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Galuf the Dwarf
Senior Scribe

USA
471 Posts

Posted - 31 May 2020 :  05:35:16  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Debating if I even want to cover races like Half-Elves, Half-Orcs or Humans. The latter two I may want to, but the former? Hardly worth the effort IMHO.

Lightfoot Halflings

Barbarian: This class is especially rare if even heard of among Lightfoot Halflings compared to their Ghostwise kin. Those who do were raised among savage cultures of other races or live in Halfling communities reduced to such lack of civility among the wilds of Faerun. Still, this race/class combo is not easy to pull off due to the lower damage potential caused by their small size and lower Strength scores compared to Medium or larger size creatures. What weapons would be best suited for a Lightfoot Halfling Barbarian to use with their Barbarian Rage is debatable since they will likely need to use weapons sized for them unless they utilize feats like Monkey Grip or the epic feat Wield Oversized Weapon (both from Complete Warrior).
Bard: Bards are fairly common among Lightfoot Halflings, given their tendency to a wandering lifestyle more than other races. This race/class combo makes good use of stealth skills and skills like Sleight of Hand alongside more traditional Bard skills. Don't be surprised if after a performance where a Lightfoot Halfling Bard gets shortchanged if they end up taking the rest of your money as compensation without you noticing until it's too late. Some Lightfoot Halfling Bards tend to adopt various scoundrel-based Prestige Class, but one popular one is the Luckstealer (Races of the Wild).
Beguiler: Many Lightfoot Halflings revel in this class more than others of their entire race due to their nomadic and trouble-making lifestyle. Though they are less about love of Illusion magic like Gnomes, they make up for it in their love of use of stealth and may be more apt to use the Enchantment spells provided by the class.
Cleric: Despite their more nomadic lifestyle, numerous members of this race feel the call of the divine beings. Most Lightfoot Halfling Clerics worship either Tymora, the human goddess of luck or her Halfling accomplice (or according to some rumors, lover) Brandobaris, Halfling god of thieves, or Yondalla, the chief goddess of the Hafling race. Other deities of the Halfling Pantheon may be worshiped, depending on the individual. Whether Daula Thaun (Races of the Wild) exists in some capacity and is worshiped by Lightfoot Halflings depends on the DM. Some priests of the deities of Green Fields may take the Halfling domain to act as a representative of their race as a whole, but otherwise, they take whatever domains suit the role they wish to fill, whether as a secondhand warrior, a would-be thief or whatever have they as well as to tailor their spellcasting. Some Lightfoot Halfling Clerics of Tymora or Brandobaris take up the Luck Domain and become Luckstealers (Races of the Wild).
Dragon Shaman: It wouldn't be a far cry to say Lightfoot Halflings may be involved in this class. Some Lightfoot Halflings come from communities close to Dragons and - depending on where they live - could revere almost any totem. Their personalities and skills reflect who they are, ultimately. They could be kind or cruel, sociable or reclusive, just champions or total scoundrels and live in any environment all dependent on their totem and location.
Druid: This class is uncommon but not unheard of among Lightfoot Halflings. Those who adopt this class often worship the Halfling goddess of nature Sheela Peryroyl, but it might not be unheard of for them to worship a Human deity of nature if any at all. This race/class combo would likely want to make use of both Animal Companions and Wild Shape when it comes to combat and the use of Prestige Classes.
Fighter: Despite how nomadic many Lightfoot Halflings are, the need for defense of self or the community at large is important to them. Some may take this class primarily (if not exclusively) or may only take a few levels in this, depending on what their goal is. Those who do often invest in feats to better utilize their Dexterity in melee combat, mounted combat, or the use of throwing weapons. Popular Prestige Classes for Lightfoot Halfling Fighters include the Halfling Outrider or the Master Thrower from Complete Warrior, (if multiclassing as a Rogue) the Whisperknife from Races of the Wild or the Warsling Sniper from Races of Faerun.
Paladin: Lightfoot Halflings are more likely to become Paladins than Ghostwise Halflings but less likely than the Stronghearts. Those who do are just as likely to be either Paladins of Virtue of Paladins of Freedom (Unearthed Arcana), depending on which deity they worship. The former are more likely to worship Yondalla (and a small chance of Arvoreen) while the latter most likely worship the Human deity Tymora. Those who do most likely compensate for their small size and lower than normal Strength by utilizing their bonuses to throwing weapons as well as the use of weapons like lances with their Sacred Mount. If the DM permits, Paladins of Yondalla or Arvoreen might be able to frequently multiclass as Halfling Outriders (Complete Warrior).
Ranger: Rangers are highly common among the Lightfoot Hin. Rampant wanderers like they are, the path of the Ranger suits them well, since traversing wild terrain is probable in a their lives. Those who do most likely utilize skills involving stealth, athletics and the know-how to traverse natural environments. As far as Animal Companions, Lightfoot Halfling Rangers will utilize any Animal they see fit, depending on which environment they find themselves in the most. Usually for Combat Styles, members of this race/class combo prefer to utilized ranged combat, given their higher dexterity and small size, which might limit the effectiveness of melee combat. In this case, this race/class combo will likely use thrown weapons or slings in conjunctions with the ranged Combat Style, pumping out as much of their respective ammunition as possible to mow down their enemies. In that case, the previously mentioned Master Thrower or Warsling Sniper may be viable Prestige Class options. Otherwise, the Beastmaster (Complete Adventurer) is highly viable for those who seek to best use their Animal Companion, which is a good idea given the potentially low damage melee output and possible need of a more useful additional combatant.
Rogue: Being the favored class of this subrace, Lightfoot Halflings are the de facto example of the core rulebook version of a Halfling and dip into this class if they want to no problem, be it one level or completely. They can come from anywhere and be almost anything they want to be. These small rapscallions practically represent this class to its fullest, skilled at stealth and larceny to boot. This race/class combo takes any skills the character (and through them, the player) desires. As far as weapons, those applicable for Weapon Finesse are a fair call, but to make most of their racial perks, it might be advised to make use of thrown weapons that can be used in applicable range for a Sneak Attack. Feats that capitalize on such tactics can turn such a character from potentially disadvantaged to deadly. Many different Prestige Classes can be used by Lightfoot Halfling Rogues, one Realms-specific PrC that sticks out being the Warsling Sniper while two non-Realms-specific ones to consider are the Master Thrower and the Whisperknife.
Sorcerer: This class is more common among Lightfoot Halflings than other subraces, namely those who come from around the infamous southern nation of Calimsham. While the planetouched Lightfoot Halflings known as the D'hin'ni (Dragon #350) are the most common source of this, other specimens of the race as a whole adopt this class. Those who do may claim heritage from Genies (usually Djinn or Efreeti), Dragons, Fey or whatever source, knowing their race's history of interactions (social or otherwise...) with various beings. Also, the wandering lifestyle of many Lightfoots makes this arcane spellcasting class more appealing to them since they don't have to worry about a spellbook, which may be a liability. Many who do utilize the Hin Wandermage feat (Races of Faerun). While they may use any spell they want, don't be surprised if Lightfoot Halfling Sorcerers have at least one spell in their repertoire centered around stealth or thievery. Some may multiclass as Rogues and become Arcane Tricksters, though one option exclusive to Halflings is the Luckstealer.
Warlock: Of all subraces of Halfling, Lightfoots are the most likely to delve in this class. Their tendency to come in contact with various beings include bartering pacts with Fey or (to a somewhat lesser extent) fiends by means to ensure their kind's survival or just for kicks. Those who do adopt this class often make use of Invocations that fool opponents or enhance their capabilities, particularly those that may help them evade trouble (Entropic Warding, Flee the Scene, Leaps and Bounds, etc) or enhance capabilities of travel (Path of Shadow, Witchwood Step and the like). No preference or reservation is made over origins of various Invocations, be they Abyssal, Infernal, Fey or what have they.
Warmage: Few Lightfoot Haflings adopt this class due to the general lack of a formal system that fosters this class. Those who do take this up were those communities that settled in the lands of a more established race - likely Humans, Elves or Half-Elves - that have an academy that trains in this class. Those who do take this up can be a force to be reckoned with, bombarding enemies with spells as potent as those of most other races who take up this class.
Wizard: Wizards are somewhat common among this subrace of the Hin, often learning from a certain arcane scholarly edifice and returning home upon graduation or (sometimes the case) washing out. Those who do adopt this are involved in the creation of magic items for their community as well as cartographers for caravans, among other roles commonly taken up by Wizards. Any and all spells are utilized by this race/class combo, but Abjuration spells (mainly ones that block scrying attempts), Divination spells, spells from the Illusion school that confer invisibility or fool scrying attempts and similar effects as well as Transmutation spells are common favorites. Like the Sorcerer entry above, the Arcane Trickster and Luckstealer are popular Prestige Class options among others.
Wu-Jen: Of all Halflings, this is the one subrace that is most likely to adopt this class, though that is not to say it is highly common. Any and all spells might be used by them, but the Giant Size spell (Complete Arcane or Oriental Adventures) can possibly help overcome the hangups of a Halfling Wu-Jen's small size.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 14 Jun 2020 05:07:11
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Galuf the Dwarf
Senior Scribe

