Quintessential dwarf pdf download






















There are 1 items available. Longer-lived races are prone to ennui and a lack of motivational energy, while humans can truly appreciate the value of a sensory pleasure, the love of a mate or the thrill of adventure. The Quintessential Ranger by Alejandro Melchor. Add color to your D20 Humans Perhaps due to familiarity of the subject matter, The Quintessential Human is one of the best Mongoose Publishing d20 suppliments around.

The new feats quinessential spells are pretty cool I especially like the concept of the ghost companionwith some effort into making them interesting, useful, and balanced. As it happens, there is one heck of a lot left to say. The covered wagon right next to it is also labeled a covered wagon, so the artist got that one right. Check out the female Giant-Slayer on page 17, though — her legs are way out of proportion!

Contact the seller — opens in a new window or tab and request a shipping method to your location. Adrian did a great job dd a rather difficult task — namely, making interesting optional rules for human PCs in a fantasy RPG. Show More Show Less. Email to friends Share on Facebook — opens in a new window or tab Share on Twitter — opens in a new window or tab Share on Pinterest — opens in a new window or tab Add to watch list. Humans are not bland templates waiting to be individualised but a people of extraordinary resource, inventiveness and adaptability.

The character speaks with a barbed tongue as an attack action and makes a Charisma check adding half his fighter level; the target makes an opposed Will saving throw and,. Career Paths if the dashing sword wins, the target is dazed unable to act, can defend normally for 1 round. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the character and must be able to hear and understand him.

This benefit corresponds to the Vulnerable Ego disadvantage. Synergist: The dashing sword has a knack for getting people to work together.

The bonus lasts for a number of rounds equal to the characters Charisma modifier. The dashing sword may use this ability a number of times per day equal to his Charisma modifier.

This benefit corresponds to the Controller disadvantage. Leader: The dashing sword can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the character for a full round for the inspiration to take hold, and the character must make a Charisma check DC The effect lasts for a number of rounds equal to his modifier.

The dashing sword cannot inspire himself. The character can inspire a number of allies equal to one-quarter his fighter level, rounded down to a minimum of one ally. This benefit corresponds to the Devoted disadvantage. Quintessential Fighter II: Advanced Tactics Disadvantage: A dashing suffers from one of the following disadvantages, depending on the benefit he chose: Vulnerable Ego: The dashing sword is not as good at taking the heat he is happy to unleash on others.

When he uses the Insulting ability, a target that wins the opposed roll can make a retort of its own as a free action, making a Charisma check of its own that the dashing sword must resist with his own Will saving throw.

If he loses, the dashing sword is dazed unable to act, can defend normally and shocked that his target was able to make a witty retort at all. This disadvantage corresponds to the Insulting benefit.

Controller: The dashing sword has a penchant for bossing people around and grows a little insensitive to other peoples needs and requirements; he suffers a -2 penalty on Diplomacy and Sense Motive checks. This disadvantage corresponds to the Synergist benefit.

Devoted: The dashing sword devotes so much of his attention to leading his allies that he neglects his own actions. Not only does he not enjoy the bonuses granted by the Leader benefit, but he actually suffers a -2 penalty to his own saving throws and skill checks whenever the Leader benefit is employed.

This disadvantage corresponds to the Leader benefit. While others prefer to avoid damage, rocks train themselves to withstand it. These tough characters are not afraid of suffering damage or performing arduous tasks that others shrink from. They are not necessarily stronger, but they are durable some say stubborn. A rock does not care much for fancy tactics or even for ways to strike down their enemies quicker, he is there to be a living wall, giving enemies something to do while his allies manoeuvre around and prepare for their own attacks.

Whatever the world can dish out, the rock can take it. Adventuring: Rocks usually fulfil the role of protectors, standing in harms way to keep their charge from being hurt. They are rugged survivalists that can withstand any weather and environmental condition, often striking out into the wild in the pursuit of their goals.

In a party, they often take lead in a formation because they have the best chances of surviving nasty surprises like ambushes or traps, and hold their ground so that others can prepare for combat. Roleplaying: Rocks come in two general varieties: mindful care-givers who would rather cut off their own arms before letting their friends come to harm, or incredibly stubborn individuals who would rather bleed to death before giving another the satisfaction of watching them fall.

