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The dwarves are fairly close to the PhB dwarves again, but with the addition of the Dwarven Resistance power and the removal of Dwarven Resilience.
One of the biggest issues we had is the complete inability to ascertain what is a ‘magical’ attack by the rules, but we all felt the Variable Resistance was a pretty close approximation.
The small size previously mentioned was a BAD idea. Dwarves have been able to use most weapons throughout the game.
Rockhome Dwarves Racial Traitsby argentmantle
Average Height: 4'3"–4'9"
Average Weight: 160–220 lb.
Ability Scores: +2 Constitution, +2 Wisdom
Speed: 5 squares
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resistance: You gain use of the Dwarven Resistance as an At-Will power.
Dwarven Resistance Dwarven Racial Power
You are especially resistant to magical damage.
Free Action Personal
Effect: You gain Variable Resistance 3.
At 11th level the resistance improves to 6.
At 21st level the resistance improves to 9.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armour or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
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 unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.