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Wednesday, December 7, 2011

Barbaric Frontier variant Dwarf racial-class

Dwarf

Prime attributes: Strength 13+(+5% experience bonus)
Hit Dice: 1d8/level(gains 3 hp/level after 9th)
Armor/shield permitted: any
Weapons permitted:  any

Dwarfs are a race of small but stout race of mountain dwellers brought on to the edge of extinction. They try to avoid contact with any other races except for exiles from their society who live among humans. Dwarven adventurers are usually exiles, who either settled in the Groβe Reich or roam the Barbaric Frontier. 


Tunnel fighter: Dwarves gain an extra +1 when fighting underground.

Keen Detection: Dwarves have 2 in 6 chances to succeed when rolling 1d6 attempting to spot traps, slanting passages, and new construction while underground.


Level
Experience
Base „to hit” bonus
Hit Dice(d8)
Saving Throw
1
0
+0
1
14
2
2,000
+0
2
13
3
4,000
+1
3
12
4
8,000
+2
4
11
5
16,000
+2
5
10
6
32,000
+3
6
9
7
64,000
+4
7
8
8
128,000
+5
8
7
9
256,000
+6
9
6
10
350,000
+7
9+3
5

Hard to Hit: Being small, Dwarves typically are awarded some defensive bonus in combat because they are hard to hit(+2 against men-folk and +4 against giants).

Saving Throw: Dwarves don’t use magic and as such are somewhat immune to it; Dwarves get +4 on saving throws vs. magic. Since they are such hardy folk, dwarves also get +1 on saving throws against death, poisons and insanity.






1 comment:

  1. B/X or LL ruleset? Too complex game mechanics for me :)
    And I don't like your trap detection method - I prefer more "direct" method, not just rolling a dice...

    ReplyDelete