The Dragonlance Nexus

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Icewall Dwarves

D&D 3e (3.0/3.5) Rules

by Dragon Zombie X


About the Dwarves: Icewall dwarves for the most part resemble other dwarves, but their skin is slightly paler and their hair is tinged blue. If cut or shaved, their hair grows back twice as fast as normal, which helps keep them warm in extreme cold. They are always cold to the touch, but not painfully so. An Icewall dwarf who is not cold to the touch is suffering from some sort of major ailment.

Unlike their cousins, Icewall dwarves are not as rash. They will wait as long as they must with no complaints to the passing time to complete a goal.

On the few times that Icewall dwarves have ventured from their home, they have been met with respect and awe from most they meet. The prime exception is other dwarves, who think the Icewall dwarves's appearence and demeanor is unnatural for a dwarf. Other dwarves are distrustful of them.

When in their home region, they wield weapons made of daikalla, a purple-hued ice. Daikalla weapons do not last long in warmer climates and as soon as they are in an area above freezing they begin to melt and lose their effectiveness. Most Icewallians will leave them behind and bring along weapons made of steel when traveling to different climates. The process of creating daikalla weapons is known only to the Icewall dwarves. Daikalla blades are as strong and sharp as steel, and seem to have a magic of their own.

Racial Traits

  • +2 Strength, +4 Constitution, -2 Charisma.
  • Small: Because they are small they get a +1 bonus to Armor Class, a +1 bonus to attack rolls, and a +4 bonus on Hide checks (this becomes a +8 in heavily snowy areas).
  • Base land speed is 20 feet.
  • Darkvision 60 feet.
  • Cold Resistance 10.
  • Blindsight with a 20-foot range, which only functions in blizzards and snowstorms.
  • +2 bonus to track in snow covered areas. +2 bonus to ice cutting and stonecutting.
  • +2 bonus on Appraise and Craft checks related to stone, metal, and ice.
  • +2 bonus on cold and poison saving throws.
  • +1 bonus to attack rolls against goblinoids, and +4 dodge bonus to AC against giants.
  • Automatic Languages: Common and Dwarven.
  • Level Adjustment: +2. Being stronger than the average dwarf, they gain levels at a slower pace.
  • Favored Class: Ranger. While they are at home underground like their hill and mountain dwarf cousins, they love to go on hunts for weeks or even months at a time.

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