Hill Dwarf: Difference between revisions

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'''Advantages'''  
'''Advantages'''


Resist Toxin-Dwarves receive 1 resist at 1st level and every 10th level for free, and may purchase more.  
Resist Toxin-Dwarves receive 1 resist at 1st level and every 10th level for free, and may purchase more.  
 
Get a 1 SP discount to Farmer (to a minimum 1SP)
 
get a 1 SP discount to KA Geography (to a minimum of 1SP) 


'''Disadvantages'''  
'''Disadvantages'''  


Males must have a thick beard generally brown or blond, which must be at least 1 inch in length; and Females must have their hair in thick braids, as well as braids of hair at their temples.  
Males must have a thick beard generally brown or blond, which must be at least 1 inch in length; and Females must have their hair in thick braids, as well as braids of hair at their temples.  
 
By 10th Level must purchase at least 1 rank of Brew potion/cooking skills or 2 Craftsman skills.
 
 
 
== Powers ==
'''Born to Serve*''' Prerequisites: ''Oathbound''
 
This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to ''Resist'' effects that push them or force their movement, examples ''Repel, Sweep, etc..'' This power can be used twice each reset.
 
'''Oathbound'''
 
This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to ''Command'' and any applicable ''Voice Control.''
 
'''Potent Blood (Toxin)'''
 
When the character uses their ''Resist Toxin'' skill they heal 5 ''Body Points'' in addition to negating the effect.
 
'''Salt of the earth''':
 
Your deep connection with the natural world increases your ability to understand and interact with it. You may use 'Tongue of the Land' twice per reset for 5 minutes or 1 encounter.
 
=== Heroic Powers ===
'''Stalwart Guard''' Prerequisites: ''Born to Serve''


 By 10th Level must purchase at least 1 Production skill or 2 Craftsman skills.
This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes ''Helpless''. In this stance the character becomes ''Immune'' to ''Fear'' and gains ''Damage Cap 5.'' This can be used once each reset.

Latest revision as of 16:02, 21 June 2024

Advantages

Resist Toxin-Dwarves receive 1 resist at 1st level and every 10th level for free, and may purchase more.

Get a 1 SP discount to Farmer (to a minimum 1SP)

get a 1 SP discount to KA Geography (to a minimum of 1SP)

Disadvantages

Males must have a thick beard generally brown or blond, which must be at least 1 inch in length; and Females must have their hair in thick braids, as well as braids of hair at their temples.

By 10th Level must purchase at least 1 rank of Brew potion/cooking skills or 2 Craftsman skills.


Powers

Born to Serve* Prerequisites: Oathbound

This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, etc.. This power can be used twice each reset.

Oathbound

This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command and any applicable Voice Control.

Potent Blood (Toxin)

When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.

Salt of the earth:

Your deep connection with the natural world increases your ability to understand and interact with it. You may use 'Tongue of the Land' twice per reset for 5 minutes or 1 encounter.

Heroic Powers

Stalwart Guard Prerequisites: Born to Serve

This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.