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Galuf the Dwarf
Senior Scribe

USA
491 Posts

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
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
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Galuf the Dwarf
Senior Scribe

USA
491 Posts

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
Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766
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Galuf the Dwarf
Senior Scribe

USA
491 Posts

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
Senior Scribe

USA
491 Posts

Posted - 20 Mar 2021 :  02:00:03  Show Profile Send Galuf the Dwarf a Private Message  Reply with Quote
Apologies for the lack of updates. Murphy's Law at work. Anyway...

Gray Dwarf

Barbarian: Similar to Gold Dwarves, Gray Dwarves almost never become Barbarians. Those who do are individuals removed from the trappings of Duergar society and are most likely savage loners fending for themselves.
Bard: Given their desire for silence, their overall dour personalities and their lack of appreciation for art or song, Bards are essentially unheard of among the Gray Dwarves. Any who do are most likely loners who have disasociated from their kind.
Cleric: While Duergar do not recognize the Mordinsamman as a whole, Clerics of Laduguer and Deep Duerra are the norm. The Gray Exile is the patron deity of their subrace, having been the chief deity of the ancient Clan Duergar (where the subrace gets its name) that ruled the city of Barakuir prior to the founding of Shanatar. The Queen of the Invisible Art is a more recent addition to Gray Dwarf worship, being a former mortal Duergar queen who conquered part of the Underdark underneath Turmish and fostered the use of psionics among their kind. As far as spells, most Duergar Clerics gravitate towards healing or buffing spells as well as those that enhance control (or acquisition) of slaves. Concerning domains, any related to the Duergar Cleric's role and aspect of their deity's portfolio they emulate are the most common choices. For feats, metamagic feats are highly common for both faiths while item creation feats are common for Clerics of Laduguer and combat- or psionic-related feats for Clerics of Deep Duerra.
Dragon Shaman: Practically as civilized as their Gold and Shield cousins, Gray Dwarves are equally as rare to revering dragon totems as Gold Dwarves. Any who do most likely revere dragons that live in the Underdark (if the DM permits and has rules for such, Deep Dragons or Shadow Dragons are a likely totem). As far as more surface-oriented dragons, chromatic dragons such as Blue or Red Dragons are most likely totems.
Druid: Having little in common with nature, Druids are just as unlikely among Duergar as Barbarians or Bards. Those who do likely have little to do with their own kind.
Fighter: Just like their Shield and Gold Dwarf kin, Duergar are highly militaristic and favor the Fighter class (though if you use Psionics rules, their favored class is the Psychic Warrior). Strictly regimented and hostile to all beings besides themselves (and even then, the latter concept is far from perfect), the way of the Fighter is profound within Gray Dwarf culture. As far as armor, many Duergar go for relatively heavy armor, though in some cases they may go for slightly lighter varieties (namely those made out of mithral) to facilitate their kind's capabilities at stealth. Weapons are similar to those of Gold Dwarves. What sets Gray Dwarf Fighter equipment apart from others, however, is its lack of ornamentation (namely gilding or festooning with gems) and lack of color, due to their grim mindsets and desire to remain hidden. The most common prestige class pursued by this combination of race and class is the Dwarven Defender, due to their desire to fulfil their kind's agenda, in this case by ensuring no foe can surpass them in survivability, though the Warrior of Darkness (Book of Vile Darkness) and Blackguard are occasionally adopted. One common tactic among Duergar Fighters is to utilize their innate ability of Enlarge Person (or Expansion, if using Psionics rules) to increase their size, especially when taking on either a much tougher opponent or more than one target at a time. The latter situation sees the character utilizing their increased reach to hit opponents from a bit farther away or using their new space allotment to cut off any avenue of escape for their target as well as more easily threaten any foes with attacks of opportunity that try to get past them.
Monk: Aside from their archrival surface kin, the Shield Dwarves, Duergar are the most likely subrace of Dwarf to foster monasteries. Gray Dwarf Monks are notorious for their capabilities at stealth, a hallmark of this class, as well as capabilities in combat. One of the most infamous Duergar cities to foster Monks is Dunspeirrin, the City of Sunken Spires. As far as weapons, Duergar Monks prefer to fight bare-handed. Skill-wise, this combination of subrace and class focuses primarily on Hide and Move Silently followed by Knowledge (Religion). Feats curtail those that increase melee damage or the ability to strike on the move as well as those that increase stealth capabilities.