Slow: The character is a hulk of a person and his robustness hinders his movements; his base speed is reduced by 5 feet. This disadvantage corresponds to the Robust benefit. Sabres take a different approach to fighting prowess; rather than concentrating on hitting as hard as they can, they prefer to strike quickly and get the hell out of the way before the opponent has a chance to retaliate.

Sabres have a few options open to them: they can move around the battlefield with ease, untouched by their enemies or they can concentrate on defending themselves while rooted to a spot. What all sabres have in common is that they are quick of hands and body, however they employ their abilities. Benefit: A rock can choose from one of three benefits and corresponding disadvantages : Tough Cookie: The character is capable of shrugging off damage from a given source; he ignores an amount of damage equal to his Constitution modifier from one type bludgeoning, slashing or piercing, players choice.

This benefit corresponds to the Stiff disadvantage. Weathered: The character is a rugged survivalist, used to the rigours of the wilderness. This includes extreme heat and cold, drowning, suffocation and thirst, but not hunger. This benefit corresponds to the Ravenous disadvantage. Robust: The rock becomes especially robust, gaining a number of hit points equal to his fighter level as soon as he selects this talent.

This benefit corresponds to the Slow disadvantage. Disadvantage: A rock suffers from one of the following disadvantages, depending on the benefit he chose: Stiff: The characters body resists damage naturally, but it sacrifices some mobility; he suffers a -1 dodge penalty to Armour Class. This disadvantage corresponds to the Tough Cookie benefit. Ravenous: To sustain his high-performance metabolism, the character must consume double the amount of food each day.

This disadvantage corresponds to the Weathered benefit. Adventuring: Sabres are not too interested in winning contests of ability or in seeking challenges to improve; they prefer to finish things quickly and with the least effort possible. In a party, sabres are ideal for supporting their friends during combat, capable of lending their aid either by getting to their allies side quickly, or with covering fire.

Out of combat, they are well-equipped to go past obstacles that brute force cannot exceed. Roleplaying: Sabres get a kick out of showing off.

Their ability to avoid being hit is quite impressive when they duck and weave around their foes usually offering witty and humiliating banter as they do so , but equally impressive are their outstanding feats of agility.

Quite unlike most adventurers, sabres do not show off when they perform these phenomenal actions; they usually remain remarkably quiet and diffident, as if their exceptional skill is entirely natural. These bonuses stack with the increase granted by having 5 ranks in the Tumble skill.

This benefit corresponds to the Weak Attacker disadvantage. Career Paths Elusive: The sabre knows how to present a difficult target even when crowded. When the character designates a foe to receive the benefit of the Dodge feat, that foe is not considered to be flanking him, even when he is. An elusive fighter can also gain this benefit when he designates one foe when fighting defensively, but he cannot designate different foes if he has the Dodge feat and fights defensively.

This defence negates the designated foes flanking bonus, as well as that of his flanking partner, and also denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the defender has character levels.

This benefit corresponds to the Fragile disadvantage. Quick: The character is fast on his feet, able to move at greater speeds than other members of his race. The characters base speed increases by 10 feet. This benefit corresponds to the Distracted disadvantage. Disadvantage: A sabre suffers from one of the following disadvantages, depending on the benefit he chose: Weak Attacker: The character is so worried about protecting himself that he neglects to improve his attack and overall manoeuvrability.

Whenever he fights defensively, he suffers an additional -1 penalty to attack rolls and -2 penalty to damage rolls; when he engages in full defence, his speed is reduced by half. This disadvantage corresponds to the Defender benefit. This disadvantage corresponds to the Elusive benefit. Distracted: The character cruises the battlefield so quickly that he fails to notice imminent threats. This disadvantage corresponds to the Quick benefit.

Many people think that armed combat is all about strength and speed, but there are a few who prefer to trust their brains. Strategists learn a great variety of tricks they study their combat form and devise their own techniques, exploiting their strengths and compensating for their weaknesses.

