Mountain Dwarf

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Advantages

Armor training- Mountain Dwarves treat all armor they wear as master crafted while wearing it.

1 SP discount of Mining (to a minimum of 1 SP)

Disadvantages

Males must have a thick beard generally black or grey, 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 smithing 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.

Master Smithing Prerequisite: Dwarf and Advanced Smithing

This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).

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 toCommandeffects.

Strength of the Mountain

Your connections with the mountain deepen allowing you to call upon the strength of the earth in times of need. You may plant a foot and call 'Strength of the Mountain' which will allow you to break any bonds with a strength rating required to escape. Strength of the Mountain may be used twice per reset and cannot be done on an elementally aligned plane that isn't Stone aligned

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.