Paladin:
Ranger: Whether Deep Duerra or Laduguer permit these warriors of the wild is unknown, but regardless, the Ranger is not unheard of among Gray Dwarves, given their knack for stealthy movement. Most act as scouts for their settlements, spying on enemies or looking for vulnerable humanoids to capture as slaves, and occasionally as assassins intent on ambushing particularly dangerous foes. For Favored Enemies, most Duergar Rangers take various subtypes of Humanoid first and foremost to to utilize that for the sake of capture or murder, but otherwise they go by whatever creatures they most likely expect to be trouble, such as Abberations or Magical Beasts.
Rogue: Being particularly adept at stealth, Duergar are the subrace of Dwarf most associated with the Rogue class, given their capabilities at sneaking as well as their innate ability to turn invisible. Many who take this class adopt Prestige Classes like the Assassin, Blackguard, Shadowdancer, or any ones from other sourcebooks that facilitate stealth, subduing foes and/or murder. Skill-wise, Duergar Rogues take precendence of the Hide and Move Silently skills above all else. Otherwise, they make considerable use of traditional dungeon-crawling skills if they're planning on infiltrating the dwellings of their enemies. Dialogue skills are the least commonly taken due to the Duergar mindset of having no time for sweet talk and their outright disdain of all living things in general. If they do take a skills based on dialogue or interaction, it would most likely be Sleight of Hand, followed by Intimidate and lastly Disguise. As far as feats, most Gray Dwarf Rogues focus on skills related to improving their stealth capabilities, combat prowess (namely enhancing their capabilities at using their Sneak Attack) or feats that utilize their racial features. Duergar Rogue weapons are generally finessable weapons that can be easily concealed such as daggers or short swords, finely made (masterwork or magically enhanced if possibly) but lacking ornamentation as to avoid being flashy where possible. Armor for this race and class combination is similarly plain in appearance and consists of leather armor or a chain shirt (if possible, masterwork or in the latter case made of mithral) and dyed or otherwise somehow made to appear dull in appearance to help them better blend in with the darkness underground, possibly even enchanted to enhance stealth.
Sorcerer:
Warlock: Though they lack the strong personality to best utilize this class, this would otherwise be the second most common arcane spellcasting class picked by Duergar. Gray Dwarves have a long history of association with devils, so such fiends being the source of a pact with the underground Stout Folk is the most prominent one. The most commonly trained skills for Duergar Warlocks would be Knowledge (Arcana), Spellcraft and . Concerning invocations, ones that enhance capabilities of stealth or that mimic their innate ability for invisibility are the most common followed by blast shape and eldritch essence invocations (particularly ones that incapacitate their opponents).
Wizard: Of all subraces of Dwarf, the Duergar are the most likely to take up the path of wizardry. Though not commonly seen on the front lines (namely if the campaign involves psionics), Gray Dwarf Wizards are often involved in crafting and creation of magic items (usually magic weapons and armor), so item creation feats (namely Craft Magic Arms and Armor as well as Craft Wondrous Item) and spells related to said goals are paramount, as are ranks in the Craft and Profession skills related to said efforts. Knowledge skills and Spellcraft are otherwise the most paramount for Duegar Wizards. Other common spells are those that buff their comrades to ensure victory, improve the prospects of hard labor (namely craftsmanship or mining), bend the wills of others, or facilitate stealthy movement. Common special abilities on weapons include ones that give their warriors an advantage in battle, while armor enchantments are usually ones that either improve stealth capabilities or protect against magical or psionic assaults (especially mind-altering effects). If such a combination of race and class were to specialize in any school of magic, the schools of Abjuration, Enchantment, Illusion and Transmutation would be the most commonly practiced, with others being not far behind. Some Duergar Wizards become Archmages, Runesmiths or Arcane Devotees.
Wu-Jen: Due to their poor relations with other humanoids, this combination of race and class would require a DM's input to make fit.


