a new family, dwarves husband’s name upon marrying, becoming a member of
consider gaining the new name an honour. A new his family. The opposite is true in maternal societies,
family is never created out of routine, so the first couple with husbands adopting the wife’s name.
of generations have the badge of pride inherent to the
gaining of family status. It is not until the family is In both heredity models there are always exceptions; a
better established that its worth becomes apparent and new couple has the right to choose which family they
it gains its proper place in the clan. will be part of, and this is often decided by the status of
each family. An upwardly mobile husband will have no
In unusual circumstances, a ‘family’ may be formed qualms about adopting his wife’s name if her family has
among members who are not really related at all, as greater status than his.
in the case of martial orders whose leader is granted
thanehood. The members of the order or organisation
gather their immediate relatives, and they all adopt the
family name, abandoning their old families for the
honour of serving the newly formed one.
Heredity
The backbone of dwarven society is the inheritance
of property and power. The lines of heredity are very
important, as they not only solve disputes amongst
relatives over who gets what when an elder leaves the
world, but also allow them to trace their lineage back to
the clan’s ancestors and claim the honour of being the
descendant of a hero.
Clan Membership
All dwarves belong to a clan by default, unless they are
exiles. Even a loner who has spent his life on the road
can get a nod of acknowledgement from other dwarves
when he mentions his name, indicating that he belongs
to a clan and a family.
Shared Glory/Shame: At the same time a benefit and Family Feuds: A never-ending source of trouble
a handicap, the character is related to the exploits and for a dwarf character can be the fact that families do
misdeeds of other members of his clan, just as his own not always get along. The character’s family can be
adventures contribute to the clan’s name. A dwarf embroiled in a feud with another family within the
character can suddenly find himself unwelcome by clan, and perhaps this enmity has existed from times
other dwarves once they learn his name, just because immemorial. Sometimes feuds lead to contrived
another member of his clan insulted them previously. alliances between families, creating a complex network
This shared glory or shame weighs heavier amongst of tensions and collaborations that a character can find
other dwarves than with other races who do not place himself embroiled in whenever he returns home or
such an importance on an individual’s blood relations. happens to meet someone from his clan. It is considered
A dwarf can have an impressive pedigree of heroic extremely bad form to ask assistance from allies outside
ancestors, but while this will predispose favourably the the clan to resolve a family feud, and it may sometimes
attitude of dwarves who know and respect this lineage, degenerate into outright treason.
he will meet blank stares when he visits an elven
community and expects to be received like royalty by
virtue of his clan and family.
Clan Loyalty
A character can be particularly devoted to his clan,
receiving greater rewards than if he just fulfilled his
Call of Duty: The character never truly leaves the clan,
basic obligations. This commitment is represented in
and he may receive summons at any time to assist the
the Clan Loyalty feat.
clan in times of need, or to undertake particular tasks
on behalf of his chieftain. This is a perfect tool for the
Games Master for dropping a new adventure in the Clan Loyalty
character’s lap. The sword cuts both ways, of course, You can derive more benefits from your clan affiliation
and the character is entitled to ask for support from his Prerequisites: Dwarf, Leadership
clan if a particular adventure could prove beneficial. Benefit: Having this benefit allows the character to
He can also ask for assistance from his family, if the extract different favours from his clan
larger clan does not see an advantage in helping the
character out. Characters with a greater status within Clan Score: The character gains an overall clan score
the clan can expect to be heard more sympathetically equal to his level plus his Charisma modifier, which he
(see the Clan Loyalty feat below). can divide as he wishes between his clan status and the
The Clan 114 Quintessential Dwarf II: Advanced Tactics
clan size scores. The higher one score is, the lower the Manpower: The character can ask for the resources
other becomes. of the clan. He gains an additional number of
temporary followers as if his normal leadership score
Clan Status: This measures the esteem in which added his clan status ranks (stacks with the standard
the character is held within his clan. The character benefit of clan status). These additional followers
adds his clan status to his leadership score when remain in the character’s service for 1 week per clan
recruiting followers from his own clan. He uses his status score.
unmodified leadership score for recruiting a cohort.
