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Dwarves
Dwarves, Hill | - | Dwarves, Mountain | - | Dwarves, Gray |
Character Races | - | - | - | Unearthed Arcana |
Gray dwarves, also known as duergar, are usually found only in the subterranean depths of the earth.
While the majority of the members
of this sub-race are of lawful evil alignment
(with neutral tendencies),
player characters who are gray dwarves may be
of any alignment.
Duergar are thinner than other dwarves, and their
skin and hair color
ranges from medium gray to dark gray.
Just as their kindred, gray dwarves may be fighters,
clerics, or
thieves, and as thieves may also enter the assassin
subclass or the
acrobat split class. Gray dwarves may be multi-classed
as fighter/clerics,
fighter/thieves, cleric/thieves, or cleric/assassins.
Player character gray dwarves are non-magical
in nature, just as their
surface-dwelling cousins are, and as such gain
the same bonuses to
their saving throws versus magical attacks by
rod, staff, wand, or
spell (+ 1 per each 3% points of constitution
score). Gray dwarves
are also unaffected by illusion spells and immune
to all paralyzation
attacks and non-natural (Le., magical or alchemical
in origin) poisons.
They receive a saving throw bonus versus natural
poison just as other
dwarves do, of the same amount as their magical-attack
bonus.
Gray dwarves speak the dwarvish language, and
in addition speak
“undercommon,” a trade language of the empires
and communities
deep beneath the earth. They also speak their
alignment language
and a maximum of two other languages, regardless
of intelligence.
Duergar have infravision with a 12” range. They
also have the standard
dwarvish abilities for detecting grade, slope,
new construction,
sliding walls, traps, and depth underground,
and have the combat
abilities of other dwarves in fighting creatures
such as ogres, trolls,
ogre magi, giants, and titans. They do not gain
the other dwarves’
combat advantage when attacking half-orcs, goblins,
hobgoblins, or
orcs, since their background does not include
a history of animosity
against these creatures.
Gray dwarves move very quietly when they want
to, able to surprise
others on a 3 in 6 chance (when alone or in the
company of others of
their race), and are themselves surprised only
1 time in 10. Not all
player character duergar have psionic ability.
They do, however, have
twice the usual chance of being psionic (double
all bonuses for intelligence,
wisdom, and charisma) if psionics are used in
the campaign.
Gray dwarves live
most of their lives deep beneath the surface of the
earth. They will not venture forth into the surface
world except at night
or on the gloomiest of overcast days. Daylight,
and spells such as
continual light, affect duergar as follows: Their
enhanced ability to
gain surprise is negated, the character’s dexterity
is effectively reduced
by 2 for the duration of the exposure (with all
penalties to armor
class, thieving abilities, etc., applicable),
all their attacks are made at
-2 “to hit,” and any opponents’ saving throws
versus gray dwarf attacks
are made at + 2. If the gray dwarf is located
in darkness or deep
shadow but is attacking creatures illuminated
by a light source, surprise
ability and dexterity are normal, but the character’s
attacks are
at -1 “to hit,” and opponents’ saving throws
versus any such attacks
are at + 1. The relatively dim light given off
by such sources as
torches, lanterns, magic weapons, light spells,
and faerie fire spells
does not adversely affect a gray dwarf.
Originally Posted by LordVyreth
Quote:
Moving on from alignment
questions, here's something similar. It seems that people are getting more
into playing good individuals of typically evil races, like orcs and drow,
and even generally universally evil beings like demons and vampires. Do
you agree that it's a new thing, or has that been a constant throughout
the game? If it is new, do you think it reflects a way gamers look at the
world and concepts like universal evil, or is it just because evil characters
are considered "cooler" for some reason? I'll post my opinions, but I'd
like to hear what you think first.
Vyreth
As there will well be abberations
in nature, a chaotic good orc, or drow, is of possible interest to the
player who wants a challenge for the PC--
virtually every hand will
be against such characters.
Having demons and vampires
of similar stamp is so much nonsense, comparable in my mind to a grass-eating
lion or a friendly wolverine.
The nature of true evil
is just that--no good in it whatsoever.
As for when such approach commenced, I can't say, but the politically correct view of evil individuals as mere victims of their surroundings and upbringing might be involved.
Cheers,
Gary
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