Shield Dwarf

Barbarian: Exposed to millenia of conflict by hostile Giants, Goblinoids and Orcs, Shield Dwarves are roughly the third most likely subrace of Dwarves to produce Barbarians, with only the Arctic Dwarves the second most likely and Wild Dwarves the most likely. Some come from the fringes of Shield Dwarf society, while others are just uncouth individuals barely fitting in their kind's society. Many adopt the Battlerager prestige class from Races of Faerun, namely members of the Gutbuster Brigade from Mithral Hall (most famous or infamous of all being the long-time leader of the group, Thibbledorf Pwent). Others, namely those dealing with large numbers of Golbinoids, Orcs, or (in the North) hostile barbarians, take up the path of the Hordebreaker (Silver Marches). Those who just wish to fully give into the bloodlust common in this class become a Frenzied Berserker (Complete Warrior). Shield Dwarf Barbarians tend to utilize the best weapons (usually two-handed ones) they can acquire, namely those made by the best smiths of their kind (which is with relative ease for those living among their own race). As far as armor, relatively light armor is preferred to utilize the increased movement speed the class offers, though some (namely with levels in a class like Fighter) may utilize heavier armor, namely Breastplates, Half-plate or Full plate festooned with Armor Razors (Underdark) or Armor Spikes, and made with mithral if possible, in addition to spiked gauntlets and spiked or horned helmets (both featured in Races of Faerun). Skill-wise, Intimidate is popular, namely those who seek to terrify their enemies, followed by athletics skills or Survival for those highly used to being amongst nature. Feat-wise, Extend Rage (Complete Warrior), Extra Rage and (if possible) Bloodspike Charger (Player's Handbook II) are highly common as well as combat-based feats, namely so they can maximize the amount of damage they cause while raging.
Bard: Though not the most endearing in personality or the most musically inclined, some Shield Dwarves occasionally take up the path of the Bard. Those who do mostly act as historians or know-it-alls who have the answer to many a question, so the Knowledge skills are most paramount among them. Otherwise, many skills related to stealth, larceny (namely to steal back what was already stolen) or magic are common. Perform may be taken if said individual actually desired to utilize Bardic Music, but said class feature is more commonly associated with either their southern kin or members of this class among Elves, Gnomes, Half-Elves, Halflings or Humans.
Cleric: Though not as profound a facet of society as Gold Dwarves, religion is still a significant function among Shield Dwarves. For one thing, Dumathoin has an especially strong following among the northern half of surface dwarves, being the patron deity of the subrace dating back to Ultoksamrin in Old Shanatar. Otherwise, Moradin is still relatively popular and to a lesser extent his consort Berronar Truesilver. Additionally, Moradin's younger son Marthammor Duin has risen in worship among Shield Dwarves, namely those inhabiting the surface. Other deities do get some worship, depending on the Cleric or lay worshipper. Many Shield Dwarf clerics take up the Dwarf domain followed by a domain associated with whatever aspect of their deity they represent. Alignment-based domains are the least common but not unheard of. The most common spells used are those involving healing or buffing to aid in combat. In relation to skills, the Craft or Profession skills (particularly subsets involving work with metal or stone) are highly common, namely among Shield Dwarf Clerics of Moradin, but otherwise those skills related to matter of their faith and typical priestly functions are paramount to this combination of race and class. Feat-wise, item creation feats, divine feats and metamagic feats are the most popular choices for Shield Dwarf Clerics in that order, followed by other feats they qualify for. As far as Prestige Classes, Shield Dwarf Clerics gravitate towards the Runecaster most of all alongside the Divine Disciple and Divine Champion (all three found in Player's Guide to Faerun), followed by the Battlesmith (Races of Stone), Ollam (Complete Adventurer) or the Hierophant.
Dragon Shaman: Being highly civilized, the prevalence of Dragon Shamans among Shield Dwarves is exceedingly rare, but a pinch more common than Gold Dwarves. Those who do come from more isolated areas that owe their survival to dragons that come to favor them and therefor become the predominant totem of that community of Shield Dwarves. The most common dragon totems worshipped by Shield Dwarves are Gold or Silver Dragons and would generally be of Lawful Good or Neutral Good alignment. Otherwise, Red Dragons would likely be worshipped by Shield Dwarf Dragon Shamans of Neutral Evil or Chaotic Evil alignment, given the issue of greed among some Dwarves.