Magic: The character is awarded the services of a
Clan Size: This measures how much resources the spellcaster beholden to the clan. This mystic can
clan can put at the character’s disposal through provide the free use of spells of a maximum spell
support checks (see below). level equal to half the character’s clan status score.
For spells of higher level than this maximum, the
Support: The character can ask for support from his mystic charges 50% of the normal amount. The
clan; he makes a support check by rolling d20 + Cha spellcaster casts a number of free or discounted
modifier against a DC equal to 30 – clan size score. spells equal to the character’s clan status.
The kind of support he can ask for depends on his clan
status. The character can make a support check once Alternatively, the character may request the service
per month per one-third his clan status. of a mystic to enchant a magic weapon, in which
case the support check’s DC increases by half
the caster level required by the item creation feat
needed. The mystic contacted will provide one spell
Clan Status Support of a maximum spell level equal to two-thirds of the
Less than 5 Advice character’s clan status, including the experience
6–7 Craftsmanship point cost, but the character must pay for the magic
item’s raw materials.
8–9 Money
10–11 Manpower
Treasure: As asking for money, but the maximum
12–13 Magic amount the character can ask for is equal to 500 gp
14 Treasure per clan status.
15 Army
16+ Artefact Army: As manpower, but multiply the number of
followers of each level by 10.
Advice: The character can ask for advice relating to
his current situation from a clan elder. The Games Artefact: The character asks the clan to lend him
Master provides clues to the character’s current one of the magic items it has in store. The support
adventure in the case of a successful support check. check’s success means that the clan actually does
This favour can only be asked for at the clan’s hold. have the item the character requires, but he must
convince the clan that he needs it and must have
Craftsmanship: The clan offers the work of its it. He makes a Diplomacy check (DC 20 + magic
artisans to the character. The character can gain item’s caster level), and success means that the clan
a +10 synergy bonus to any Craft check, or may releases the item for one week per clan status, after
alternatively ask one artisan to craft or fix an item which the character must return it
with a cost no higher than 500 gp, free of charge.
Survival Tactics
D
warves are a race with many resources at their normal Medium creature. The dwarf’s racial bonuses
disposal. They are hardy and disciplined with a combine well with the monk’s, with resistance to poison
rich culture that provides them with training and eventually replaced by immunity.
education in the most important aspects of their lives. A
dwarf is not necessarily a gruff isolationist with a heart Paladin: Despite the dwarf’s devotion and discipline,
of gold; dwarven society produces its share of idealists the way of the paladin is not an ideal one for him,
and madmen, making it unfair to classify them all under as many of the abilities and advantages depend on
the same banner. Playing a dwarf entails understanding Charisma.
the race’s abilities, advantages and disadvantages, and
using them to their utmost. Ranger: The ranger is another good option for the
dwarf, except for the required use of lighter armour.
The dwarf’s endurance helps him to survive the
Classes ranger’s lifestyle, not to mention that he is a master
A dwarf character can belong to any class or combination of underground travel. Favoured enemy can be used
of classes. With the exception of the sorcerer and bard, to stack the deck against the dwarf’s traditional racial
his racial modifiers to ability scores do not limit the kind enemies, or to cover other creature types.
of class that the dwarf is best suited for.
Rogue: Though not the likeliest of choices, the rogue is
Barbarian: With their high Constitution and racial an interesting class for a dwarf. His various resistance
bonuses to saving throws, dwarves only add insult to bonuses contribute to the slippery characteristics of
injury with a barbarian rage. Dwarves benefit greatly the rogue, while darkvision is a great asset to one who
from the barbarian’s fast movement, although it clashes should be hiding in the dark. Stonecunning and other
with their racial ability to use heavy armour without stone-related and metal-related bonuses enhance the
speed restrictions. rogue’s work in dungeons and other places that are
predominantly made of stone.
Bard: Dwarves are ill suited to become bards because
of their racial penalty to Charisma, but also because
none of their abilities are particularly beneficial to this
career.