They analyse the battlefield and take the measure of the opposition before they commit to battle. Strategists are a wealth of information concerning many areas that would not seem.

Quintessential Fighter II: Advanced Tactics to relate to warfare, yet that they learn to apply to their unique combat style. Adventuring: Ironically, strategists like to adventure for the same reason as strongmen: to test themselves. Strategists devise new tricks that they cannot wait to put to the test and see how they work in a real fight.

The strategist usually takes command of an adventuring party during combat situations, as he is an excellent evaluater and may recognise an enemys weakness before anybody else.

Roleplaying: Strategists are curious and like to explore new options. They stand in the middle ground between the rank and file of warriors and the scholarly world of spellcasters, so they can mediate between them or stand aloof, deriding one for their lack of interest in knowledge and the other for their disregard of physical exercise.

Sometimes condescending and often patronising, strategists can also be humble, preferring to show off their brains with clear results in battle. Benefit: A strategist can choose from one of three benefits and corresponding disadvantages :. Analyst: After 1 round of combat, the strategist can designate one opponent and try to figure out his fighting style. The character uses a move action and makes an Intelligence check DC 15 with a bonus equal to half his fighter level.

If the check succeeds, for the rest of the combat the strategist adds his Intelligence modifier to all attack rolls against that opponent as he notices weaknesses in his fighting style. This benefit corresponds to the Focused disadvantage. Disadvantage: A strategist suffers from one of the following disadvantages, depending on the benefit he chose:. Planner: Prior to a dramatic situation, either combat- or skill-related, the strategist can develop a plan of action to handle the situation.

Using this talent requires preparation; a strategist cant use this talent when surprised or otherwise unprepared for a particular situation. The strategist makes an Intelligence check DC 10 with a bonus equal to half his fighter level. The result of the check provides the character and allies with a circumstance bonus according to the table below.

The character cannot take 10 or 20 when making this check. This benet corresponds to the Stagnant disadvantage. Trickster: The strategist has the ability to temporarily confuse a target through ploys and deception. The character plays his trick as a full-round action and makes an Intelligence check adding half his fighter level; the target makes an opposed Will saving throw and, if the strategist wins, the target is dazed unable to act, but can defend normally for 1 round.

The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the character, and must be able to hear and understand. Focused: As the character concentrates his analytic skills to a single opponent, he neglects to pay attention to other potential dangers; he suffers a -2 penalty to AC against opponents other than the one he gains the Analyst benefit for. This disadvantage corresponds to the Analyst benefit.

Stagnant: The strategist is so used to his plans working that he fails to recognise the value of improvisation; he remains flat-footed for the round in which he performed his first action in combat. This disadvantage corresponds to the Planner benefit. Overconfident: The strategist is sometimes is too clever for his own good and ends up outsmarting himself.

If he loses the opposed Intelligence check against a targets Will save when using the Trickster benefit, he thinks that his trick actually succeeded and loses his Dexterity bonus to Armour Class against the target as he mistakenly acts as if the target was dazed. This disadvantage corresponds to the Trickster benefit. Strongmen concentrate on developing their brawn rather than any other of their abilities, trusting on the power of their muscle to smash through the opposition.

Fighters who do not wish for many complications to their lives choose to become strongmen, as they are only required to swing hard and true, surmounting obstacles that weaker characters are unable to defeat and causing grievous bodily harm to anyone foolish enough to stand against them.

Adventuring: Strongmen are interested in increasing their strength and proving themselves to others and to themselves. They contribute to the power of any adventuring party not only in the areas of combat, but also in sheer physical might.

A strongman is particularly useful when the party is trying to get past an obstacle that the character can move or shatter, or that he can help his friends get through. Roleplaying: While not necessarily dumb, many strongmen come across as oafs that are more interested with their body than in other pursuits. A strongman is always exercising to keep his muscles fit for any.

Disadvantage: A strongman suffers from one of the following disadvantages, depending on the benefit he chose:. If he fails he becomes fatigued -2 to Str and Dex, cannot run or charge. If he succeeds, he becomes fatigued as well, but he recovers after just one hour of rest. This disadvantage corresponds to the Brawny benefit.