Druid: Compared to other subraces, Shield Dwarves are the third most likely subrace to adopt this class. Some Shield Dwarves, namely those living on the surface, take to the worship of nature to feel closer to the earth they and many creatures call home. One of the most famous Shield Dwarf Druids, of course, is none other than Pikel Bouldershoulder, twin brother of Ivan Bouldershoulder and longtime compatriot of the Chosen of Denier, Cadderly Bonaduce. Those who do worship a deity of the Mordinsamman, especially up north on the surface, likely worship Marthammor Duin, but otherwise Dumathoin is common, especially for Shield Dwarf Druids living underground. Thard Harr barely has an influence on Shield Dwarf druidic worship, but may potentially be revered by those of this subrace living around Chult.
Fighter: If there was any other archetypal example of the Dwarf Fighter, then Shield Dwarves would fit the bill. Tough, rough and not willing to back down from a necessary fight, Shield Dwarves are all you could ask for in a Fighter. While Gold Dwarves favor Adamantine for their heavy armor, Shield Dwarves are more fond of the same type of armor made from mithral, which is lighter. Concerning Prestige Classes, many Shield Dwarf Fighters of lawful alignment gravitate towards the Dwarven Defender, utilizing their subrace's relative agility (compared to their southern cousins) to improve their AC to phenomenal levels, but any and all that the character qualifies for are taken.
Monk: Other than their archrival subterranean kin, Shield Dwarves are the most likely subrace of Dwarf to adopt this class. Some monastic orders dedicated to the Mordinsamman exist. Rumors persist of an order of Monks who worship Clangeddin Silverbeard and revel in battle while drinking themselves three sheets to the wind (and that requires A LOT OF ALCOHOL), named the Order of the Silver Keg, who frequently follow the path of the Drunken Master (Complete Warrior). Though some more militant Shield Dwarf Monks in Citadel Adbar may serve on the front lines to protect their kind's holdings, other more stealth-oriented individuals might join the Deepscouts. One popular feat among Shield Dwarf Monks is the Hammer Fist feat (Races of Faerun) alongside other feats related to combat or stealth.
Paladin: Despite their more surly disposition, Shield Dwarves are roughly as likely to take up the way of the Paladin as their southern surface kin. In fact, at least one notable order of Shield Dwarf Paladins exist, namely the Hammers of Moradin from Citadel Adbar (which has its own dedicated prestige class in Player's Guide to Faerun). Besides the Soulforger, some Shield Dwarf Paladins of Clangeddin Silverbeard exist, namely members of the Order of the Crescent Moon (Champions of Valor) who assist Clerics of Selune in dealing with lycanthrope incursions near Impultir. Any Shield Dwarf Paladins who primarily function underground would - as mentioned in the Gold Dwarf entry - use the Prime Underdark Knight substitution feature in Complete Champion if they lack a creature for a Sacred Mount that can function in cramped tunnels within the Underdark.
Ranger: Third only to their polar and jungle kin, the call of the Ranger is strong among Shield Dwarves. Those who do embrace this class fall into two categories: ones who dwell underground known as Cavers, and those who live on the surface and embody the more common image of this class. Cavers primarily worship Dumathoin and act as scouts and skirmishers against denizens of the Underdark who threaten Shield Dwarf clanholds. Surface-dwelling Rangers fill in similar roles as Cavers but often travel through mountains, forests or whatever terrain is involved to deal with. As far as a patron deity of surface-dwelling Shield Dwarf Rangers, Marthammor Duin is the most common patron, though Dumathoin does get some worship here and there as well. The most notable organization of Shield Dwarves involving the Ranger class and other stealthy individuals is the Deepscouts from Citadel Adbar, who scour the Underdark for threats to the kingdom. As far as Favored Enemies, Shield Dwarf Rangers gravitate towards their most common foes, that being Humanoids (of the Goblinoid, Elf/Drow or Orc subtype) or Giants. Otherwise, they pick the Dwarf subtype of Humanoid (due to their rivalry with Duergar being equal to that between Moon Elves and Drow) or as they see fit. In regards to Combat Style, Cavers gravitate towards two-weapon style while surface Rangers are split about equal in preference. When it comes to skills, Shield Dwarf Rangers generally stick to skills related to tracking or subsisting in the wild as well as stealth, while Cavers often take the Search skill to detect doors hidden in stone surfaces underground. Feats in this case take prescedence over combat capabilities followed by feats for stealth-related skills.