Feats
As a fighter, the dwarf gains many feats
Sorcerer: An even worse class than the bard for a dwarf, in his career, but choosing other classes
for everything that the sorcerer embodies depends on his limits his options. In a general sense, a dwarf character
Charisma attribute. has two options when it comes to feats: enhancing
his existing abilities or covering other areas of his
Wizard: Even though the dwarf can use heavy armour development.
without decreasing his speed, arcane spell failure
remains unchanged. A dwarf can become a wizard For example, the dwarf already has a effective +1 to
without particular problems or benefits for being a his Fortitude saves by virtue of his +2 racial increase to
dwarf. Constitution, so the player might opt to pass over feats
indicating robustness, such as Endurance, Diehard,
Great Fortitude and Toughness, or choose them to
General Options increase the dwarf’s resistances. Add to this the +2
The player must follow the dictates of his dwarf bonus against poison. Iron Will is in a similar (yet not
character’s class when rounding out his characteristics, equal) position, given that the dwarf already has a +2
but a few options present themselves by virtue of the racial bonus against spells, which are a very frequent
dwarf’s racial characteristics. source of mind-affecting problems.
Blind-Fight is an attractive feat on its own, but it is colours the way a dwarf was brought up and what things
slightly less useful for dwarves who can see perfectly in he considers sacred. Even a chaotic dwarf will have
utter darkness, although they are not protected against grown up in a lawful society, being the rebel and the
magical darkness or invisible opponents. misfit, but with a clearer appreciation and knowledge
of the other side of the ethical fence. A lawful society
means rules and tradition, a codified system and a
Roleplaying Dwarves stratified social hierarchy.
A dwarf character can be anything that the player
imagines him to be. One of the advantages of playing A dwarf has many racial advantages that contribute
a dwarf is that the player can suddenly come up with to the way he interacts with elements in the game,
an idiosyncrasy and attribute it to some obscure aspect but each of those advantages must have some sort of
of dwarven culture, playing to or against other people’s influence on the dwarf’s personality and mannerisms.
expectations of how a dwarf is supposed to behave. The Darkvision, for example, creates a character who has
player can simply shrug and say that ‘it is a dwarf thing’ never in his life been afraid of the dark, as he has never
that others would not understand. been exposed to visual deprivation due to lack of light.
So how would such a character react when subjected
One important thing to consider when playing a dwarf to magical darkness and the inability to see for the first
is that the race is predominantly lawful. This definitely time in his life? The racial enmity that dwarves harbour
against goblinoids, orcs and giants also reveals a little
of their personality, since every single dwarf, regardless
‘Run! Run, damn it!’ Thaine shouted at Larael, of class, is taught such methods and tactics. A wizard
who was looking over his shoulder and noticeably does not have much use for a +1 bonus to attack rolls,
slowing down his pace. but the fact that he knows how to hit an orc where it
hurts speaks volumes on the dedication dwarves devote
Thaine was not the best runner and he was to this enmity.
lagging behind as the party fled the armies of the
noble. Who could have known that he was much
more powerful than his position of ambassador Deadly at Short
suggested? And who could have known he had
a squad of demons at his disposal in addition to Distances
Kesh’s sizeable army? One of the main disadvantages of being a dwarf is
speed. Despite being Medium creatures, dwarves move
‘Hurry up, you damned steel bucket!’ Larael only at 20 feet per move action. This forces the dwarf
stopped and shot a quick arrow at a pursuer who to adopt certain tactics, which he shares with other races
was getting dangerously close. They both could wearing heavy armour.
see their friends running and looking back to them,
carrying Erian’s wife along. Charging is a good opener in any battle if the dwarf is a
melee combatant; at the price of a –2 to AC, the dwarf
‘I cannot hurry up, you cursed sapling!’ Thaine gets to move slightly faster than a normal Medium
grunted and turned around, giving his warhammer character and deliver an attack with a +2 bonus. Even
and waraxe a ferocious spin. ‘Go! Take Arine to a high-level combatant with multiple attacks benefits
the aqueduct and go! I will slow them down for as from the speed of a charge as normally he would not be
long as I can!’ able to move that distance and attack.
‘Idiot! You cannot hold them on your own!’ The Another option is to make the opponents go to the dwarf
elf grabbed the dwarf’s shoulder, but Thaine shot instead of the other way around. By declaring full
him a ferocious look that ended the argument. He defence and foregoing the ability to charge or make a
would stay and cover their escape. double move, the dwarf can force opponents to close in
on him while he enjoys a higher AC. The logic behind
Larael swallowed hard and nodded. this approach is that, if the character is not going to
reach his target anyway, better to enjoy extra protection
‘Take care, my friend.’ while the target reaches him.
