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==Aversions== Despite the common stereotype, D&D has actually averted the idea that dwarves can't interbreed quite a lot in its long history. The most obvious and famous exception is, of course, the [[Mul]] of [[Dark Sun]], even if they were given a pointless dose of [[grimdark]] during AD&D, but there have been many others. On [[Greyhawk]], the [[Derro]] were deliberately bred by the ancient Suloise, who crossed humans and dwarves together in hopes of producing a superior strain of slaves. It technically worked, but they pissed off the god [[Fortubo]] by doing this and the Derro themselves have since become a hostile menace to both of their parent races since the Rain of Colorless Fire freed them by destroying the ancient Suel nation. Not that the Suel learned from this; as revealed in the [[Scarlet Brotherhood]] boxed set, the Brotherhood repeated their experiments in their new kingdom of Shar and bred the Komazar, a species of half-dwarf deliberately engineered with stunted legs to hinder escape and deformed mouths that make verbalization difficult; these bredthralls exist to do the minework and much of the stoneworking for Shar. Way back in 2e, the "Dwarves Deep" splatbook for [[Forgotten Realms]] claimed that dwarves were in fact perfectly compatible with [[humans]], [[gnomes]] and [[halflings]], and in fact it was necessary for them to breed outside their race, since A: only 30% of all dwarves are female, and B: 55% of all dwarves are sterile (this was the result of an ancient dwarf war involving a large amount of magical cloned men). However, such crossings always produced pureblooded (if slightly taller) dwarves. This setting also has elf-dwarfs, but they are stated to be so super-rare that no stats have ever been given, so screw you powergamers! In [[Dragonlance]], dwarves not being able to crossbreed with anything is pretty much shattered. This is because of the racial myth behind dwarves: to cut a long story short; [[Reorx]] had humans who worshipped him, but he grew sick of them, so he turned them into tinker gnomes. Some of these tinker gnomes then attempted to capture a magical artifact called the Graygem of Chaos, and it turned half of them into the first dwarves and the other half into the first kender. Thusly, dwarves, gnomes and kender can all have half-human kids, because their ancestors were humans. Also, in the same setting, dwarves and gnomes can have babies together, since dwarves were magically created from gnomes. Unfortunately, these babies are "gully dwarves", which are universally ugly, hairy, smelly retards. Gully Dwarves are still a thing, but these days they're almost always born to other Gully Dwarves, for obvious reasons. [[Kingdoms of Kalamar]] presented the revelation in "Dangerous Denizens", its Monster Manual, that dwarves frequently marry humans as a result of political maneuvering. These unions are also fruitful, producing fully viable hybrids that the dwarves themselves call different names depending on their dwarven lineage - "Adumark" for half-hill dwarves, "Rurmok" for half-mountain dwarves, or "Durovar' for half-stone dwarves. They resemble short, stocky humans and tend to be physically clumsy, but quite wise, with the tanned skin of their dwarven parents and the eye colors of their human parents. In both AD&D and in 5th edition, it's mentioned that many believe the Stout breed of [[halflings]] are the result of halfling/dwarf crossbreeding. Weirdly, they never mention the possibilitty that Tallfellows are halfling/[[elf]] crossbreeds, despite them being just as "elfin" as the Stouts are "dwarfish". ===Half-Dwarf Stats=== ====Kingdoms of Kalamar==== KoK's races weren't known for being statistic masterpieces, but for both its time (3.0) and the book it appeared in, the half-dwarf was actually pretty solidly designed. ::+2 Wisdom, -2 Dexterity ::Medium ::Base speed 25 feet, ignore move penalty for load or armor ::Darkvision 60 feet ::Dwarf Blood: Treat as Dwarf for all effects depending on race ::+1 racial bonus on saves vs. poison ::+1 racial bonus on saves vs. spells and spell-like effects ::+1 racial bonus on Appraise checks made on Stone and Metal items ::Favored Class: [[Cleric]] The above profile describes an Adumark. For a Rurmok, the Appraise check only applies to metal items and they have a +1 racial bonus to Survival checks. For a Durovar, their Appraise check is +2 (Stone items only), they have a +1 racial bonus to Hide in Shadows, Move Silently and Search when underground, and they are naturally ambidextrous. ====Dragonlance==== As mentioned above, Dragonlance has half-dwarves, and 3.5 made them playable in the Races of Ansalon splat-book. Half-dwarfs are rare, and almost entirely hill dwarf-blooded; the more isolationist mountain dwarves simply don't interact with humans that much, and dark dwarves pretty much never see humans, so their half-dwarves pretty much don't exist. Half-gully dwarves do NOT exist, period; no human would EVER mate with a gully dwarf. The progeny of humans and dwarves are taller than dwarves on average, ranging in height from 5 to 5 1/2 feet. They are stockier, broader in the shoulders and hips, with a tendency towards shorter legs and wider faces when compared to humans. Half-dwarves inherit the ethnic traits of their human parent. Half-dwarves may pass as dwarves with a +8 bonus to Disguise checks, but they are usually too tall and human-like to fool their dwarven kin. Half-dwarf characters possess the following racial traits. ::Humanoid (dwarf): Half-dwarves are humanoids with the dwarf subtype. ::A half-dwarf’s base land speed is 30 feet. ::Darkvision out to 60 feet. ::Weapon Familiarity: Half-dwarves have the same weapon familiarity as dwarves. ::+2 racial bonus on Craft and Appraise checks. Half- dwarves inherit the dwarf’s keen eye for craftsmanship, and their human heritage expands this to more than just stone and metal. ::Stability: A half-dwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground. Though not as stocky as their dwarf parents, half-dwarves still have a lower center of gravity than humans. ::+1 racial bonus on saving throws against poison. ::+1 racial bonus on saving throws against spells and spell-like effects. ::Automatic Languages: Common, Dwarven. Bonus Languages: Any. Half-dwarves often take up their human parent’s regional language as a bonus language. ::[[Favored Class]]: Any. When determining whether a multiclass half-dwarf takes an experience penalty, his highest-level class does not count. [[Category:Dungeons & Dragons Races]][[Category:Dwarves]][[Category:Mixed Races]][[Category:Races]]
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