Rogue: Besides their more despicable underground kin, Shield Dwarves are the most likely subrace of Dwarf to delve into this class. Many an agent is needed in clanholds to help scout out enemies or open up abandoned dwarven kingdoms lost to time or (most often) powerful enemies. Most Shield Dwarf Rogues take up skills involved in such efforts, namely Disable Device, Hide, Listen, Move Silently, Open Lock, Search and Spot. The most common prestige class taken up by a non-evil aligned Shield Dwarf Rogue is the Dungeon Delver (Complete Adventurer), to improve their effectiveness in dungeons and searches for lost cities underground. Otherwise, options often pursued range from the Shadowdancer, or (for evil-aligned members of this race and class) the Assassin, to any rogue-like prestige class they see fit. As noted in the Monk and Ranger entries, many Shield Dwarf Rogues living in Citadel Adbar are members of the Deepscouts. Armor-wise, Shield Dwarf Rogues gravitate towards either Leather Armor, Studded Leather or a Chain Shirt (namely a masterwork version if not one made out of mithral), while weapons vary by the individual but tend towards rather finessable weapons.
Sorcerer: Second only to the Duergar, Shield Dwarves are one of the least likely of their entire race to manifest sorcerous power. For one, there is the usual lack of reproductive intermingling with many creatures that influence sorcerous lineage. Second, there is the association of sorcery with the Empire of Netheril, which Shield Dwarves had less than cordial dealings with in the past and not wanting to risk the mistakes said empire made through magic. Finally, there is the difficulty of manifesting such talent due to their less than smooth personalities. Those who take up this class may have a lot of explaining to do to their comrades, but are more than likely loners who have nowhere to call home.
Warlock: Similar to Sorcerers, Shield Dwarves rarely become Warlocks. Trafficking with fiends is frequently associated with historical fiascos like Hellgate Keep as well as various enemies of their kind, namely Orcs, Drow or Duergar. If a Shield Dwarf were to make a Warlock Pact, it would be with a powerful Fey creature, and would usually of be Chaotic Good or Chaotic Neutral alignment, but those who take the path of the Enlightened Spirit, similar to Gold Dwarves, may be of any Good alignment. Shield Dwarf Warlocks primarily utilize Blast Shape and Eldritch Essence invocations as well as invocations that either improve on their abilities of deception or involve nature.
Wizard: Of all arcane classes, this is the most commonly taken by Shield Dwarves. Though their kind has a cautious history involving arcane magic stemming from past dealings with the Empire of Netheril, more recent generations of the northern Stout Folk have started to see the usefulness of wizardly pursuits. Most who do take up wizardry study spells that protect their brethren, whether through enhancing their capabilities or masking the terrain around their clanholds, so Abjuration, Illusion and Transmutation spells are common. The influence of Marthammor Duin and his divine aspect of storms, however, has enticed some Shield Dwarf Wizards to pursue spells that mimic lightning or otherwise cause electricity damage, such as Shocking Grasp, Lightning Ring (Spell Compendium), Lightning Bolt or Chain Lightning. Concerning skills, most Shield Dwarf Wizards take up various subsets of the Knowledge skill as well as the Concentration, Craft, Profession and Spellcraft skills. As far as feats, item creation feats of all types are the most common followed by metamagic feats or Reserve feats (Complete Mage) involving either electricity spells or the aformentioned schools. As mentioned with Gold Dwarves, the Runesmith is popular with Shield Dwarf Wizards, but the Archmage and other common arcane prestige classes are popular as well.
Wu-Jen: Though Shield Dwarves have migrated across much of Faerun, their contact with the Far East is limited, so this class is rare among their kind. Like their southern surface kin, most adherents to this class utilize spells with the Earth, Fire or Metal descriptors.


