Half-Dwarf


Homebrew and House Rules


Looking to make half-dwarf race option. Had a whole thing written out but just lost it so not doing it again. Here's the concept:

Half-Dwarf

STANDARD RACIAL TRAITS:
Ability Score Racial Traits: Half-dwarf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Size: Half-dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Half-dwarves are humanoids with both the human and dwarf subtype.
Base Speed: (Sure Speed) Half-dwarves have a base speed of 30 feet, but their speed is not modified by medium armor or medium encumbrance.
Languages: Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose from the following: Draconic, Giant, Gnome, Goblin, Orc, Terran.
DEFENSE RACIAL TRAITS
Defensive Training: Dwarves gain a +2 dodge bonus to AC against monsters of the Giant or Dragon subtype
Hale: Dwarves gain a +2 racial bonus on saving throws against poisons
Spell Distrust: Dwarves gain a +2 racial Bonus on saving throws against arcane spells
Stout Stance: Dwarves gain a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground
FEAT AND SKILL RACIAL TRAITS:
Tough-Bodied: Half-dwarves gain Endurance as a Bonus Feat
SENSES RACIAL TRAITS:
Low-Light Vision: Half-dwarves can see twice as far as humans in conditions of dim ligh
OFFENSE RACIAL TRAITS:
Hatred: Half-dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the goblinoid subtype because of their special training and history regarding these hated foes.
Weapon Familiarity: Half-dwarves are proficient with light hammers, warhammers, earth breakers, and lucerne hammers.
OTHER RACIAL TRAITS:
Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.
Good Health: Half-dwarves gain 1 extra hit point per level

I'm not sure how to calculate the "RP" to see if this is 'OP'. Also, anything particularly needed missing, anything present that seems out of place?


Dwarves normally have a save bonus against poison, spells, and SLAs. Why did you split this into poison and arcane spells? It seems like an unneccessary complication.

By granting Toughness and bonus hit points, you seem to have made the half-dwarf tougher than the normal dwarf.

Why are they so good at dodging the attacks of dragons?

Is there something about half-dwarf culture that grants them these specific weapon proficiencies?


Ciaran Barnes wrote:

Dwarves normally have a save bonus against poison, spells, and SLAs. Why did you split this into poison and arcane spells? It seems like an unneccessary complication.

By granting Toughness and bonus hit points, you seem to have made the half-dwarf tougher than the normal dwarf.

Why are they so good at dodging the attacks of dragons?

Is there something about half-dwarf culture that grants them these specific weapon proficiencies?

1. Humans aren't as anti-magic, so I kind of wanted to dilute that feature a bit. I could see leaving the poison and removing the spell part.

2. Didn't grant Toughness. Just a hit point.

3. Since there isn't a lot to go off of for half dwarf half human, I used Tolkien's Hobbit for the idea of Dwarves and Humans banding together to fight powerful enemies like Dragons (Smaug)

4. As half-dwarves they're a little more removed from the mining aspect of dwarves, but not the smithing. That remained, and so did hammers. Earth Breaker and Lucerne Hammer because of fighting larger enemies, as mentioned above.


First off, this race seems like it would be well above the other races. I'm post late/an edit with numbers.

Second, Sure-Footed is suppose to help the Dwarves with Heavy armor and such. They can wear heavy armor without being bothered by speed since they are already at "heavy armor speed" for a medium character. Giving them 3ft and full armor speed is a bit much.


You need to start cutting stuff from this.

1. Defensive Training needs to go. Bland, boring.

2. I like Hale, but the connotation of the word is supposed to match old but healthy people. Find a better word maybe. Hearty?

3. Spell Distrust needs to go. Doesn't fit, doesn't match dwarven culture to start.

4. Stout Stance is good, though I'd keep it just like the Dwarves have it.

5. Tough-Bodied needs to go. Endurance is not a dwarf thing. They may live posh and comfortable lives in an underground citadel. It's a great part of the fat here.

