Dwarves? [Archive] - Wizards Community

Post/Author/DateTimePost
Elliot22

02-15-08, 05:00 PM
Is there stats for a Half-Dwarf somewhere?
If not what would be some of the traits a Half-Dwarf would have?
ciaran

02-15-08, 08:46 PM
[Scottish accent]Are ye daft lad?! Ther kinna be such an atrocity!! Ach by Mor'din's beard ahv niv'r 'earda such a ting!!
ciaran

02-15-08, 08:48 PM
Then again you could look at the Deep Halfling under the Halfling entry in the Monster Manual and see what kind of traits they have in common with true Dwarves. Ach!
Wharin

02-16-08, 12:44 AM
Well, as far as I can tell, there are 3 different roads (that at least have some hint of officiality) you can take


A)Dwarf + whatever= Dwarf. Predominately of Human-Dwarf coupling, these Dwarves are functionally Identical to pureblood dwarves, with the only exception being they are slightly, if at all, taller. This option is used for settings where Dwarven males greatly outnumber the females. And while I have absolutely no proof, I believe this is how Greyhawk handeled it at one point. (This might have been a creation of Tolkien as well, but I've never read that)

B)Dwarf + Human= Mul. These sterile halfbreeds are the slave of choice on the Desert campaign world of Athas. Bred to be as tall as humans and almost proportionately as wide as Dwarves, these hulking beasts made great labor. Combined with their tolerance to injury, slave handlers would often force dwarf-human couplings to produce these offspring (often to the death of the mother in child birth). Can be found on Athas.org's campaign rules

C)Dwarf + Human + twisted magic = Derro. These Underdark creations are the work of mad mages, and much like their creator, are often quite insane. These, I believe, are Forgotten Realms-centric, but I imagine the are used in Greyhawk as well.
Lord Karsus

02-16-08, 12:03 PM
-Don't forget that Dwarves + Elves = Dwelfs. Scary, and pitiful, I know. Imagine an Elf seeing beauty in a Dwarf. Feh...:nonono:
pigknight

02-16-08, 01:21 PM
Also there is dwarf+orc=dorc.
Wharin

02-17-08, 03:01 PM
Well, there are those, and I've even gone as far as creating some homebrews of them myself. I was just giving him actual published answers (or I believe they were published) to the question.
ciaran

02-18-08, 01:25 AM
I was playing a Goblin archer who was (sadly) reincarnated as a Dwarf, or as we called him the: Dwoblin. I got some bonus XP for instantaneously changing voices.

PS - thats the Goblin in my sig.
Silverthumb

02-18-08, 03:11 PM
I'm pretty sure the Dark Sun campaign setting has stats for a Half-Dwarf.
vagabonvoid

02-19-08, 04:34 PM
http://athas.org/products/ds3

Dark sun is right.

Download the pdf(s) on this page... You are looking for the "Mul", which is a half dwarf.

Here are their details
Mul Traits
• +4 Strength, +2 Constitution, -2 Charisma. Combining the human height with the dwarven musculature, muls
end up stronger than either parent race, but their status as born-to-be slaves makes them insecure in their
dealings with others.
• Medium: As Medium creatures, muls have no special bonuses or penalties due to their size.
• Mul base land speed is 30 feet.
• Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like
normal sight, and muls can function just fine with no light at all.
• Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of
time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus
may also be applied to savings throws against spells and magical effects that cause weakness, fatigue,
exhaustion or enfeeblement.
• Extended activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering
from fatigue.
• Dwarven Blood: For all special abilities and effects, a mul is considered a dwarf. Muls, for example, can use
dwarvish weapons and magic items with racially specific dwarven powers as if they were dwarves.
• Nonlethal Damage Resistance 1/-. Muls are difficult to subdue, and do not notice minor bruises, scrapes,
and other discomforts that pain creatures of other races.
• Favored Class: Gladiator
• Automatic Language: Common. Bonus Languages: Dwarven, Elven, Gith, Giant, Tarek
• Level Adjustment +1. As a hybrid half-race, muls are considerably more powerful than either of their parent
races, thus they gain levels more slowly.
lvl1_commoner

02-20-08, 05:01 PM
you could always blend a dwarf with a gnome :D


gnome - dwarf

* +2 con, -2 strength

* Small: As a small creature, a Gnome-Dwarf gains a +1 size bonus to Armor Class,
a +1size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller
weapons than humans use, and his lifting and carrying limits are three-quarters of those
of a Medium character.

* Gnome-Dwarf land speed is 20 feet.

* Low-Light Vision: A gnome-dwarf can see twice as far as a human in
starlight, moonlight, torchligt, and similar conditions of poor illumination.
He retains the ability to distinguish color and detail under these conditions.

* Stonecutting: this ability grants a Gnome-Dwarf a +1 racial bonus on search checks to notice unusual stonework,
such as sliding walls, stonework traps, new construction (even when built to match the old),
unsafe stone surfaces, shaky stone ceilings and the like.
Something that isn’t stone but disguised as stone also counts as unusual stonework.
A Gnome-Dwarf can use the search skill to search for stonework traps as a rogue can.

* +1 racial bonus on saving throws against poison, spells and spell-like effects:
Gnome-Dwarves are fairy hearty and have some innate magic resistance.

* + 2 racial bonus on ALL Craft checks. Gnomes and Dwarves are exelent crafters
so when Gnome-dwarves grow up they are often around forges and labratories.

* +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins and bugbears);
Both Gnomes and Dwarves battle these creatures frequently and practice special techniques for figthing them.

* +4 doge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants);
This bonus represents special training that both Gnomes and Dwarves undergo, during wich they
learns tricks that previous generations developed in their battles with giants. Any time a creature loses
its Dexterity bonus ( if any ) to Armor Class, such as when it's caught flat-footed, it loses oits dodge bonus, too.
The Monster Manual han information on wich creatures are of the giant type.

* Dwarven Blood: For all effects related to the race, a Gnome-Dwarf is considered a dwarf.
Gnome-Dwarves, for example, are just as vulnerable to special effects that affect dwarves as their dwarf ancestors are,
and can use magic items that are only usable by the dwarves.
However some magic devices (like for crafting metal and stone),
may need the Gnome-Dwarf to embrace their “Dwarven Roots” before the item works to its full potential (at the DM’s discretion).

* Gnomish Blood: For all effects related to the race, a Gnome-Dwarf is considered a gnome.
Gnome-Dwarves, for example, are just as vulnerable to special effects that affect gnomes as their gnome ancestors are,
and can use magic items that are only usable by the gnomes.

* Automatic Languages: Common, Dwarven if he grew up in a dwarven society or Gnome if he grew up in gnomish society.
kimli

02-22-08, 10:16 AM
I had a Dwarven Duskblade. The story behind it was that he was found by Elves in his destroyed compound when he was new born (I know, kinda cheesy). He was raised with the idea of combining his Dwarven traits with the idea of using him as a mele spellcaster. Thus the Duskblade. High Con, Str, and added Int over levels. He was called a Dwelf by the party he joined. Just thought it was funny.