Urdunnir

Barbarian: Far from uncivilized, Urdunnirin rarely - if ever - become Barbarians. If so, they are isolated individuals forced to fend for themselves in the Underdark. Still, combining
Bard:
Cleric: Despite having a non-standard favored class, the Orecutter Dwarves' reverence for Dumathoin makes Clerics among their kind quite common. Most Urdunnir Clerics take the Cavern, Earth or Metal domain most of all, followed by Dwarf, but overall spell selection varies depending on the situation. As far as skills, Knowledge (History), Knowledge (Religion) and Knowledge (The Planes) are highly common, as well as Craft and Profession subsets related to working metal or stone, and other class skills taken as needed similar to their spell selection. Combat gear is similar to Clerics of other civilized subrace of Dwarf, save for any hafted weapons have their hafts made from metal instead of wood, making their weapons heavier but more durable (with the exception of dealing with spells, effects or monsters that cause metal objects to rust away, melt or be magnetized).
Dragon Shaman: Civilized as they are, this class is all but unheard of among the Orecutter Dwarves due to their lack of relative contact with dragons. Unless the DM could make rules for dragon totems for dragons that live underground (including but not limited to Deep Dragons and Shadow Dragons), then some special explanation would need to be made.
Druid:
Fighter: Despite their isolation from much of the outside world, the need for stalwart defenders among their kind leads a few Urdunnir to pursue the path of the Fighter. Concerning armor, many wear Dendritic Crystal, or Earthskin as they call it, which they let grow on them and then simply walk out of with their special powers when unneeded, but otherwise wear the best metal armor they can acquire from their smiths. Weapons commonly used vary, with hafts of hafted weapons being made out of metal instead of wood due to their lack of supply of the latter substance (if not lacking knowledge of said material's existence). As far as prestige classes, most Urdunnir Fighters of lawful alignment (usually Lawful Neutral) gravitate towards the Dwarven Defender, but any they desire to enter is taken up.
Monk:
Paladin: Given their strict devotion to Dumathoin and their overall neutral nature, Paladins are excedingly rare among the Orecutter Dwarves. Any who do are most likely Paladins of Virtue who (at least on the surface) worship the chief deity of their race, Moradin, but these individuals are few and far between. Living underground, most who do pursue this class take up the Prime Underdark Knight subsitution class feature (Complete Champion) due to the lack of viable Sacred Mounts that can maneuver in tight underground tunnels.
Ranger:
Rogue: Even in their isolation, the Orecutter Dwarves occasionally need scouts to spot impending invaders before the aformentioned offenders know they're being watched. Urdunnir Rogues have the unique capability of traveling through solid rock as if it were water, potentially giving an element of surprise other Rogues could only dream of. Either way, the most common skills for such combination of race and class would be Hide, Listen, Move Silently, Search and Spot for the sake of spying on their foes. Skills that revolve around dungeon crawling, social interaction or larceny are seldomly taken since Urdunnirin prefer to deal with other peoples as little as possible, and any other skills are only taken if necessary. As far as feats, Urdunnir Rogues prefer to go with feats that further facilitate their most common skills, improve damage with weapons, or (unless they possess better Strength scores) Weapon Finesse. Armor most often consists of a Mithral Chain Shirt while weapons are usually any finessable weapon made entirely out of metal, at least masterwork if not made out of Mithral or (preferably) Adamantine where possible.
Sorcerer: Given their lack of strong personalities due to their tendency for introspection in lieu of social interaction, and their lack of intermingling with other creatures that may give rise to such arcane power, Sorcerers are rare if even existent among Orecutter Dwarves. If any otherwordly lineage is cited, it is likely that of outsiders of elemental earth. Those who do are likely treated as oddities among their kind.
Warlock: Contact with fey or extraplanar denizens beside their patron deity's minions is unknown, so how common a pact among Urdunnirin that gives rise to Warlocks is equally unknown.
Wizard: With their capacity for working with stone without destroying it, an Urdunnir Wizard is quite a sight to behold, and despite being rare, this is the most common arcane spellcasting class among their kind. Most utilize any spells they can obtain that have the Earth descriptor and may even take up the earth type for the Elemental Savant prestige class (Complete Arcane). Skill-wise, most gravitate towards the Craft and Profession skills dealing with working with stone or metal like other classes of this subrace would, otherwise any Knowledge subskill they want is popular followed by any skills related to typical roles for a Wizard. For feats, item creation feats are highly common followed by whichever metamagic feats they desire.
Wu-Jen: This combination of race and class would require a DM's input to make it work. Urdunnirin have practically no contact with the Far East, isolated as they are underground.