‘Go already.’ Thaine nodded back and braced Of course, classes like the barbarian and the monk do
himself for the onslaught. not suffer from this disadvantage but for their beginning
Survival Tactics 118 Quintessential Dwarf II: Advanced Tactics
levels, as long as they are willing to forego the protection Tank With Legs
of medium and heavy armour. If the dwarf opts for one of the combatant classes
(barbarian, fighter or paladin with cleric, monk or
For ranged combatants, speed is not so much a problem, ranger as second choices), he is in the prime position
but dwarves gain no particular racial advantage to of being the party’s tank, the foundation of a combat
ranged attacks, so they must explore this option as formation and the anchor of the party.
regular characters would. Nevertheless, a ranged
combatant who eventually takes Shot on the Run also As the tank, the dwarf’s duties involve protecting weaker
has to cope with his slow movement, using this feat characters and standing in harm’s way if that is what it
mostly to emerge and duck behind cover. takes to achieve this. Dwarves are particularly suited
to the tank role because their increase to Constitution
Spellcasters only have to worry about their speed when can give them a slightly better number of hit points than
their location is important in the scheme of battle; a an average character, but also because of their various
cleric must be able to reach fallen allies in order to racial bonuses. A dwarf is in a much better position to
save them from death or to put them back on their feet, withstand a bull rush, and even more so if he is trained
and a wizard might wish to get away from the melee in that form of attack. He is also better prepared to face
area as soon as possible in order to cast his spells an opponent’s poison attack, since he has his resistance
unthreatened. to poison in addition to his higher Constitution to add to
the Fortitude save.
Where every class converges in matters of speed is
when prudence wins over courage and it is time to run The only problem with being the tank is, once again,
away. Dwarves will eventually be left behind all other speed. A tank should know where to position himself
characters in heavy armour, and they will be easy prey so that he does not need to move much during combat
for faster pursuers. The Run feat somewhat alleviates and can still reach his allies when they are in danger.
this, but it mostly postpones the inevitable; a dwarf will Good mobility allows the tank to run to the aid of an
inevitably be caught, but unlike a gnome or halfling, ally besieged by multiple opponents, serving not only
he is not easy to pick up and sling over the shoulder. as an additional sword to fend them off, but also as
Because of this, a dwarf must always be ready to make an additional, and often preferred, target. His higher
last stands and cover his allies’ retreat. hit points will give the dwarf tank better chances of
survival.
The trail of bodies was hard to miss. Amidst scorched walls and cracked cobblestones, the remains of the city’s
army tried to approach the dwarf holding his ground at the great fountain that led to the aqueduct.
Thaine stood, blood caking his face and beard – it was not his blood but that of his enemies. He was staring
down the lines of soldiers, who were trying to decide who would charge first and end up with a broken skull or a
severed torso.
‘Bravo, bravo, master dwarf,’ came a voice came from behind the lines. The soldiers parted to let a thin man
through. Behind him, there was a noxious cloud taking the shape of something humanoid. ‘You have managed to
hold my army at bay, nobly sacrificing yourself for the sake of what? A woman? A human woman?’
Thaine spat and grinned savagely. He was done for. He had exhausted his divine magic to heal himself and had
no protection against whatever demonic force this man was trailing behind him.
‘Sister-in-law, sister-in-arms… you can call her anything, but that was my friend’s woman whom you took – a
bad decision if I say so myself. Before she retired from the adventuring life, she was our party’s rogue. Missing
anything from your mansion?’
‘Indeed I am.’ The man scowled slightly. ‘Which is why I now offer to spare your life. I would use you as a
hostage in exchange for that heirloom she took with her when you stormed my house.’
‘Not bloody likely.’ Thaine knocked his weapons together, causing more than a few soldiers to take a step back.
‘Once they get back home, you can start preparing for war.’
‘Oh, dear.’ The man sighed and nodded, and the dark cloud behind him advanced. Thaine could distinguish some
features in its shifting shape and none were pretty. ‘I guess my demon will have to tear your limbs off. I only need
you alive, you see, not in one piece.’