USA
471 Posts

Posted - 15 Jun 2020 :  05:47:59  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
And now for the last of these. Not concerned about D'hinni since I'm pretty sure the aforementioned issue of Dragon I mentioned covered them.

Otherwise, my niece and nephew are apparently done with school until August, so I should be able to get back on track with this.

Strongheart Halflings

Barbarian: This class is the least common of this subrace. Though they are more militaristic than other subraces, they are also the most civilized and settled of all Halflings, and so Strongheart Halfling Barbarians are rare.
Bard: Bards are less common among the Stronghearts as they are among the Lightfoots, but they still somewhat commonplace. Those who do adopt this class act as performers, teachers or mediators among their kind and with visitors. Stongheart Halfling Bards value dialogue skills as well as Knowledge and related skills. Stealth-based skills are less common but not unused, but thievery-based skills are the least common. If skills such as Sleight of Hand are used by a Strongheart Halfling Bard, it is usually in the case of combat where one such character might retrieve a concealed light weapon on their person to gain the upper hand on an opponent. Concerning the use of Bardic Music, they prefer the uses of that class ability that improve morale or capabilities of allies above all else, namely Inspire Courage. As far as spells from the Bard list, buffing spells not covered by their Bardic Music are the most commonly picked followed by divination and healing magic in equal preference. Enchantment or Illusion spells that manipulate or deceive opponents are only utilized when necessary. Many of this race/class combo take up prestige classes such as the Seeker of the Song or the Sublime Chord from Complete Arcane.
Beguiler:
Cleric: Given their connection to the deities of the Green Hills, Stronghearts are the most likely of all Halflings to adopt this class. Most worship Arvoreen followed by Yondalla and - given their race's history of martial prowess and desire to defend Luiren - often take the War and/or Protection domains above all else from those deities (if the DM permits, my own Vigilance domain is also a viable option). Otherwise, the Halfling domain is often taken, especially by Clerics of Yondalla, to showcase their head deity's connection with their race. Cyrollalee also has a decent following among the Stouthearts, and those Clerics are often more community-minded and might take the Family domain. Many Strongheart Halfling Clerics take up the Warpriest (Complete Divine) or the Heirophant Prestige Class, among others.
Dragon Shaman:
Druid: Strongheart Halflings are more or less equally as inclined to this class as their Lightfoot kin, so they are not uncommon.
Fighter: Fighters are most common among Strongheart Halflings compared to other Halflings, namely due to their race's desire to protect their homeland of Luiren and their more structured society includes a hint of militaristic training. Even with their stunted damage potential in melee combat due to their size and low Strength compared to most races, it is not ignored by Strongheart Halfling Fighters. Thrown weapons are popular among this combination of race and class, and so the Master Thrower from Complete Warrior is likely taken up, but the Warsling Sniper (Races of Faerun) is a very likely option. Otherwise, any Prestige Class they see fit and qualify could be taken up by Strongheart Halfling Fighters.|
Monk: Surprisingly, this class is highly common among the Stronghearts. Those who do adopt this class are often members of the order known as the Hin Fist, centered around their homeland of Luiren. Hin Fist monks value the class's capabilities of mobility, given their race's small size, despite the penalty to damage caused by their small size and frequent lack of sufficient Strength modifier to melee damage. If they DM permits, the Halfling Monk substition levels can be adapted to go with this race/class combo to make such a character more viable. Given that members of the Hin Fist are able to freely multiclass as Paladins of Yondalla or Arvoreen, those are the deities they worship and most times take the Aesthetic Knight feat (Complete Adventurer) to help such a multiclass combination mesh well.
Paladin: Of all Halflings, the Stronghearts of Luiren are the most likely to adopt this class. In fact, if the DM permits, this could possibly be this subraces' favored class instead. Most (if not all) are the standard Paladin of Valor and worship either Yondalla or Arvoreen, often favoring the Favored Weapon of both deities, the shortsword. The main drawback, like other Halflings, is their small size and penalty to Strength, which makes melee combat difficult. Many take to mounted combat in part to compensate by use of reach weapons such as lances to close the distance with opponents while charging on their Sacred Mount (usually a warpony or war dog). If the DM also permits, Paladins of Yondalla or Arvoreen may frequently multiclass as Halfling Outriders (Complete Warrior) or the Wild Plains Outrider (Complete Adventurer).
Ranger: Among all subraces of Halfling, Stronghearts are on par with their more savage Ghostwise kin as far as the usage of the Ranger class. The Stronghearts are rather attuned with the land around Luiren, but even moreso, they value this class's capabilities at tracking and ability to maneuver the land around them, no matter how tame or wild it may be. Through this, Strongheart Halfling Rangers use this class's tracking and travel capabilities to facilitate defense of their homeland from rampaging monsters and similar threats. Numerous Strongheart Halfling Rangers become Luiren Marchwardens (Shining South) or - to a lesser extent - Horizon Walkers. Besides those, the previously mentioned Halfling Outrider and Wild Plains Outrider are somewhat common, due to the need for mobility, possibly by an Animal Companion that could be used as a mount. Otherwise, the occasional Beastmaster (also from Complete Adventurer) or Beast Heart Adept (Dungeonscape) is not uheard of.
Rogue: Though being more martially (and to a lesser extent, spiritually) enclined than their Lightfoot kin, the Stronghearts do value the talents of the Rogue highly and have such as their favored class. While less prone to trickery than the aforementioned subrace, Strongheart Halflings will use subterfuge when necessary to get the job done. Moreso than other Halflings, Strongheart Halfling Rogues focus more on combat capabilities (including Sneak Attack) and dialogue skills than their more nomadic kin. Cunning and courageous to a fault, they'd just as well talk down an opponent as they would stick a weapon in a weak spot to take a foe down a notch or two. Those who are adventurers may likely take up classic dungeon-crawling skills to take up the usual role as a dungeoneering expert, if needed. Some take up the Combat Trickster or Uncanny Trickster Prestige Class from Complete Scoundrel while others take up the Master Thrower as mentioned in the Fighter entry. Finally, there is the Whisperknife(Races of the Wild).
Sorcerer:
Warlock: While more likely to delve into this class than their Ghostwise lin, Strongheart Halflings are less likely than the more gregarious Lightfoots.
Warmage: Of all Halflings, the Stronghearts are the most likely to adopt this class. Concerned with protecting their homeland of Luiren, the militarization of their kind is paramount. While arcane might is not as common among them as other races or their Lightheart cousins, it does exist in some capacity, and this is likely the most common form of arcane spellcaster among them, namely offensive arcane power. Their spell selection depends upon which archetype they'd rather occupy, Blaster or Sniper (Complete Mage). Those who are more concerned with destroying large groups of enemies in open warfare take up spells geared toward the Blaster while those who are defending areas closer to home or nature use Sniper-oriented spells.
Wizard: While not the most arcane-inclined race, the need for various spells is not ignored by the natives of Luiren. Most Strongheart Halflings utilize spells from the Abjuration, Conjuration or Transmutation schools. Of those schools, they prefer spells that create effects or objects that improve quality of life. Otherwise, spells from those schools as well as Enchantment or Illusion that improve their well-being or enhance their capabilities of defense (either of self, friend, family or home) are most desired. Item creation feats are highly common as well, especially Craft Wondrous Item for the creation of stationary items that improve quality of life for the community.
Wu-Jen: This subrace of Halfling is about as likely to adopt this class as the Ghostwise Hin. Like Lightfoot Halfling Wu-Jen, the Giant Size spell is a boon for them, giving them a boost on reach as well as size-based checks for things such as reach or performing offensive grapple checks.