Wild Dwarf

Barbarian: Savage at heart, the most commonly seen (and favored) class among the dur Authalar is the Barbarian. While being of small size, Wild Dwarves also have no penalty to Strength, so their damage rolls are not as sorely affected as most Gnomes or Halflings would while enjoying the bonus on attack roles that creatures of small size enjoy. Concerning armor, Wild Dwarves are most famous (or infamous, depending on who you ask) for applying Mud Armor (Races of Faerun), which is most comfortable to wear in their steaming hot jungle environs. Weapons are often crude but effective in design and sized for humanoids of small size, namely Handaxes, Halfspears, and Blowguns (the last of which they are racially proficient with), the last of which they often lace darts for with their unique Knockout Poison. When it comes to skills, Wild Dwarf Barbarians mostly employ the Survival, Handle Animal and Intimidate skills above all else. Feats generally curtail combat-related feats they apply for, including the Swarmfighting feat (Races of Faerun).
Bard:
Cleric: Though their society is far from civilized like most other subraces of Dwarf, Wild Dwarves do have a patron deity they revere and therefor have some Clerics. Practically all who do worship Thard Harr and most often take the Animal, Dinosaur (see my thread of Homebrew Domains) or Plant domains. The most common feats taken up by Wild Dwarf Clerics include the Primal Caster feat (Races of Faerun) as well as item creation or metamagic feats they qualify for.
Dragon Shaman: Besides their Arctic Dwarf cousins, Wild Dwarves are the most likely subrace of Dwarves to foster Dragon Shamans. Those who do would revere dragons that live in the jungles of Chult, which may include Black or Green Dragons, and would most likely be of Chaotic Neutral (in the case of Black) or Neutral Evil alignment (in the case of either dragon totem). Any living by coastal water in Chult might revere Bronze Dragons as their totem and be of Neutral Good alignment.
Druid: Given their lives living among nature and revering flora and fauna, the Dur Aulthur are the most common subrace of Dwarf associated with the Druid class. Primitive and fierce, the pull of nature is strong among these tiny jungle-dwellers. Most Wild Dwarf Druids are of Chaotic Neutral alignment, but Neutral Good is not unheard of, True Neutral seen on occasion, Neutral Evil being rare, and finally Lawful Neutral the least common. Many take bats, jungle cats or dinosaurs as Animal Companions and use the same animals for Wild Shapes. Feats that are taken are similar - if not the same - as Clerics as well as any Wild feats they qualify for.
Fighter: Though not as regimented as other subraces, some Wild Dwarves feel the need to further hone their fighting skills, namely in defense of their tribe, and become Fighters instead of Barbarians or Rangers. Combat equipment is practically the same as Barbarians. Skill-wise, athletic skills and Intimidate are the most common, given the need to cover ground efficiently as well as cowing foes into submission in and out of combat. As far as feats, most go for feats that improve damage in combat (notably the Swarmfighting feat from Races of Faerun) as well as those that build on their mobility due to lack of cumbersome armor.
Monk:
Paladin:
Ranger: Second only to the Barbarian, Wild Dwarves are frequently drawn to the Ranger class. As far as combat styles, the divide among the Dur Aulthur is roughly even, so it depends on the individual. The most common Favored Enemies among Wild Dwarves is the Reptilian subtype or the Goblinoid subtype of Humanoid, given their hostility towards Yuan-Ti and their snake-like minions as well as goblinoids native to their jungle home. Otherwise, Animal, Monstrous Humanoid or Magical Beast is common, given the abundance of said creatures in the jungles of Chult. Some take the Human subtype of Humanoid due to less than cordial relations with visitors from Calimport and Lantan and the assocation of Tashalans with the Yuan-Ti. Weapons are similar to the Barbarian entry, though the application of Mud Armor may or may not be preferred depending on the individual's Dexterity bonus and their concern for stealth. In relation to skills, the most commonly used by Wild Dwarf Rangers are Survival, Handle Animal, Knowledge (Nature), and skills related to athleticism or stealth. Feats are mostly related to combat or facilitating their skills above all others.
Rogue:
Sorcerer:
Warlock:
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 20 Mar 2021 17:07:23
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