‘Come and get it,’ the dwarf grunted, ready for the last battle of his rich and exciting life. He trusted his ancestors
to carry his name to the heavens for the glory of his clan.
The cloud-thing continued its approach, claws extending from wispy arms. From inside it, more demons began
appearing, ready to fulfil their master’s gruesome promise.
Thaine’s war cry was cut short as a light fell upon him and he felt his spirits soar and his strength replenish. His
heart filled with renewed courage and it was not just because of the bolt of lightning that was shot from behind
him at the demons. He turned around to see Erian, in full battle garb, step down from the aqueduct, followed by
Larael, Salestra, Broin and even Arine, Erian’s wife.
‘And I’m returning the favour, old friend.’ Arine raised Larael’s bow as her shadow separated from her body and
stood next to her protectively.
‘You thought we would leave you here?’ Erian said, his sword glowing with holy power.
‘I was certainly hoping you would!’ Thaine roared and turned to face their enemies, who were looking much less
secure. Even the demons looked hesitant at the assembled sacred magic about them.
‘You said it yourself.’ Erian raised his sword. ‘To the end, my brother.’
‘To the end!’ Thaine shouted with great joy in his heart as they both charged.
Designer's Notes 121 Quintessential Dwarf II: Advanced Tactics
Designer’s Notes
I
will confess that I have never roleplayed a dwarf. harder and harder. Instead of considering what each
It is not because I do not like the race, but more class could do, I began by imagining what it could be.
because I have not had the opportunity. However, As this book is intended for characters of higher levels,
there has always been something about them that I the abilities and requirements had to be more over the
admired ever since I read The Hobbit, which gives a top, rather than a collection of free feats and bonuses. I
better look at how dwarves behave than The Lord of the hope I came up with interesting ones.
Rings.
Superior Tools and Tricks of the Trade get harder to
Sure, dwarves are somewhat greedy, stubborn and write with every published book; there are only so
temperamental, but nothing compared to their true many weapons that can be plausibly created. Again,
mythological roots, which were decidedly nasty. The I went over the top in coming up with weapons that a
dwarves of fantasy are a noble race that deserves more dwarf would create and wield, drawing inspiration from
time in the spotlight, which tends to be hogged by wargaming miniatures as well as from videogames.
elves. Tricks were at the same time easier and harder to write.
The easy part was coming up with things that had not
I was not sure what I wanted to do when I started been covered in the original Quintessential Dwarf;
planning this book, but I examined all the things that the hard part was fleshing out the ideas with meaty
I liked about dwarves. Their no-nonsense approach to substance. The section on sports and games was fun
life was one; their honour and strong sense of duty and to do, as I kept picturing dour warriors betting on who
tradition were others. The deep and passionate heart could throw his hammer farther and hitting someone by
burning inside their pragmatic and impassive facades accident.
was the last one. While I did not set out to write the
complete guide to dwarven society, I wanted to infuse The next two chapters were meant to cover two aspects
every chapter with this image of dwarves as the noble that are much written about but seldom treated as a
pragmatists, capable of great sacrifice without asking subject on their own. Dwarves are mentioned to be
for anything in return, all in the name of duty. great builders and engineers, but there is little written
about what they actually do besides digging really big
Starting with the racial paths, I wanted to portray caves and tunnelling demons out of their prisons. The
the dwarves’ elemental bias towards, and spiritual clan is another very important aspect of dwarven culture
connection with, all things earthen. Unlike the career and another that is seldom addressed outside setting
paths of the class-oriented Quintessentials, racial paths books, but there are precious few guidelines for players
are not something a dwarf trains for, but something to imagine a dwarven culture without tying it down to
he becomes. These spiritual ties to earth and its the setting’s history.
subordinates, as well as their defiant personality, gave
me the ideas for each of the paths. All in all, the book was inspiring and a breeze to write,
despite a few snags encountered here and there. Now I
Multiclassing is always a bit of a chore to write; it was want to play a dwarf, but I must find a Games Master to
easy for the class books, as the combinations were run a game for me first…
obvious, but I had to account for the dwarf’s favoured
class when combining classes, which is why there are Alejandro Melchor
more combinations for fighter than for any other class.