6. Darkvision, darkvision, darkvision. Dwarf = darkvision.

7. I think Hatred would be one of the things to go.

8. Good Health is superfluous and doesn't really match dwarves.

In the end, you'll have something like:

+2 to anything
Common + Dwarven
30 feet speed that isn't reduced with anything
+2 vs. poison
+4 vs. bull-rush/trip
Darkvision
Weapon Familiarity

Compare vs. a Human:

+2 to anything
Common
30 feet speed
Bonus feat
+1 skill rank

Compare vs. a Half-Orc:

+2 to anything
Common + Orcish
+2 to intimidate
Orc ferocity
Darkvision
Weapon Familiarity

They look much more balanced against each other now. I'd probably grant a minor, flavorful ability to the Half-Dwarf (+2 to appraise?) and call it a day.


http://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races/

Standard Traits
-Human Heritage (0 RP) (+2 floating to any stat)
-Medium (0 RP)
-Humanoid (0 RP)
-Slow Speed (-1 RP) (This puts characters at 20 speed)
-Standard Languages (0 RP)

Defensive Traits
-Defensive Training, Lesser (1 RP)
1) This says one subtype
2) This gives a +4 bonus to dodge AC
3) This only works with things of the humanoid subtype, so no dragonss.
The other option is Ancient Foe, but that costs 3 RP and again only works with one type of creature.
-Hale & Spell Distrust (2 RP)
This is known as "Hardy" and requires a +2 racial bonus to constitution. This would be changed to "Resistant" +2 bonus vs mind-effecting and poisons.
-Stout Stance (1 RP)
This is a +4 bonus, so a buff here.

Feats & Skills Traits
-Static Bonus Feat (2 RP)
This needs to be a feat with no prerequisites, so no problems with Endurance.

Offensive Traits
-Hatred (1 RP)
-Weapon Familiarty (2 RP)
This only gives benefits with 2 weapons or with one weapon and a "family" weapon. Orcish, Elven, Halfing, etc. Would have to take twice to get all weapons (1 RP each time)

Senses Traits
-Low Light Vision (1 RP)

Other traits and problems
-Good Health (4 RP)
So, we have a problem. The Skilled humans get, +1 skill point is 4 RP. However, HP > Skill points. This is a custom bonus. The best option is to retool this to Static Bonus Feat (which I don't think can be taken twice) and give Toughness.
-Dwarf Blood (0 RP)
Half Orc and Half Elf don't bring this up, so I don't think it costs anything.
-Fast (1 RP)
So, earlier when we put our race at 20 ft to get sure footed. Well,
+10ft movement isn't expensive, but it is the only advance trait here, making it unplayable for players.


seriously don't bring RP into this. nothing has ever been helped by bringing RP into stuff.


TL;DR post.
-Your half-dwarf has bonuses that need to change. Some benefit you, some don't.
-The speed thing HAS to go.
-Your half Dwarf is 12 RP as is. The core races are 8-10 except Dwarf at 11.
-Best option is remove speed, change endurance to toughness, then add in ancient foe as dragons. This puts you at 10 RP.

Secret Wizard wrote:
seriously don't bring RP into this. nothing has ever been helped by bringing RP into stuff.

Too late.


@Secret Wizard

Whew. That was... Direct.

1. Boring, maybe. Bland, couldn't disagree more. It's one of the only really flavorful things about them. The Smaug thing?

2. Hearty is taken. Robust?

3. Already said that wasn't necessary, so sure. It can go.

4. With everything else I'm adding/modifying I like the halved bonus.

5. Was trying to give a suitable bonus feat. Like how half-elves get skill focus. If there's a better one I'm definitely open to it. I also imagine half-dwarves as a little less prone to excess. Due to the typical circumstances of their coming to be and all.

6. Half-Dwarves don't necessarily/typically live in Tunnels and underground places like Dwarves. I'm not at all sold on Darkvision remaining.

