D for Duergar

Duergar tend to be different things to different people. Following the model the dark elf, the duergar were evil dwarves that lived even deeper underground or they can be another race of psionic creatures. I'm not really sold on the innately evil model of humanoid opponents.

The duergar in the ARG looks like this and clocks in at 8 RP:

Duergar Racial Characteristics
+2 Constitution, +2 Wisdom, –4 Charisma: Duergar are hearty and observant, but also belligerent.
Medium: Duergar are Medium creatures and have no bonuses or penalties due to their size.
Dwarf: Duergar are humanoids with the dwarf subtype.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Superior Darkvision: Duergar can see in the dark up to 120 feet.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Spell-Like Abilities: A duergar can use enlarge person and invisibility once each per day, using its character level as its caster level and affecting itself only.
Light Sensitivity: Duergar are dazzled in areas of bright light.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.

Which is a really powerful race for 8 RP because it has immunity to poisons and paralysis, as well as other defensive benefits.

While the Psionics Unleashed Duergar looks like this:


Duergar Racial Characteristics
+2 Constitution, +2 Wisdom, –2 Charisma: Duergars are both tough and wise, but also gruff.
Medium: Duergars are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Duergars have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Duergars can see in the dark up to 60 feet.
Hardy: Duergars receive a +2 racial bonus on saving throws against poison, powers, spells, psi-like abilities, and spell-like abilities.
Stability: Duergars receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Dwarf Blood: Duergars count as dwarves for any effect related to race.
Light Sensitivity (Ex): Duergars are dazzled in an area of bright light.
Duergar Psionics: Duergars gain the following psi-like abilities: 1/day—expansion and cloud mind.
These abilities affect only the duergar and his gear. The manifester level for these effects is equal to the duergar’s level (minimum 3rd). The DC for cloud mind is equal to 10 + the power’s level + the duergar’s Charisma modifier.
Naturally Psionic: Duergars gain the Wild Talent feat as a bonus feat at 1st level. If a duergar takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a duergar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Duergars begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.

I think the perfect Duergar would be a combination of the two. As a psionic, non-inherently evil deep dwarf.



Duergar Racial Characteristics
+2 Constitution, +2 Wisdom, –2 Charisma: Duergars are both tough and wise, but also gruff.
Dwarf Blood: Duergars count as dwarves for any effect related to race.
Medium: Duergars are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Duergars have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Duergars can see in the dark up to 60 feet.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Duergar Psionics: Duergars gain the following psi-like abilities: 1/day—expansion and cloud mind.
These abilities affect only the duergar and his gear. The manifester level for these effects is equal to the duergar’s level (minimum 3rd). The DC for cloud mind is equal to 10 + the power’s level + the duergar’s Charisma modifier.
Naturally Psionic: Duergars gain the Wild Talent feat as a bonus feat at 1st level. If a duergar takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a duergar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Duergars begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.


+0  - Standard abilities
+0  - Humanoid with dwarf subtype
+0  - Medium
-1  - Slow
+2 - Darkvision 60 ft.
+4 - Duergar Immunities
+1 - Stability
+3 - Duergar psionics
+2 - Naturally psionic
+1 - Psionic Aptitude
+0 - Normal Languages

This puts them on 12 RP alongside the standard dwarf. You could further penalize them with light sensitivity (-1 RP) but I don't think I'm going to do that because I'm unsure how much time they spend in the Underdeep of Porphyra. You could also lower there in-born psionics with the loss of lose cloud mind (-2 RP).

This character is based on information in Psionics Unleashed and the Psionics Expanded (Advanced Psionics Guide) by Dreamscarred Press.

Duergar Aegis by Ryan Rhodes
Tracker Solis, Scout
Male duergar aegis (trailblazer) 5
N Medium humanoid (dwarf, psionic)
Init +0; Senses darkvision 60 ft., Perception +2
DEFENSES
AC 16, touch 10, flat-footed 16
(+6 armor)
hp 47 (5d10+15)
Fort +7, Ref +1, Will +6; +2 vs. spells and spell-like
DR 3/--; Immune paralysis, phantasms, poison
OFFENSE
Speed 30 ft.
Melee +1 dagger +9 (1d4+4/19-20)
Astral Suit Customizations (ML 5th; customization points spent 6/8)
   form - mwk chainmail (ACP -3)
   customizations - brawn, energy resistance (fire), flexible, harness shard (x2), speed (x2), stalwart
Power Points 10 (2 spent)
STATISTICS
Str 17, Dex 10, Con 16, Int 13, Wis 15, Cha 6
Base Atk +5; CMB +7; CMD 17 (21 bull rush, trip)
Feats Psicrystal Affinity (sneaky), Psionic Talent(B), Skill Focus (Stealth, Survival)
Skills Knowledge (engineering) +9, Perception +15 (+17 traps), Stealth +16 (+18 when suit is active), Survival +13 (+15 track)
SQ astral repair, form astral suit (armor), invigorating suit, rapid adjustment, track +2, trapfinding +2, undetected tracker
Languages Common, Dwarf, Terran, Undercommon
Gear backpack, belt pouch (15 gp), silk rope, shard of perception +8, shard of stealth +8
DEMOGRAPHICS
Deity Ferrakus
Homeland Purple Mountain

Tracker Solis grew up in the shadow of Purple Mountain in the towering escarpment of Mechius. Having little affinity for craft and artifice, Tracker learned to survive in the wilderness as a ranger might but has augemented his training with his aegis psionic powers. He has been in the Purple Mountain megadungeon three times and at most he has delved to the fourth level to help rescue lost adventurers.







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