Next stop: ORCS! FOR THE HORDE- Oh, wait, wrong franchise.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 17 Jun 2020 05:06:48
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Galuf the Dwarf
Senior Scribe

USA
471 Posts

Posted - 21 Jun 2020 :  05:02:18  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Here we go with the next chapter

Gray Orc

Barbarian: Almost as common among this eastern subrace of Orc as their more infamous northern kin, Gray Orcs commonly adopt this class, namely the most warlike of their kind. While not quite as strong as their more brutal kin, they are still very dangerous with this class. Most Gray Orc Barbarians focus on feats that improve their combat prowess, namely Power Attack, Cleave, Improved Critical or Weapon Focus. Those who intend to lead a horde of their kind more likely have the Might Makes Right feat and take up the Orc Warlord Prestige Class, both found in Races of Faerun. Gray Orcs already having a faster movement speed by their race alone combined with this class's Fast Movement class feature most likely wear light armor and best utilize such speed to quickly ambush opponents and clear the distance between targets in combat. As far as skills, most utilize athletic-oriented skills, namely Jump, in combat as well as Intimidate, Listen and Survival. Feats namely curtail combat and damage, including but not limited to Power Attack, (Great) Cleave, Improved Critical and Weapon Focus. Ironically, a Gray Orc Barbarian does utilize weapons in decent shape as much as possible, especially axes such as Greataxes.
Bard: This class is rather uncommon among Gray Orcs. Though less distrusting in arcane magic compared to their more common kin, they still have little use of such skills in their brutal environment. Those who do usually use their magic and what spells they may know to supplement what more common classes lack.
Beguiler:
Cleric: Of all Orcs, Gray Orcs are the most devout and favor this class. While their penalty to Charisma hurts their ability to affect undead, they make up for it with their bonus to Wisdom for spellcasting and bonus to Strength for melee damage. Practically all Gray Orc Clerics worship a member of the Orc pantheon. The Strength pantheon is highly popular among the, namely those who worship Baghtru or Gruumsh. Otherwise, the Orc domain is very popular among all deities followed by a tie between the Destruction domain of Ilneval or Yurtrus and the War domain for Gruumsh or Ilneval. As far as feats and spells, metamagic feats that enhance their spells are popular, and little prejudice is made over what type of spells they use, dependent on what is needed at the time. Many take up warlike divine Prestige Classes like those found in []Complete Warrior[] and especially []Complete Divine[].
Dragon Shaman: Tribal, nomadic and brutal as they are, it may be plausible for Gray Orcs to take up this class. Those who do usually pick a totem for Chromatic Dragons, namely Black, Red or White Dragons, since they most closely match the race's native environs.
Druid: Ironically, druids are rare among Gray Orcs, despite their more savage lifestyle. Given their connection to the Orc Pantheon, this subrace sees nature as something more to exploit or plunder rather than something to cherish. Those rare few to take up this class though, obviously, take a different mindset and can be powerful defenders of the wild themselves.
Fighter: Though less common than Barbarians, Gray Orc Fighters are not unheard of. Those who do are usually self-trained but are dangerous, whether as fierce defenders of their tribe or skilled raiders against their enemies. Most take feats that improve damage with weapons as noted in the Barbarian entry, as well as feats along their train of thought that are exclusive to Fighters, such as Weapon Specialization and the like. Some may meet the prerequisites and become Blackguards. Others may take a level or two in Barbarian and become Orc Warlords.
Monk: This class is rare but not unheard of among Gray Orcs. Most who do are females (namely those past childbearing age) who worship Luthic and utilize their sharp, claw-like nails as weapons (likely utilizing a Feat of some sort to allow slashing damage from such as a weapon, at the DM's discretion) to prove themselves useful. Others, namely males, would likely worship Yurtrus and be members of the Brotherhood of the Scarlet Scourge, if such were to have a monastery in the areas where Gray Orcs live, relishing in using their skills to spread disease, poison and overall misery to their foes. Given their race's greater movement speed combined with the bonuses from this class and the tendency to move without the encumbrance of armor, a Gray Orc Monk would likely outpace many other characters. Combining that with the race's Strength and Wisdom bonuses and only a +1 ECL, you have yourself a potential engine of destruction on your hands. Gray Orc Monks likely pick skills associated with stealth or religious matters, the former to get the drop on opponents and the latter to showcase their devotion to their faith. As far as feats, most go with ones that emphasize dealing damage, such as Power Attack, Cleave, or feats that improve damage with a Special Monk Weapon they utilize the most.
Paladin: Paladins of Virtue are practically unheard of among this subrace of Orc. Those who do are likely converts disillusioned with the ways of their kind as a whole. Otherwise, a Gray Orc Paladin of Slaughter per Unearthed Arcana would likely happen, most likely worshipping Gruumsh, Baghtru or Ilneval. Paladins of Tyranny from the same sourcebook are more rare, but would most likely worship Ilneval or Yurtrus. In the former case, they are just as bloodlusting and maniacal as Barbarians or Fighters, but combining such with unholy might. The latter would likely seek to crush all resistance, take prisoners and showcase their deity's superiority over others whether through skill of arms or divine power. Either way, if such variants of the class exist, they would make good use of their Strength and Wisdom scores, though the Charisma penalty and +1 ECL would hinder this class selection in other ways.
Ranger: Given to their nomadic lifestyle, the way of the Ranger is highly popular among Gray Orcs. Almost all who do are hunters for their kind, following animal herds to hunt so their tribe can feast where possible. Otherwise, they function as scouts for the tribe or ambush combatants in their warband. Many who do utilize axes for mele combat, likely one-handed varieties or the Orc Double-Axe if dual-wielding or two-handed if they used ranged weapons. For the Ranged Combat Style, longbows, namely Composite Longbows if possible, are most often used. As far as Animal Companions, regular or dire versions of wolverines, boars or rodents of any kind are most common. If they worship a deity of the Orc Pantheon, they most likely worship Gruumsh, given his connection to caves. As far as prestige classes, Gray Orc Rangers favor the Beast Master (Complete Adventurer), the Beast Heart Adept (Dungeonscape) or the Horizon Walker to best utilize their connections to the wild.
Rogue: Gray Orcs are not overly deceitful compared to other evil-aligned humanoids, but it's not to say that some Rogues are counted among their kind. Those who do are most likely scouts for their tribe, tracking enemy movements and committing ambush warfare if needed. Their bonus to Strength helps their damage with Sneak Attack, though their penalty to Intelligence and Charisma hinders their skill allocation as well as their use of skills that use those ability scores.
Sorcerer:
Warlock:
Warmage:
Wizard:
Wu-Jen:

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 25 Jun 2020 04:58:57
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Galuf the Dwarf
Senior Scribe

USA
471 Posts

Posted - 05 Jul 2020 :  04:30:13  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Finally, here's another!