7. Humans don't love goblins so I kept that half of hatred. The orc half went because of half orcs being a thing so it's... More complicated?

8.Dwarves get an inherent Constitution bonus. How does this not match?

I kind of feel like for the most part you're focusing on that they're half dwarf. But they are also half HUMAN.

@ SorrySleeping
Also, the ignoring of the armor speed reduction only applies to Medium armors. Not heavy. If that's too good then fine. Just was trying to synthesize the two movement speeds. Maybe a reduction of 25ft instead of 20 in armor? Although that's kind of cumbersome...

EDIT: Alright. No speed thing then.


Also, I actually do appreciate the RP perspective, but how could 1 extra hit point a level be twice (or more) as costly as Toughness? Toughness adds three hit points and then does the same thing! An extra hit point per hit die (ie level)! That's absurd. I understand hit points are better than skill points, but is there a feat that grants a few extra skill points and then +1 each level gained? If not then they (+1 skill and +1 hp) can't really be compared and I can't see +1 hit point per level costing more than three RP, at most. It was supposed to be LESS powerful than Toughness. That was the point

EDIT: PS, not upset at you in the least. Moreso irritated at the inherent absurdity that something better would cost fewer RP.


You can get full speed in medium armor with 4k gold. Less if you are a druid/dont mind not wearing metal.

An extra HP each level stacks with Toughness and Favored Class Bonus. It also has to deal with the weirdness of static bonus feat (2RP), any feat (4 RP), and skilled (4 rp)


SorrySleeping wrote:

You can get full speed in medium armor with 4k gold. Less if you are a druid/dont mind not wearing metal.

An extra HP each level stacks with Toughness and Favored Class Bonus. It also has to deal with the weirdness of static bonus feat (2RP), any feat (4 RP), and skilled (4 rp)

Ah. I see. The stacking is the issue. Makes sense.

How about this:

1 RP:
Weapon Familiarity: Earth Breaker and Lucerne Hammer

3 RP:
Wyrmscourged

1 RP:
Robust (Half of Hearty, so only one RP)

1 RP:
Stability (as is since can't be decreased)

1 RP:
Low-Light Vision

2 RP:
Static Bonus Feat: Toughness

1 RP:
Craftsman


AND
Human Heritage (0 RP) (+2 floating to any stat)
-Medium (0 RP)
-Humanoid (0 RP)
-Normal Speed (0 RP)
-Standard Languages (0 RP)
Gnome, Orc, Goblin, Draconic, Terran, Ignan, Giant

EDIT: Ooh. Ditch "Robust" and use Resistant. Then get rid of either Stability or Craftsman.

Probably lose Stability. I don't want this to overshadow the dwarf at all.


All together then, that's:

STANDARD RACIAL TRAITS:
Ability Score Racial Traits
Human Heritage (0 RP)
Half-dwarf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Size (0 RP)
Half-dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type (0 RP)
Half-dwarves are humanoids with both the human and dwarf subtype.

Base Speed: Normal Speed (0 RP)
Half-dwarves have a base speed of 30 feet.

Languages:
Standard (0 RP)
Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose from the following: Draconic, Giant, Gnome, Goblin, Orc, Terran.

DEFENSE RACIAL TRAITS
Resistant (2 RP)
Prerequisites: None
Benefit: Half-dwarves gain a +2 racial bonus on saving throws against mind-affecting effects and poison.

FEAT AND SKILL RACIAL TRAITS:
Craftsman (1 RP)
Prerequisites: None
Benefit: Half-dwarves gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone

Fixed Bonus Feat (2 RP)
Tough-Bodied: Half-dwarves gain Toughness as a Bonus Feat.

SENSES RACIAL TRAITS:
Low-Light Vision (1 RP)
Half-dwarves can see twice as far as humans in conditions of dim light.

OFFENSE RACIAL TRAITS:
Wyrmscourged (3 RP)
Prerequisites: None.
Benefit: Half-dwarves gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.

