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====Dwarf==== * Animal Master - A dwarven warrior kit, the animal master is basically the dwarven equivalent to a [[Ranger]]. A specialist in taming animals, an Animal Master gets to choose a specific kind of animal and gain drastically increased uses for the Animal Handling skill with those animals. The downside is that by dwarven standards, Animal Masters are a little creepy and antisocial, so they get a reaction roll penalty with other dwarves. * Axe-for-Hire - A dwarven warrior kit, this represents a highly skilled dwarven mercenary, so they get a free weapon proficiency (any dwarven weapon) and their patron will generally cover most living expenses, but they get a severe penalty to reaction rolls with other dwarves outside of the military (that independent streak alienates their clannish kin) and, of course, they have to obey their patron's commands, since they're directly employed. * Clansdwarf - A dwarven warrior kit, this represents your most basic/iconic dwarf fighter, a stalwart defender of the clan. This translates to a strong reaction roll bonus to members of their clan, and to a lesser extent other dwarves, and the support of their clan, but all that goes away if the clansdwarf alienates or embarrasses his clan. * Hearth Guard - A dwarven warrior kit, this female-only kit depicts a member of the elite warrior-women orders responsible for defending dwarf clanholds. They get a free specialization in battle-axe, spear or light crossbow (though they can only specialize in those weapons and must have proficiency in them at 1st level) and bonuses to hit and damage rolls to protect her stronghold or young dwarves, but like the [[Amazon]] kit, she suffers a stiff reaction roll penalty amongst individuals who don't give credence to the idea of warrior women. * Battlerager - A dwarven warrior kit, this is basically your dwarven [[Barbarian]] by way of the Berserker. Requiring Strength 15+ and 10 or less for Int and Wis, the battlerager is almost identical to the Berserker, including the aversion to missile weapons, except that it takes them 5 rounds to go berserk and they suffer a stiff reaction roll penalty (especially around other dwarves) due to the whole "gives off an air of being a psycho-killer" thing. * Highborn - A dwarven warrior kit, this is basically the Noble Warrior class reflavored for dwarves. Requiring training in sword, hammer and light crossbow, they get a high reaction roll bonus with Lawful dwarves and can freely demand food and shelter from dwarves, but they have to "keep up standards" (increase all coss by +10% to +25%, suffer reaction penalty if they can't keep up this conspicuous consumption) and they irritate the ''fuck'' out of Chaotic dwarves and, to a (not much) lesser extent, other races, giving them reaction roll penalty. * Outcast - A dwarven warrior kit, this represents a dwarf who has never managed to fit in with other dwarfs and has come to embrace their differences. They can choose to Move Silently as per a Ranger of equal fighter level (although this means they up their XP costs), but they suffer a severe reaction roll penalty with all dwarves other than Wayfinders and fellow Outcasts. * Rapid-Response Rider - A dwarven warrior kit, this represents the dwarven equivalent of a cavalry expert. They must take proficiency in lance, but they start with a powerful, high quality and fully trained steed. The downside is that dwarves find their affinity for riding and beasts peculiar, so they suffer a reaction roll penalty with them. * Sharpshooter - A dwarven warrior kit, this is an expert in the use of ranged weapons. Naturally, they must start out specialized in the use of a dwarven ranged weapon (crossbow or gun, if the latter [[Medieval Stasis|exists in the setting]]) and they cannot initially be specialized in the use of a hand weapon - also, because of their focus on ranged warfare, they cannot become proficient in any hand weapon other than short weapons, daggers and hand axes. A sharpshooter gains a +1 to hit with their ranged weapons, fires faster, and can personalize a weapon and its ammo for a damage bonus, though if this personalized gear is lost, they also lose the damage bonus. * Crafts Priest - A dwarven priest kit, this kit represents a dwarven cleric of one of the many dwarven deitites of craftsmanship, meaning their focus is on tending to the workshops more than anything. This gives them a strong reaction roll bonus to dwarves of their own clan, and to a lesser extent dwarves devoted to the same craft. * Pariah - A dwarven priest kit, this is a dwarven cleric expelled for his religious devotions, typically to a god of evil or chaos - even chaotic good dwarf priests aren't wanted in the Lawful society of typical dwarfdom. This gives the dwarf the option to increase their Exp cost by +10% to gain Move Silently as per a Ranger of equivalent class level, and the potential to be free of the need to report to superiors. The downside is that all official dwarf clergies will despise them; at worst the Pariah will be violently hunted or expelled, at best they have to put up with interminable religious debates intended to sway them away from their patron deity. * Patrician - A dwarven priest kit, this is literally the priestly equivalent to the Highborn above, with the added "bonus" that you have a high priest likely to ask you to get shit done for them. * Ritual Priest - A dwarven priest kit, this is the most common and beloved breed of dwarf cleric, giving them a +1 reaction roll bonus with dwarves and dwarven weapon proficiencies. * Champion - A dwarven warrior/priest (multiclass fighter/cleric) kit, this is the closest thing dwarves have to a paladin, representing the holy arm of a dwarf church. Requiring Strength and Wisdom 15 and Charisma 14, Champions may specialize in one kind of weapon and they start play with a Blessed Weapon (a +1 weapon that may potentially have extra properties against specific enemies - a "+1 Mace, +2 vs. Undead" or an "+1 Axe of Gobbo Cleaving" that acts like a Vorpal Sword against goblins, for example) of the same kind they choose to specialize in, which they must send back if they decide to swap it for a more powerful weapon they find later. The downsides? If you lose your Blessed Weapon, you had better bloody well get it back! Also, you can only wield magical weapons of your specialization, you must obey your superiors, and you must always seek to defend your faith - failure to uphold your honor as Champion results in the lose of your weapon specialization and other Champions being sent to take the Blessed Weapon back from an unworthy wielder. * Temple Guard - A dwarven warrior/priest (multiclass fighter/cleric) kit, this represents one of the militant defenders of a given dwarf church. This gives them a +2 bonus to their to hit rolls, damage rolls and saving throws when fighting to defend their temple or a holy place of their religion, but of course they have superiors they have to listen to. * Vindicator - A dwarven warrior/priest (multiclass fighter/cleric) kit, this basically a slightly tweaked (max Wisdom 14, no reaction penalty against members of the church) priestly Battlerager. * Diplomat - A dwarven thief kit, this character uses thief skills to better mingle with - and, if necessary, exploit or take advantage of - other races for the better good of the dwarven race. Requiring a minimum Charisma of 13, a Diplomat starts with four bonus languages, gets a +10% to Detect Noise and a +5% to Open Locks, as well as a +3 to reaction rolls (+1 against racial enemies), all for the price of suffering a -10% penalty to their Pick Pockets skill. * Entertainer - A dwarven thief kit, this is roughly analogous to the Acrobat kit, or the idea of a dwarven [[Bard]]. They require a minimum Dex of 14 and get a +1 to Singing, Dancing, Juggling and Rope Use, but are generally laughed at by non-dwarven audiences. You can probably tell this was more for NPCs than PCs, right? * Locksmith - A dwarven thief kit, these are actually law-abiding dwarves who specialize in testing locks so they can make even better ones, making them more adept at keeping real thieves ''out''. As you'd expect, they get a +10% bonus to Open Locks and to Detect & Remove Traps, but a -10% penalty to Climb Walls (they don't do a lot of clambering around) and a -5% penalty to Pick Pockets (they're dexterous, but they don't usually steal things). * Pest Controller - A dwarven thief kit, these dwarves use their skill at stealth and traps to eliminate those nasty vermin that plague dwarven strongholds, like giant bugs, dire rats, [[kobold]]s and [[Carrion Crawler|carrion crawlers]]. This translates to a +5% bonus to Move Silently and to Find/Remove Traps, but also a -10% penalty to Pick Pockets (they don't get much practice). Also, with typical dwarven arrogance, most dwarves look down on them as socially unacceptable; only other Vermin Slayers and Wayfinders are immune to their penalty to reaction rolls when interacting with other dwarves. Weirdly, even ''Outcasts'' are implied to look down on these poor bastards! * Ghetto