Mountain Orc


Barbarian: The archetypal example of this entire race, Mountain Orc Barbarians are as common as they are feared.
Bard: This class is exceptionally rare if even heard of among Mountain Orcs.
Beguiler:
Cleric: While not as religious as Gray Orcs, Clerics are still relatively common among Mountain Orc tribes, especially Clerics of Gruumsh who act as spiritual advisors to the tribal leader.
Dragon Shaman: Of all Orcs, Mountain Orcs are the most likely to follow this class. Those who do take up this class usually revere any Chromatic Dragon that fits their mindset and alignment (usually Chaotic Evil or to a lesser extent Neutral Evil). Red Dragons are the most common followed by White, Black or Green Dragons. Only those that live near deserts usually revere Blue Dragons. They are greedy, selfish and easily prone to anger, responding to most threats with violence. Most who do follow this path act as leaders and healers among their kind.
Druid: Though not common, Mountain Orc Druids are still more common among their kind than their more priestly-oriented Gray Orc kin. Those who do are usually solitary individuals who bend nature to their will and otherwise assist Orc tribes and leaders of said tribes when called upon. Alignment-wise, most (if not all) Mountain Orc Druids are of Chaotic Neutral or Neutral evil alignment as mentioned in Races of Faerun.
Fighter: Almost as common among Mountain Orcs as Barbarians, Mountain Orc fighters are fierce indeed. Above all other skills, Intimidate is the most frequently utilized skills by this race/class combo, often cowing opponents into submission. Damage-dealing feats, namely Power Attack, Cleave and Great Cleave, Improved Critical and Fighter-specific weapon proficiency feats are the most commonly utilized by Mountain Orc Fighters. The need to inflict more damage upon opponents is always on the mind of such warriors. Of all Mountain Orcs, Fighters are the most likely to utilize the best armor they can get, usually what they loot from slain opponents that fits them. As far as weapons, axes are the most valued by them, especially Greataxes or Orc Double-axes.
Monk: Monks are uncommon but not unheard of among the brutal northern Orcs. Those who do take up this class most likely belong to the Brotherhood of the Scarlet Scourge and act as agents of their god, spreading suffering through their martial prowess combined with their love of utilizing diseases to hamper their foes' ability to fight back. Otherwise, female Mountain Orcs may often become Monks who worship Luthic and become members of an order known as the Runeclaws, as mentioned in the Gray Orc entry.
Paladin: Like Gray Orcs, Paladins of Virtue among Mountain Orcs are practically unheard of. Paladins of Slaughter are exceedingly rare compared to their eastern cousins as well but not totally unheard of. Those who do almost exclusively worship Gruumsh, as mentioned in the Cleric entry, and revel in being wanton ravagers of their enemies.
Ranger: Savage as many Mountain Orcs are, the Ranger is highly common among their kind for various reasons. Living among the wild, Mountain Orc Rangers are skilled scouts, trackers and opportunistic combatants. As far as Combat Styles, the divide is about evenly split, depending on what the individual believes will cause the most damage to their enemies. Concerning skills, Mountain Orc Rangers mostly focus on those involving tracking and traversing wild terrain, but otherwise stealth skills are popular to trail prey unnoticed. Popular Favored Enemies for Mountain Orc Rangers are subsets of the Humanoid type, namely Dwarves or Elves, and to a lesser extent Humans. The most common Prestige Class for this race/class combo is the Orc Scout (Races of Faerun), given their value as agents of Orc hordes. Some, if they meet the requirements, become Assassins or Blackguards.
Rogue: Of all full-blood Orcs, Mountain Orcs are the most likely of their kind to engage in this class. While not the most deceitful of monstrous races, Mountain Orc tribes do have need for spies, assassins and scouts. Those who do take this class among their kind tend to be the most cunning, opting for stealth-oriented skills (namely Hide and Move Silently) to stalk their prey or slip in and out of places unnoticed) and deliver a brutal Sneak Attack where possible. Some do take up traditional dungeon-crawling skills but more-so in the attempt of sabotaging enemy strongholds, not the lairs of monsters. Due to their usually high Strength score and less frequent access to more conventional weapons, the Weapon Finesse feat is less common for Mountain Orc rogues, and so they usually opt for feats that compensate for their lower Intelligence and Charisma scores to get their job done. Otherwise, feats that influence damage-dealing potential are common, such as Improved Critical or Weapon Focus. As listed in the Ranger entry above, many who take up this race/class combo take up the path of the Orc Scout. Otherwise, the Assassin is highly common, given the need to eliminate targets efficiently.
Sorcerer:
Warlock:
Warmage:
Wizard:
Wu-Jen:

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
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Galuf the Dwarf
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Posted - 01 Oct 2020 :  03:58:05  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Apologies for the lack of updates. Found myself A LOT busier than I expected, even with the kids back in school.

Here's another entry I've been itching to get to
Orog (aka Deep Orc)

