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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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