Given that I also worked on The Quintessential Fighter,
I strived to build combinations that did not repeat
themselves from my work on that book, but instead
reflected how a dwarf would tackle such a combination,
focusing on certain aspects of training rather than
aiming for a balanced number of levels.
A
Index
Alchemical and Mineral Materials 72 Solidity 101
Crystalweave 73 Solidity, Greater 101
Driving Smoke 72 Solidity, Superior 101
Folded Steel 73 Sturdiness 101
Ironcore 73 Sturdiness, Greater 101
Magma-Forged 73 Sturdiness, Superior 101
Magnetite 74 Weave 101
Mithral, True 74 Weave, Greater 101
Phosphate Flare 72 Weave, Superior 101
Steel, True 74 Creating Stone Circle Effects 82
Ancestor Worship 83
Armour 67 D
Dwarven Brigandine 67
Dwarven Fighting Styles 89
Plated Cloak 67
Tosstrom 89
Shield, Fortress 68
Tremor Maul 92
Shield, Interlocking 68
Twin Axe 90
Shield, Sniper 68
Silent Suit 68
Slate Armour 69
E
Thaergrin 69 Erecting a Stone Circle 81
Armour and Shield Abilities 77 Exiles 110
Countercharging 77
Donning 77 F
Floating 77
Longshanks 77 Families 111
Repairing 77 Freemen 110
Repelling 77
H
C Heredity 112
Castes 109 Honorary Clanmates 110
Chieftain 109
Clan Loyalty 113 I
Clan Membership 113 Inner Dolmens 80
Clan Structure 109
Councils 109 M
Crafting a Dolmen 78
Craftsmanship 99 Marriage 112
Balanced 99 Masters 109
Balanced, Greater 99 Middle Dolmens 79
Balanced, Superior 99 Military Ranks 110
Honed 99 Multiclassing 21
Honed, Greater 100 Artillerist 22
Honed, Superior 99 Cavern Singer 25
Masterwork, Greater 100 Forge Warrior 27
Masterwork, Superior 100 Mountain Speaker 31
Shock 100 Offspring of Volcanoes 33
Shock, Greater 100 Priest of War 36
Shock, Superior 100 Quakebringer 39
Slide 100 Spelunker 41
Slide, Greater 101 Wrestler 44
Slide, Superior 101 Mystics 109
Index 123 Quintessential Dwarf II: Advanced Tactics
N Labyrinth 105
Pump 106
Nobles 109
Pump, Air 106
Slope Chamber 106
O Volcanic Furnace 106
Outer Dolmens 78 Watchtower 106
Superstructures 102
P
T
Prestige classes 47
Demolisher 48 Thane 109
Earthcore 49
Forge Hand 52 W
Hoard Seeker 54
War Machines 106
King under the Mountain 56
Armoured Cart 107
Storm Warrior 59
Assault Tower 107
Titankin 61
Greater Trebuchet 107
Horizontal Catapult 108
R Reverse Tower 108
Racial Path 4 Shattering Vice 108
Path of Defiance 5 Weapons 63
Path of Delving 6 Broadsword, Dwarven 63
Path of Diamond 8 Broadsword, Serrated Dwarven 63
Path of Family 9 Chainaxe 63
Path of Granite 11 Gauntlet, Spraying 63
Path of Magma 12 Gauntlet, Stinger 63
Path of Mountains 14 Grenade, Fuse 64
Path of Protection 16 Grenade, Ricochet 63
Path of Shade 18 Grenade, Tripwire 64
Path of the Mundane 15 Khatar, Dwarven 64
Path of Tradition 19 Maul 64
Mortar, Dwarven 64
S Orgrath, Dwarven 65
Pike, Dwarven 66
Slaves 110 Power Ram 66
Special Combat Training 93 Throwing Axe, Dwarven 66
Armour Familiarity 94 Tunnel Ballista 66
Burst of Speed 94 Uthgrin, Dwarven 66
Cooperative Fighting 94 Warhammer, Dwarven 66
Racial Enemies 94 Wrecking Ball 66
Sports and Games 95 Weapon Abilities 75