Barbarian: While not as common among these more powerful subterranean Orcs, Barbarians do happen. Most individuals with this class are from the fringes of Deep Orc society, savage and brutal to the extreme. More often, however, some Orog warriors take a few levels in this class to enhance their combat prowess and/or to qualify for levels in the Orc Warlord (Races of Faerun). Either way, such individuals prefer to use masterwork or magical two-handed weapons (generally just +1 to +5 enchantment, whichever they can get their hands on) to inflict as much base damage as possible. Armor for Orog Barbarians is generally the light or medium metal armor (if possible, a mithral version of Breastplate, Half-Plate or Full Plate) festooned with armor razors (Underdark) or armor spikes.
Bard: Of all Orcs, the Deep Orcs are the most likely to adopt the Bard class. In their mindset, they use such to take advantage of their strong personalities and to give their soldiers the most advantages possible. Concerning instruments, simple drums are the most common (if not exclusive) instrument used, the sounds reverberating in their cavernous homes for their warriors to easily hear. Concerning spells, healing and buffing spells are the ones most commonly used by Orog Bards, since their soldier's welfare and improved chance of victory matters most. As far as songs, Deep Orcs with this class prefer to sing ones such as Inspire Courage, Inspire Greatness, Song of Freedom or Inspire Heroics, with Inspire Competence only used if necessary. Songs or spells dealing with tricking foes are rarely used due to the desire to defeat foes and take their possessions rather than nonviolently subduing them. As far as Skills, Orog Bards usually utilize Bluff and Diplomacy to embolden their fellows in their military units
Beguiler: This class is among the rarest (if even taken up at all) among the Deep Orcs. Despite their strong personalities and cunning on par with the average human, this race is not overly accustomed to subtlety. They would rather conquer their foes through force if not outright slaughter them. If such an individual of this race and class were to arise, they would try to convince their allies that they would use their abilities to further such an agenda, likely through using any buffing spells of the Enchantment or Illusion schools they have to improve chances of victory.
Cleric: Though Orogs are not overly pious, religion has a firm hold on their society. Most Clerics of the Deep Orcs revere the chief deity Gruumsh, though some rebellious individuals have taken to the deity of outcasts and slimes, Ghaunadaur, who is mostly worshipped by Drow. The former most often take the Orc or Strength domain, but War is not unheard of and Cavern is far from totally ignored either, especially given their subterranean lifestyle. As far as spells, Orog Clerics of Gruumsh focus on healing and buffing spells and to a lesser extent damaging spells.
Druid: Of the divine spellcasting classes, this is the rarest of them. The call of nature is something rarely (if ever) felt by Orogs. They would rather either enslave a creature through force or slaughter it and skin it for making textiles or armor than befriend it. Even natural resources are seen as little more than such to the Deep Orcs, ripe for plundering and perusing towards conquest. Any Orogs who take up this class are likely doing so only to further the needs of their warbands. They would primarily be utilizing spells for healing or buffing allies or otherwise hindering (if not outright damaging) enemies. Still, with their kind's increasing presence on the surface, anything is possible.
Fighter: Being the favored class of Orogs, this is the most common class seen among their kind, and for good reason. Orog Fighters are often very well equipped with heavy metal armor of at least masterwork quality, often accessorized as mentioned in the Barbarian entry, sometimes even made from rare materials like mithral or adamantine if their city's smiths can acquire such. Weapons are of similar quality, usually greatswords and throwing axes, their swords in particular made with various cutting edges, spikes or hooks on them to better mutilate their foes, or at least look more intimidating. Skill-wise Deep Orc Fighters utilize Intimidate to cow their enemies and keep subordinates in line, and any of the craft skills for weapons or armor. As far as Prestige Classes, Orog Fighters often take up the Blackguard, Warrior of Darkness (Book of Vile Darkness) or take up a level or two in Barbarian to qualify for the Orc Warlord as described in the Barbarian entry.
Monk: Monks are all but unheard of among this subrace. Both Luthic and Yurtrus have little (if any) presence among the Deep Orcs, and worship of any other gods with monastic orders is almost completely unwarranted by their kind. Any who do are likely a rare orphan brought up at a foreign monastery.
Paladin: This class is rare but not unheard of among Orogs, particularly Paladins of Virtue, but exceptions do exist. In one case, there was a notable Orog Paladin of Torm called "Shield of Innocence." However, if Paladins of Slaughter from Unearthed Arcana are allowed in your campaign, then such Orogs who worship Gruumsh may likely be more common. In such a case, they use their combination of cruel faith and martial prowess to better destroy their enemies and reap loot for themselves. Deep Orc Slaughter Paladins are likely equipped similar to Fighters among their kind as well as having their holy symbol. A mount for one dwelling in the Underdark, however, is an issue. Unless the DM allows for a certain mount adapted to living underground, it would be wise to find a substitution for such an ability either found in other sourcebooks or invented by the DM themselves.
Ranger: At home among the deeper caves of the Underdark, some Orogs do take to the calling of the Ranger. Those who do likely act as scouts for Deep Orc armies, tracking enemies and keeping track of dangerous monsters to make sure they neither molest Orog settlements nor risk destroying their race's forces. This class is becoming increasingly common for those of this race living on the Surface World, seeing as they need to find various paths to other settlements to raid. Despite their penalty to Dexterity, the Ranged Combat Style is more common than Two-Weapon Style, since they can utilize a powerful two-handed weapon in melee after they whittle down an opponent from afar or in case such an adversary comes close. Most common Animal Companions include various animals adapted to living underground, such as (Dire) Badgers.
Rogue: Stealth is not the strong suit of Orogs, and for good reason. They're big and lumbering for their entire race and more prone to frontal assault than sneaking behind enemies to stab them in the back. Still, the need for reconnaissance, be it above ground or below, is not totally ignored, especially with their more recent excursions on the surface. Those Deep Orcs who do take this class tend to utilize dialogue and detection skills above all else, namely to moralize allies or interrogate prisoners with the former, and to detect enemies and traps they lay with the latter. Otherwise, Use Magic Device may not be out of the question, to help with healing or buffing themselves and allies or figure out how enemy magic items work. Those who infiltrate enemy citadels may take up Disable Device and Open Lock to help their comrades get through unhindered. Other skills are only taken up if necessary for victory. Equipment-wise they might not even bother with armor, given their bulky bodies being enough of a hindrance to stealth as is. Concerning weapons, Orog Rogues may be more likely to utilized their race's favorite throwing axes from a moderate distance above anything else, especially if combined with the Brutal Throw feat (Complete Warrior) or the Axethrower racial feat (Player's Guide to Faerun). Though not always condoned, a Rogue using a Sneak Attack is not entirely frowned upon either, especially if it means an opponent can easily be subdued or killed if it means obtaining loot or conquering a locale. After all, when you're a mean and cruel individual like an Orog, anything may be fair game.
Sorcerer: Though not overly common, Deep Orc Sorcerers do appear from time to time. With their strong personalities and their lack of distrust of arcane magic common among other Orcs, the Orogs use sorcery to their advantage. No preference for spells is known, so they can utilize whichever spells they fancy, whether it be damaging Evocation magic, glib Enchantment spells, or even Abjuration and Transmutation spells to help enhance the warbands of their kind. As far as origins of their sorcerous magic, nothing is definite but it might not be unheard of for a Deep Orc Sorcerer to claim descent from fiends, underground fey or dragons. Also, their high Charisma makes their use of the Bluff skill a useful tactic outside of combat, often utilizing such to unnerve opponents or trick them into revealing crucial secrets. This race's +2 ECL penalty, however, may make advancement in this class a challenge, unless the DM throws hard enough challenges to allow swift advancement.
Warlock: This class is even rarer than Sorcerers among the Deep Orcs, but not unheard of. Those who do most likely come from pacts with fiends, be it Abyssal or Infernal, most likely fresh ones for the individual than from past generations. Those Orogs who do adopt this class likely utilize their Eldritch Blast to its utmost extent and use Eldritch Essence and Blast Shape invocations as well as invocations. Those on the surface world might make use of a few nature-oriented invocations, but only if it suits their purpose.
Warmage: If Sorcerers are somewhat common among Orogs, then this class is just as likely if not more so. Deep Orc Warmages are terrors to behold, combining some of their race's military might with much highly destructive arcane power. This combination of race and class revels in destroying opponents with barrages of spells but making sure to at least leave enough loot behind to enjoy the spoils. Whether they use fireballs, lightning bolts or any other damage-inducing spells they acquire, expect them to show no mercy. Though this class lacks a true martial character's melee prowess, their high Strength scores would make them less fragile then members of others races in this class.
Wizard: Though Bards, Sorcerers, Warlocks and Warmages do happen, Wizards are even less common, due to an Orog's relatively short life span (though somewhat longer compared to other subraces of Orc) and lack of patience. Those who do often serve as sages and creators of magic items to help their armies succeed and are less likely to see combat compared to the other arcane classes. As far as skills Deep Orc Wizards focus on Craft (usually Armorsmithing, Blacksmithing or Weaponsmithing), any Knowledge subsets, and Spellcraft skills above else, so they can facilitate their roles in creating what is needed
Wu-Jen: Given their lack of contact with the Far East, such a class is almost unheard of among the Deep Orcs. A unique background would need to be created by the player and the DM to allow this. Those who do would likely utilize spells of the Earth or Fire descriptor above all else.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 04 Oct 2020 02:16:25
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Galuf the Dwarf
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Posted - 05 Oct 2020 :  20:11:52  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
And here's the last one I'm doing for the Orcs. Not going to bother with the Ondonti because ideally, they're really not built so as much for adventuring, especially given their lifestyle.

