Hm, I forgot I had written up this potential peak dwarf when I decided to just use the goliath crunch instead. I’m gonna stick with using goliath stats, they work and there’s feats made up. Th old thing is staying here for now since I liked some of the ideas.
—- —- ——proposed peak dwarf —- —- —-
Average Height: 5’3” – 6’0” Average Weight: 150 – 250
Ability scores: +2 Strength, +2 Dexterity Size: Medium Speed: 7 squares. Vision: Normal
Languages: Common, Dwarven
Skill Bonuses: +2 Athletics, +2 Endurance.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.
Cold Resistance: You have resistance to cold damage equal to 5 + one-half your level.
Disorienting Push: When you push, pull, or slide a creature you gain a +1 bonus to attacks against it until the end of your next turn.
Encounter Power. Free Action. Trigger: you score a critical hit with an attack. The attack deals an extra [W] damage (or d8 if there is no weapon) and you choose to daze the target (save ends), weaken the target until the end of your next turn, or push the target 3 squares.
Encounter Power. Immediate reaction. Close Burst 3. Fear. Trigger: you become bloodied. Effect: Enemies in area get a -2 to all defenses until the end of your next turn.
Encounter Power. Free Action. Trigger: you hit with an attack. Effect: roll 1d4 – 1:target is stunned until the end of your next turn. 2:target is dazed(save ends) 3:target is pushed 3 squares 4:target is immobilized(save ends)
Encounter Power. Free Action. Trigger: you are hit with an attack that pushes, pulls, or slides you. Effect: ignore the forced movement. As an immediate reaction, you may force the same type and distance of movement upon the triggering creature.
Encounter Attack. Standard Action. Melee Weapon. 1 Creature in Close Burst 10. Str vs AC. 2[W]+ STR. Light blades can use DEX instead of STR for attack and damage. For this attack, treat the weapon as if it had the High Crit property. Regardless of whether the attack hits or misses, the thrown weapon is on the ground in the target’s square after the attack.
PEAK DWARF: These dwarves moved out of the mountain tunnels milennia ago, and have adapted to their environment. Not as squat as a PHB dwarf, and a couple inches taller on average. A peak dwarf could be easily mistaken as a tall mountain dwarf or a short hairy man (or woman). +2 con -2 int. They are hardy, but their society does not reward, encourage, or nurture book-learnin’. Or have books. Abilities:
Normal movement: land speed 30.
Hardy: Peak dwarves are accustomed to harsh conditions. In fact, they enjoy them. They take no subdual damage from extended exposure to natural cold.
Sturdy: Peak dwarves are naturally tough and their society cultivates endurance. They recieve the diehard feat for free, even if they do not meet the prerequesites.
Precision: Logging and hunting are vocations that require precision with their respective tools. Peak dwarves who grew up in a mountaintop society get a +6 bonus to confirm critical threats when attacking with any axe. Peak dwarves who grew up in a hunting society recieve this bonus with a longbow, shortbow, shortspear, or javelin(pick one). [end of abilities]
Most peak dwarves live rugged lives on wooded mountaintops. Their main vocation is logging and carpentry. Some societies subsist on agriculture and some on hunting. Unlike their shorter cousins, the peak dwarves have spread across the continent. Their love of a rugged life has allowed them to fill niches that other races might consider unpleasant. Some live on the plains as nomadic hunters. Some have even spread to the coast and live as fishermen and sailors. Some are traders, dealing in the wood or animal goods that peak dwarves harvest, but it is more common for outsiders to go to the dwarven communities than the dwarves to venture out. They are considered generally rude and offensive, hard-drinking and quick to fight by other cultures. This is not an undeserved reputation. In peak dwarf society it’s considered good form for a discussion to come to blows, and you’re not really good friends with someone till you’ve made fun of his mother and punched him in the face. Well-traveled peak dwarves are more sensitive to the sensibilities of the other races, and are more careful about being insulting to strangers or violent with friends. Anyone who can win the friendship of (and withstand the blows of) a peak dwarf will probably find him quite fun to hang around. They have a fondness for ale and games of strength, both simple and straightforward and team-based and complicated. They favor chaos and are unlikely to be evil.