Fighter - A dwarven warrior/thief (multiclass fighter/rogue) kit, this represents one of the tough, hardscrabble dwarven thugs who grew up in the "dwarf ghettos" some races demand for their own cities. This gives them increased aptitude with daggers, a knack for two-weapon fighting, and +5% bonus to Pick Pockets and Hide in Shadows. The drawbacks are that law officials from a Ghetto Fighter's hometown hate them as gangbangers (-3 reaction roll penalty) and they suffer a -5% penalty to Find/Remove Traps, due to the lack of practice with that skill. * Trader - A dwarven warrior/thief (multiclass fighter/rogue) kit, this grizzled merchant uses its skills to defend its goods and to get the best possible bargains. +1s to hit and damage rolls when defending your goods and to reaction rolls with other traders and merchants - unless they find out that you've been cheating them, stealing from them, etc, in which case that becomes a -2 penalty. * Vermin Slayer - A dwarven warrior/thief (multiclass fighter/rogue) kit, this is a more elite version of the Pest Controller, specially trained in killing those small and annoying pests that plague dwarf strongholds; giant vermin, [[goblin]]s, [[kobold]]s, etc, to the extent of leaving the stronghold to take them down in their own lairs. Requiring minimums of 14 for Strength and Dexterity, as well as proficiency in the light crossbow and either the hammer, hand axe or dagger, Vermin Slayers are quicker than normal when fighting in cramped environs, more accurate and killy with a chosen weapon, and get a +5% bonus to Find/Remove Traps, Detect Noise and Move Silently. The downside is that this specialization means they're less adept at fighting big monsters like [[ogre]]s and [[giant]]s than normal dwarves are, and their Pick Pockets (-10%) and Read Languages (-5%) suffer. * Wayfinder - A dwarven warrior/thief (multiclass fighter/rogue) kit, Wayfinders are elite dwarven explorers and spies, with some aspects of the core Ranger class - they even get Swimming as one of their non weapon proficiency options. Their job requires smarts (min Int 12), but their affinity for creeping around gives them a +10% bonus to Hide in Shadows and Move Silently, and their spying means they can learn new languages more easily. On the other hand, they suffer a -10% penalty to Pick Pockets (due to lack of practice) and Read Languages (which is weird when you think about it, same for Vermin Slayers). Also, their independence means that unless other dwarves actively want to employ a Wayfinder, they tend to look at them warily, translating to a reaction roll penalty. * Dwarven Chanter - Less a kit and more of a variant class, as the [[Bard]] was one of those "Humans only!" classes in AD&D. This class appeared in the Complete Bard's Handbook, as you'd expect. Dwarven chanters specialize in time-keeping beats and marches, mostly in the ubiquitous mines. They need a minimum Constitution of 13, but have no Intelligence requirement, and dwarves (the only race that can take this class) can only reach 15th level in it. They have the aptitude to learn all blunt weapons, from quarterstaffs and clubs to flails and maces, as well as spears due to their similarity to quarterstaffs; they tend to use such weapons to help pound out time with their chanting. They can't use shields, but they can use any armor shy of plate. Their special class abilities revolve around their chants, which require 1d10 rounds of vocalization to "charge up" and take effect and need those who'd benefit to chant along with the Chanter, save for the Counter Chanting trait (which is the same as any normal bard's Counterspell ability). The War Chant lets a Dwarven Chanter affect allies (10 dwarves per level, or 1 non-dwarf per level) with a +1 bonus to Initiative, and a +2 bonus to resisting surprise and all morale checks, whilst inflicting a -1 Initiative penalty and a -2 morale penalty on enemies. Timing chants let a Chanter boost the speed or production of a given task, such as marching or mining, by +5% per level - however, the stress this puts on those boosted means they need to pass a Constitution check each hour, losing 1d4 hitpoints on a failure; this ''can'' kill you if you drop to zero HP. Finally, Chanters can enter a trance in which they will not stop doing a specific activity until a specific event happens, but they risk dying of hunger, thirst or simply exhaustion if this isn't used carefully. On the downside, Chanters don't get to cast spells, nor can they use magical scrolls.
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