Tanarukks
Barbarian: This is the most common class seen among these demon-blooded Orcs as well as being their favored class. Tanarukks are violent, cruel, savage and potentially cannibalistic, all hallmarks of this class (except maybe the latter). Class features such as Rage and Damage Reduction mesh well with features of this race. Most who take up this class wear little or no armor at all, taking much faith in their high Natural Armor as well as the Damage Reduction given by this class to make them hard to hit. Weapon-wise, most prefer Battleaxes but may take the largest, most powerful weapons they can get their hands on. As far as Prestige Classes, many revel in the ferocity (if not mindless fury) of the Frenzied Berserker, though some in a position of leadership (including a sub-commander/lieutenant position) may take up the Eye of Gruumsh (both found in Complete Warrior) if they can find a way to easily put out their left eye to qualify. Otherwise, those looking to lead an entire horde of Orcs (be they Tanarukks, Mountain Orcs, Orogs or even Half-Orcs) may take to the path of the Orc Warlord (Races of Faerun). Skill-wise, most go with Intimidate to frighten their enemies or Survival to better negotiate their way in the wilds around their home.
Bard: Bards are rare if even heard of among Tanarukks. First, many associate this class with Elves, their archenemies. Second, their brutal lifestyle, steep level advancement curve and poor Charisma scores detract from pursuing this class.
Beguiler:
Cleric: Of all spellcasting classes, this is the most common class adopted by Tanarukks, though not by a huge margin. Most worship one of a certain number of Orc deities, primarily Gruumsh, though Ilneval is a close second and Baghtru is a close third. The the most common domains taken by Tanarukk Clerics are Chaos, Evil, Orc, Strength or War, depending on the deity. These domains reflect these planetouched Orcs demonic bloodline as well as their penchant for violence.
Dragon Shaman:
Druid:
Fighter: Ferocious warriors to begin with, this is the second-most common class among Tanarukks.
Monk:
Paladin: Given both their violent, warmongering and demonic nature, Paladins of Virtue are practically unheard of among this subspecies of Orc. Paladins of Slaughter, however, could happen if you use Unearthed Arcana. Such an individual would likely worship Gruumsh or Ilneval, or possibly Baghtru. Whether or not said individual wears any armor may depend on the individual, but expect them to pack at least one decent weapon on them for good measure. Those who do focus on little more than killing their enemies, and possibly even devouring their foes' remains afterward.
Ranger: Though not truly ones with nature one way or another, the Ranger is the third-most common class among Tanarukks. These Orc planetouched often find themselves in the service of other Orc hordes or clans, and as such may act as scouts or agents, given this subrace's natural agility. Many Tanarukk Rangers take up the path of Orc Scout (Silver Marches) to better facilitate this role.
Rogue: Surprisingly, this class is quite common among Tanarukks. Their surprising litheness for their stocky size is cause for them to take up this class and take their opponents by surprise. After all, who would guess that an Orc with a body more akin to a Dwarf in stature could achieve the level of stealth that they're capable of? Like Rangers, many Tanarukk Rogues take up the Orc Scout prestige class, namely if they serve Orc hordes as reconnaissance or agents of their cause. Otherwise, the Assassin and Shadowdancer prestige classes are highly common followed by the Blackguard. In combat, Tanarukk Rogues revel in whittling down their opponents with a Sneak Attack, often employing a poisoned weapon, and then just using their natural combat capabilities to finish their opponents off. Most dialogue skills save for possibly intimidate are taken up by such a combination of race and class, since few have the patience to talk things out with anyone, especially enemies; they'd rather just kill them. Likely Use Magic Device is highly uncommon since they have little care to use such. Most Tanarukks Rogues utilize stealth skills and - if they find themselves needing to do such - either detection skills or skills related to dealing with common obstacles in dungeons or enemy complexes such as traps or locks. In the end, Tanarukk Rogues can become extremely dangerous characters indeed.
Sorcerer: Despite their surly personalities and frightening appearance, this is one of the two most common arcane spellcasting classes for the Orc spawn of Hellgate Keep. Since they already have demonic blood in their veins, this might be seen as a source of arcane power for such a race and class combination. Concerning spells, most focus on spells involving fire, and those that either summon Demons or mimic their abilities.
Warlock: As mentioned just above, this is one of the two most likely arcane classes adopted by Tanarukks. Their demonic heritage may just as well act as a pact for a Tanarukk to pursue this class, and those who do are fearsome individuals indeed, despite their penalty to Charisma and their steep level curve.
Warmage:
Wizard: Despite being somewhat smarter than the average Orc, Tanarukks have a lack of temper that doesn't translate well to this class. Also this class has a bit too much in common with their hated enemies, the Elves, in the minds of most Tanarukks. If they do exist, it is likely as a sage or crafter of magic items for their kind, their skills and feats reflecting such. As far as spells, most will likely focus on spells mentioned in the Sorcerer entry.
Wu-Jen: Similar to their Mountain Orc kin and Orogs, these demon-blooded Orcs have little to no contact with regions where this class is common, so like those entries, talk to the DM about playing such.


In the end, I've decided I'm not going to even bother with Humans, Half-Elves or Half-Orcs. There's little point, given how diverse they can be. Soon enough, however, folks, it'll be time to deal with the one race I've been saving the best for last for: DWARVES!

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
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Galuf the Dwarf
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Posted - 09 Oct 2020 :  03:58:44  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
So here we go...

Arctic Dwarves

Barbarian:
Bard:
Beguiler:
Cleric:
Dragon Shaman:
Druid: This is the most common spellcasting class among the
Fighter: Though they lack the usual Dwarven regimented military culture, Fighters do occasionally arise among the Inugaakalikurit. Also lacking in traditional dwarven smithing techniques, most Arctic Dwarf weapons and armor is primitive, derived from what natural materials they can find. Armor is almost exclusively Hide Armor, likely from the hides of polar bears or similar animals, and crude leather shields made of similar material stretched onto bone frames.
Monk:
Paladin:
Ranger: This is the favored class of Arctic Dwarves, and the reason is obvious. They live in the coldest, most forbidden and untamed region of Faerun, and so survival is crucial.
Rogue:
Sorcerer:
Warlock:
Warmage: Having not even a regimented military, this class is practically nonexistent among Arctic Dwarves. The DM would need to help a player of such a race and class to come up with a
Wizard: Primitive as they are, Wizards are few and far between among the Inugaakalikurit, if even existent. If such a class is taken up,
Wu-Jen: How much contact these Dwarves have with the Far East is unknown. Those by the Great Glacier are closer than those inhabiting the North. Either way, those who do take up this class - if they exist - are likely of True Neutral or Chaotic Neutral alignment and likely use spells of Air or Water descriptors.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
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Galuf the Dwarf
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Posted - 10 Oct 2020 :  03:58:46  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Next up....