Hammer Tossing 95 Bouncing 75
Labyrinths 96 Clapping 75
Pyramid 98 Double Impact 75
Tower 97 Entangling 75
Stone Circles 78 Marking 75
Structures 103 Projecting 76
Aqueduct 103 Reshaping 76
Elevator (and Shaft) 103 Seeking 76
Great Bridge 104 Transmuting 76
Great Gates 104 Tunnelling 77
Great Walls 104
Hidden Entrance 105
The Advanced Quintessential Dwarf
CHARACTER ________________________________________________ PLAYER _________________________________
CLASS ______________________________________________________ LEVEL __________________________________
CHARACTER CONCEPT _______________________________________ CAREER PATH____________________________
HOMELAND _________________________________________________ ALIGNMENT _____________________________
PATRON DEITY / RELIGION ____________________________________ FIGHTING STYLE_________________________
ABILITY SCORES HIT POINTS ARMOUR
TEMP TEMP ARMOUR ARMOUR SHIELD DEX WIS SIZE NATURAL MISC
SCORE MODIFIER SCORE MODIFIER
= 10 +
STRENGTH
ARMOUR
DEXTERITY
WORN
SUB CLASS
CONSTITUTION DMG
CRAFT ( ) Y / N INT
CRAFT ( ) Y / N INT
REFLEX (DEX)
CRAFT ( ) Y / N INT
WILL (WIS) DECIPHER SCRIPT Y / N INT
DIPLOMACY Y / N CHA
------------- MODIFIERS -----------
TOTAL BASE ABILITY SIZE MISC TEMP DISABLE DEVICE Y / N INT
BONUSES
DISGUISE Y / N CHA
INITIATIVE (DEX)
COMBAT
LL
S
PE
INTIMIDATE Y / N CHA
CE
TO V ED
AT US
CE
RE S
TA
U EX
LT R
FO EN
U E
OT
CH S
NA OU
A
N
IL N
U ER
N D
JUMP Y / N STR
AT H
SI L
CH
A
A
RE EL
FL C W
PE RM
BO AX
ST
S
FA CR
S
SP
AC
A
IS
A
A
KNOWLEDGE ( ) Y / N INT
M
KNOWLEDGE ( ) Y / N INT
KNOWLEDGE ( ) Y / N INT
KNOWLEDGE ( ) Y / N INT
WEAPON ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS SWIM Y / N STR
TUMBLE Y / N DEX
USE MAGIC DEVICE Y / N CHA
NOTES
USE ROPE Y / N DEX
CAN BE USED WITH 0 RANKS, ARMOUR CHECK PENALTY APPLIES, DOUBLE NORMAL ARMOUR CHECK PENALTIES APPLY.
THIS PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. A COPY MAY BE DOWNLOADED FROM OUR WEBSITE
EQUIPMENT FEATS
ITEM LOCATION WT ITEM LOCATION WT NAME EFFECT
CLASS/RACIAL ABILITIES
ABILITY EFFECT
Heavy +1 –6 x3
LANGUAGES
THIS PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. A COPY MAY BE DOWNLOADED FROM OUR WEBSITE
CHARACTER CONCEPT
SPELLS BONUSES & PENALTIES
SPELL SPELLS BONUS st SPELLS
SAVE DC LEVEL PER DAY SPELLS KNOWN
1st
2nd
5th
6th
7th
8th
SPECIAL TECHNIQUES
9th
DWARVEN ITEMS
MAGIC ITEMS
NOTES
NAME RACE NUMBER HD / LVL HP INIT SPD AC BAB STR DEX CON INT WIS CHA
NOTES
NAME RACE NUMBER HD / LVL HP INIT SPD AC BAB STR DEX CON INT WIS CHA
NOTES
THIS PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. A COPY MAY BE DOWNLOADED FROM OUR WEBSITE
PHYSICAL APPEARANCE AGE SEX
HEIGHT SIZE
WEIGHT HAIR
EYES HANDEDNESS
LOCATION:
RULER:
NOTABLE CHARACTERS:
TOTAL POPULATION:
HISTORY AND SPECIAL NOTES:
FIGHTING STYLE
STYLE:
LEVEL:
BACKGROUND & FURTHER NOTES BONUS:
CLAN NAME:
CASTE:
FAMILY
THIS PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. A COPY MAY BE DOWNLOADED FROM OUR WEBSITE
License 128 Quintessential Dwarf II: Advanced Tactics
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