Weapon Familiarity (1 RP)
Half-dwarves are proficient with earth breakers and lucerne hammers.

OTHER RACIAL TRAITS:
Dwarf Blood (0 RP)
Half-dwarves count as both dwarves and humans for any effect related to race.


That's a total of 10 RP.

Also, a smidgen of lore:
Dwarves find humans to be the most approachable of the other common races, and will often cooperate with them due to an overall like-mindedness. Sometimes, this cooperation has led to a marked closeness and, as a result, interbreeding. Especially in instances of fighting powerful magical creatures, particularly, dragons. Defeating a more aged dragon is something that can take years, decades... Even centuries. In these timeframes, blood was mixed. And in this way the half-dwarf was born.


Bump. Seem balanced?


I like it. I would offer an optional racial trait to go slow and steady with 20ft movement along with another bonus, probably stability, to keep the rp the same.


SorrySleeping wrote:
I like it. I would offer an optional racial trait to go slow and steady with 20ft movement along with another bonus, probably stability, to keep the rp the same.

Ooh. That's cool. And do you think Wyrmscourged is alright?


I like what I see.

The ½ Dwarf should have been a standard player choice a long time ago.

Good job.


I've noticed a lot of half-dwarf posts pop up lately. Not sure where this is coming from. Just curious about the fascination.


scary harpy wrote:

I like what I see.

The ½ Dwarf should have been a standard player choice a long time ago.

Good job.

Thanks! I'm glad the feedback on the latest version is mostly good.

@Brother Fen
Like scary harpy wrote, it just seems like it should have been a choice a long time ago.

In my opinion, if you ignore previous conventions, it almost seems like half-dwarves should have been a thing BEFORE half-elves. Like, I think dwarves are more similar to humans than elves are. So why not?

Shadow Lodge

Plus, humans and dwarves tend to get along better than humans and orcs, or orcs and dwarves for that matter. There may be cultural issues with dwarves choosing to marry someone of a different life span, but that's a thing to be dealt with in-setting.

I'd allow them, especially if a player really wanted to do that.


Mbertorch wrote:
2. Didn't grant Toughness. Just a hit point.

I meant to write "Endurance".


Ciaran Barnes wrote:
Mbertorch wrote:
2. Didn't grant Toughness. Just a hit point.
I meant to write "Endurance".

Ah. Okay. Well, now it's just Toughness, so it's fine, yeah?


The Shifty Mongoose wrote:

Plus, humans and dwarves tend to get along better than humans and orcs, or orcs and dwarves for that matter. There may be cultural issues with dwarves choosing to marry someone of a different life span, but that's a thing to be dealt with in-setting.

I'd allow them, especially if a player really wanted to do that.

I remembered the Gnoemling but had forgotten about the Dworc.

Thanks.


And now for the most telling questions:

GMs, would you let your players play as the half-dwarf as I have laid out, and would you show it as an option for someone interested in playing a half-dwarf?

Players, would you be interested in playing the half-dwarf as I have laid out, and do you think your GMs would allow it?


Bump?...


When I think of half-Dwarf I think of the Darksun Mul which was the first half dwarf and so I would have to insist they were sterile... and I would have to make one change and swap out toughness for endurance.

PS just my opinion. =)

RPG Superstar 2012 Top 32

Half-orcs already get Endurance. Toughness works well IMHO. Also, that is something similar to something 5E Hill Dwarves get.


Okay. I read about the Muls before doing this, but I didn't like how... Unnatural and grim it seemed? I'm coming from the angle that humans and dwarves mingling really makes more sense than elves and humans.

And I totally didn't even think to look at dwarf variants, like the 5e Hill dwarf, that in and of themselves may be similar to what I'm looking for. So thanks for that!


scary harpy wrote:

I remembered the Gnoemling but had forgotten about the Dworc.

Thanks.

Those are two I've never considered, seems interesting.

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