Gold Dwarf

Barbarian: Compared to other subraces of Dwarf, this class is rarest among the southern Stout Folk. Those who do are likely living in isolated numbers on the outskirts of Gold Dwarf society. Most who do enter the Battlerager prestige class (Races of Faerun).
Bard: Of all Dwarves, Gold Dwarves are the most common adherents to this class, most often of Neutral Good alignment. The denizens of the Great Rift have the most secure history that allows for the appreciation of fine music, so most Dwarf Bards come from this subrace and region. Given their lack of the common penalty to Charisma seen among most of the Stout Folk, this leads to incredible potential in this class, namely with spellcasting and skill checks involving dialogue skills and Perform checks. Given their gift for industry, commerce and their rich history, Appraise, Knowledge and Profession checks are also highly common for Gold Dwarf Bards. As far as spells, many reflect their nature of community, trade, and geneology through curing spells as well as the schools of divination and transmutation. Enchantment and Illusion spells are somewhat frowned upon since dishonesty may potentially bring shame upon not just oneself but one's forebears as well. Stealth skills are only used if necessary for survival so they are less common for this race and class combination, and since larceny is considered especially heinous, skills like Sleight of Hand are far less common as well unless it is used as a means to steal back what was wrongfully stolen. However, any who worship evil Dwarf deities like Abbathor may likely have a different outlook on the less common spells and skills, but those few are rare and - obviously - would not make their allegiance to such a cause publicly known.
Cleric: Worship of the Mordinsamman, namely Moradin and his consort Berronar Truesilver, are paramount to Gold Dwarf society, while deities such as Clangeddin Silverbeard and Gorm Gulthyn also have a significant following here as well, so it's hard not to notice at least one Cleric of said deities living in or around the Great Rift and similar regions. Other dwarven deities may have at least a few pocket worshippers but far from the numbers of the four previously mentioned. Most are of Lawful Good or Lawful Neutral alignment, with some Neutral Good worshippers possible. As far as Cleric Domains, the most commonly seen ones are Law, Good and Dwarf in that order of preference, with other domains used depending upon the individual priest and what they're attempting to represent in respect to their patron deity. Many Clerics of Berronar Truesilver - often, if not predominantly, if not exclusively, female - act as defenders, healers or (in non-combat situations) midwives to would-be mothers. Clerics of Moradin are often spiritual figureheads, geneologists or master smiths in their community. Clerics of the last two deities usually take up military functions, the former more concerned with offense and the latter with defense, respectively.
Dragon Shaman:
Druid:
Fighter: You see this as the favored class among the Gold Dwarves, and it's for good reason! They are hardy, honorable and have a strongly regimented military tradition, having successfully defended their homes for millenia. Most Gold Dwarf Fighters employ the strongest, heaviest armor they can get, often Full-Plate and made from Adamantine where possible, often alongside heavy shields of similar composition. The most common weapons employed by this race and class are those derived from tools they used for the longest time, namely various hammers, axes or picks. Due to their stocky builds and penalty to Dexterity, feats reliant on such an ability score are less common, with Strength-or Constitution-related feats being more popular as well as feats related to weapon proficiency. To compensate for the common lack of Dexterity bonus to AC, many invest in magic items to boost said ability score (namely Gloves of Dexterity) and/or use feats like Combat Expertise in defensive situations to help keep their AC higher. The Goad feat (Complete Warrior) is also very popular with Gold Dwarf Fighters intent on defending their allies and taking the brunt of an enemy's assault. As far as prestige classes, the Dwarven Defender is a pinch less common with Gold Dwarves than compared to their Gray and Shield kin, but is not uncommon. Otherwise, the rather similar Great Rift Deep Defender (Shining South) is often taken up. Either way, many prestige classes that a Dwarf Fighter (namely one of Lawful Good or similar alignment) can be found taken by a Gold Dwarf Fighter. Concerning skills, most take ranks in the Craft skill for Armorsmithing, Blacksmithing, Stonecarving or Weaponsmithing, Profession for careers in league with said Craft subsets, or Intimidate to perturb their enemies.
Monk:
Paladin: While their northern cousins do have a strong following of holy warriors, they have a rival in numbers, if not a superior, in the southern Stout Folk. Paladins are especially a common sight among Gold Dwarves, given their strong divine influence, strong military and rich history of honor and courage. Most males worship Moradin (including the famous adventurer Durnkrag the Dauntless, son of Durngrim the Daring), Clangeddin Silverbeard or Gorm Gulthyn (a famous Paladin of this deity being Breyarg Stonebreaker, as featured in Champions of Valor). Females may worship any of those, but most are drawn into the ranks of Berronar's Valkyries (detailed in Champions of Valor). They are an elite order of female Gold Dwarf Paladins of Berronar Truesilver intent on saving their male counterparts.
Ranger: Though far less common than their northern kin or the Wild Dwarves of Chult, this class is far from nonexistent among the Gold Dwarves. Whether Moradin himself accepts Rangers among his divine worshippers is unknown, and Marthammor Duin is not as widely worshipped down south as he is up north, and Thard Harr has little presence outside of Chult. If any Gold Dwarf Rangers worship a deity of the Mordinsamman, it might possibly be Dumathoin otherwise. Many of these are "Cavers" as they are referred to by their kind, often acting as scouts or sentries for their underground communities, keeping track of enemies - be they humanoid or monstrous - to ensure that their clanholds are safe. Some surface-dwelling Rangers may exist, namely among wilder regions like the Shaar, and keep track of surface threats, but otherwise may act as couriers to bring messages between their communities and others. The most common Favored Enemy for Gold Dwarf Rangers are the Aberration type, which their subrace is most familiar with fighting. Other common Favored Enemy selections include Giant or Humanoid, usually delineating to subtypes such as Elf (due to their bad blood with Drow), Goblinoid or Orc. Despite their penalty to Dexterity due to their stocky builds, Gold Dwarf Rangers often favor the Two-Handed Fighting style since it's easier to wield two weapons underground, though any acting primarily aboveground might favor the Ranged Combat Style instead. The most common Animal Companion chosen is usually one that can be ridden both underground and aboveground, namely Riding Lizards or Mules.
Rogue: Though deceit and petty tactics are frowned upon by Gold Dwarf society, the need to search, explore and liberate lost dwarven citadels is important to them, so Rogues do appear among the southern branch of the Stout Folk. In either event, at least some of this combination of class and subrace act as agents for the leaders of their clanhold or monarch, seeking out ancient holds to liberate from monsters. Others act as scouts similar to Rangers.
Sorcerer: Of all full-blood dwarves, the Gold Dwarves are the most likely to adopt this class. Those who do likely claim lineage to Celestials in league with the dwarven gods or metallic dragons, most likely Gold Dragons, or elementals or outsiders of the Earth or Fire subtype. Fey or fiendish lineage is as rare as Barbarians are, but not unheard of. As far as spells, Gold Dwarf Sorcerers prefer
Warlock
Wizard: Lacking their northern kin's history of dealings gone wrong with civilizations like the Empire of Netheril, arcane spellcasting is not discouraged among Gold Dwarves. Those who take up this class usually act as crafters, sages and historians among their kind, most often taking the Craft and Knowledge skills as well as feats involving the creation of various magical items or - most notably - the Gold Dwarf Dweomersmith feat (Races of Faerun). Most Gold Dwarf Wizards invest in buffing spells to aid their fellows when battle ensues or spells that enhance equipment (such as Magic Vestment) or assist in activities like mining such as Detect Metals and Minerals from Races of Faerun.
Wu-Jen: Though closer to the Far East in general, Wu-Jen are far from common among the Gold Dwarves. In addition, the wandering lifestyle associated with this class is somewhat frowned upon by this subrace, though less so now than in the past. With their kind busting at the seams among the Great Rift, if not in other clanholds as well, the need for adventure is becoming more paramount, namely in attempts to liberate old clanholds. Those who do adhere to this class most likely use spells of the Metal variety as well as Earth or Fire.

Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766

Edited by - Galuf the Dwarf on 11 Oct 2020 03:30:45
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Galuf the Dwarf
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Posted - 18 Oct 2020 :  03:59:25  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
quote:
Originally posted by Galuf the Dwarf

Next up....

Gold Dwarf

Barbarian: Compared to other subraces of Dwarf, this class is rarest among the southern Stout Folk. Those who do are likely living in isolated numbers on the outskirts of Gold Dwarf society. Most who do enter the Battlerager prestige class (Races of Faerun).
Bard: Of all Dwarves, Gold Dwarves are the most common adherents to this class, most often of Neutral Good alignment. The denizens of the Great Rift have the most secure history that allows for the appreciation of fine music, so most Dwarf Bards come from this subrace and region. Given their lack of the common penalty to Charisma seen among most of the Stout Folk, this leads to incredible potential in this class, namely with spellcasting and skill checks involving dialogue skills and Perform checks. Given their gift for industry, commerce and their rich history, Appraise, Knowledge and Profession checks are also highly common for Gold Dwarf Bards. As far as spells, many reflect their nature of community, trade, and geneology through curing spells as well as the schools of divination and transmutation. Enchantment and Illusion spells are somewhat frowned upon since dishonesty may potentially bring shame upon not just oneself but one's forebears as well. Stealth skills are only used if necessary for survival so they are less common for this race and class combination, and since larceny is considered especially heinous, skills like Sleight of Hand are far less common as well unless it is used as a means to steal back what was wrongfully stolen. However, any who worship evil Dwarf deities like Abbathor may likely have a different outlook on the less common spells and skills, but those few are rare and - obviously - would not make their allegiance to such a cause publicly known.
Cleric: Worship of the Mordinsamman, namely Moradin and his consort Berronar Truesilver, are paramount to Gold Dwarf society, while deities such as Clangeddin Silverbeard and Gorm Gulthyn also have a significant following here as well, so it's hard not to notice at least one Cleric of said deities living in or around the Great Rift and similar regions. Other dwarven deities may have at least a few pocket worshippers but far from the numbers of the four previously mentioned. Most are of Lawful Good or Lawful Neutral alignment, with some Neutral Good worshippers possible. As far as Cleric Domains, the most commonly seen ones are Law, Good and Dwarf in that order of preference, with other domains used depending upon the individual priest and what they're attempting to represent in respect to their patron deity. Many Clerics of Berronar Truesilver - often, if not predominantly, if not exclusively, female - act as defenders, healers or (in non-combat situations) midwives to would-be mothers. Clerics of Moradin are often spiritual figureheads, geneologists or master smiths in their community. Clerics of the last two deities usually take up military functions, the former more concerned with offense and the latter with defense, respectively.
Dragon Shaman:
Druid: Despite their strong divine tradition, primal divine worship is exceedingly rare among the Gold Dwarves. Those few who do are more likely found underground and revere Dumathoin, since the Silent Keeper is a strong influence on the dwarven perspective of the earth itself, especially caverns. Gold Dwarf Druids primarily act as intermediaries between their kinds and underground creatures, particularly those related to elemental earth or animals and nonsentient magical beasts that live in the Underdark.
Fighter: You see this as the favored class among the Gold Dwarves, and it's for good reason! They are hardy, honorable and have a strongly regimented military tradition, having successfully defended their homes for millenia. Most Gold Dwarf Fighters employ the strongest, heaviest armor they can get, often Full-Plate and made from Adamantine where possible, often alongside heavy shields of similar composition. The most common weapons employed by this race and class are those derived from tools they used for the longest time, namely various hammers, axes or picks. Due to their stocky builds and penalty to Dexterity, feats reliant on such an ability score are less common, with Strength-or Constitution-related feats being more popular as well as feats related to weapon proficiency. To compensate for the common lack of Dexterity bonus to AC, many invest in magic items to boost said ability score (namely Gloves of Dexterity) and/or use feats like Combat Expertise in defensive situations to help keep their AC higher. The Goad feat (Complete Warrior) is also very popular with Gold Dwarf Fighters intent on defending their allies and taking the brunt of an enemy's assault. As far as prestige classes, the Dwarven Defender is a pinch less common with Gold Dwarves than compared to their Gray and Shield kin, but is not uncommon. Otherwise, the rather similar Great Rift Deep Defender (Shining South) is often taken up. Either way, many prestige classes that a Dwarf Fighter (namely one of Lawful Good or similar alignment) can be found taken by a Gold Dwarf Fighter. Concerning skills, most take ranks in the Craft skill for Armorsmithing, Blacksmithing, Stonecarving or Weaponsmithing, Profession for careers in league with said Craft subsets, or Intimidate to perturb their enemies.
Monk:
Paladin: While their northern cousins do have a strong following of holy warriors, they have a rival in numbers, if not a superior, in the southern Stout Folk. Paladins are especially a common sight among Gold Dwarves, given their strong divine influence, strong military and rich history of honor and courage. Most males worship Moradin (including the famous adventurer Durnkrag the Dauntless, son of Durngrim the Daring), Clangeddin Silverbeard or Gorm Gulthyn (a famous Paladin of this deity being Breyarg Stonebreaker, as featured in Champions of Valor). Females may worship any of those, but most are drawn into the ranks of Berronar's Valkyries (detailed in Champions of Valor). They are an elite order of female Gold Dwarf Paladins of Berronar Truesilver intent on saving their male counterparts.
Ranger: Though far less common than their northern kin or the Wild Dwarves of Chult, this class is far from nonexistent among the Gold Dwarves. Whether Moradin himself accepts Rangers among his divine worshippers is unknown, and Marthammor Duin is not as widely worshipped down south as he is up north, and Thard Harr has little presence outside of Chult. If any Gold Dwarf Rangers worship a deity of the Mordinsamman, it might possibly be Dumathoin otherwise. Many of these are "Cavers" as they are referred to by their kind, often acting as scouts or sentries for their underground communities, keeping track of enemies - be they humanoid or monstrous - to ensure that their clanholds are safe. Some surface-dwelling Rangers may exist, namely among wilder regions like the Shaar, and keep track of surface threats, but otherwise may act as couriers to bring messages between their communities and others. The most common Favored Enemy for Gold Dwarf Rangers are the Aberration type, which their subrace is most familiar with fighting. Other common Favored Enemy selections include Giant or Humanoid, usually delineating to subtypes such as Elf (due to their bad blood with Drow), Goblinoid or Orc. Despite their penalty to Dexterity due to their stocky builds, Gold Dwarf Rangers often favor the Two-Handed Fighting style since it's easier to wield two weapons underground, though any acting primarily aboveground might favor the Ranged Combat Style instead. The most common Animal Companion chosen is usually one that can be ridden both underground and aboveground, namely Riding Lizards or Mules.
Rogue: Though deceit and petty tactics are frowned upon by Gold Dwarf society, the need to search, explore and liberate lost dwarven citadels is important to them, so Rogues do appear among the southern branch of the Stout Folk. In either event, at least some of this combination of class and subrace act as agents for the leaders of their clanhold or monarch, seeking out ancient holds to liberate from monsters. Others act as scouts similar to Rangers.
Sorcerer: Of all full-blood dwarves, the Gold Dwarves are the most likely to adopt this class. Those who do likely claim lineage to Celestials in league with the dwarven gods or metallic dragons, most likely Gold Dragons, or elementals or outsiders of the Earth or Fire subtype. Fey or fiendish lineage is as rare as Barbarians are, but not unheard of. As far as spells, Gold Dwarf Sorcerers prefer
Warlock
Wizard: Lacking their northern kin's history of dealings gone wrong with civilizations like the Empire of Netheril, arcane spellcasting is not discouraged among Gold Dwarves. Those who take up this class usually act as crafters, sages and historians among their kind, most often taking the Craft and Knowledge skills as well as feats involving the creation of various magical items or - most notably - the Gold Dwarf Dweomersmith feat (Races of Faerun). Most Gold Dwarf Wizards invest in buffing spells to aid their fellows when battle ensues or spells that enhance equipment (such as Magic Vestment) or assist in activities like mining such as Detect Metals and Minerals from Races of Faerun.
Wu-Jen: Though closer to the Far East in general, Wu-Jen are far from common among the Gold Dwarves. In addition, the wandering lifestyle associated with this class is somewhat frowned upon by this subrace, though less so now than in the past. With their kind busting at the seams among the Great Rift, if not in other clanholds as well, the need for adventure is becoming more paramount, namely in attempts to liberate old clanholds. Those who do adhere to this class most likely use spells of the Metal variety as well as Earth or Fire.


Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823
Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036
Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787
Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
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