This benefit corresponds to the Strained disadvantage. Breaker: The character specialises in breaking things. He ignores 2 points of hardness from any object he wants to break with a melee attack.

This benefit corresponds to the Clumsy disadvantage. This benefit corresponds to the Inaccurate disadvantage. Clumsy: The character is not very good at handling things that require precision. He suffers a -2 penalty to Sleight of Hand checks and to ranged attacks with projectile weapons. This disadvantage corresponds to the Breaker benefit. Inaccurate: The characters brutality in combat has an adverse effect on his accuracy; he suffers a -2 penalty to melee attack rolls.

This disadvantage corresponds to the Crusher benefit. The paths of fighting prowess focus on what a character learns to do through his training rather than on innate abilities and features. A fighter specialising in marksmanship behaves quite differently from another who prefers reach weapons. None shall pass is the favourite saying of the barrier, although many use it as none shall close in.

Barrier fighters are the experts of reach weapons that range from common glaives and halberds to exotic whips and spiked chains. They handle their unwieldy weapons with expertise that puts a regular pikeman to shame, twisting and thrusting their weapon in all directions, becoming the eye of a hurricane that few can hope to pass through with their skin intact.

Adventuring: Like the infantry troops they usually come from, barriers take up the role of keeping the enemy from advancing past their positions, holding a target at bay or causing it so much aggravation that it cannot help but direct his attention to him, rather than the person the barrier is protecting. They are also excellent support, striking a target from behind a better armoured ally without getting in his way, and often providing great opportunities for others to beat the target senseless.

Career Paths Roleplaying: Fighters who take up the role of a barrier are usually helpful and always worrying about their fellows. Eager to lend a hand, barriers have a good eye to spot where they are most needed, whether it be in the front lines or covering the rear. Benefit: While training with reach weapons, the barrier learned intimately about their balance and composition.

He can shift his grip on the weapon as a free action so that he can attack adjacent targets, although he cannot attack targets at a distance and adjacent to him in the same turn.

The spiked chain and whip confer different benefits but the character must have the Weapon Specialisation feat assigned to them in order to enjoy it. A barrier using a whip does not provoke attacks of opportunity. Disadvantage: The character feels awkward with a weapon he thinks is too short for his style many jokes are told about this insecurity ; he suffers a 1 penalty to attack and damage rolls when using a weapon without reach, not including ranged weapons.

The word fighter brings up the image of a heavily armoured warrior wielding big weapons. While there are many of these kinds of fighters, they do not represent the only fighting style available.

Some fighters gifted with speed and agility as well as a strong sword arm prefer to remain mobile and unburdened, stacking the odds in their favour by performing multiple light attacks rather than one single heavy strike. Light fighters like to keep their ability to move around the battlefield while avoiding attacks instead of trusting in armour that stops attacks but impairs their movement.

Adventuring: Light fighters are either very quick on their feet or make sure that any damage they sustain, they can resist. They travel light and can flicker from one side of the battlefield.

Quintessential Fighter II: Advanced Tactics to the other with few consequences, all the while striking their targets with speed. They depend on light equipment, for any heavy weapons and armour would slow them down and literally cramp their style. Roleplaying: Light fighters prefer easy solutions to complex plans, while at the same time they appreciate finesse and subtlety over a brutal approach. They tend to be restless individuals who like to move about and hate stagnation, always pushing their allies forward and keeping them from brooding too much over a particular problem or from staying too long in the same place.

Career Paths Benefit: Once the character learns to use both hands and wields a light weapon in each, he is equally deadly with both; he adds his full Strength modifier to damage with his off-hand weapon. Disadvantage: As he prefers to fight with agility and finesse, the light fighter loses their proficiency with heavy armour and the tower shield, and may not regain them whilst following this path.

Master archers are, like the name implies, real virtuosos with projectile weapons, which tend to be bows but can also be crossbows and slings. Fighters who take it upon themselves to be unbeatable with such weapons are the terror of the battlefield, capable of targeting enemies far and wide while remaining untouchable.

The first sign many targets get of the master archers attention is an arrow to the heart, bolt to the eye or sling bullet to the head. Adventuring: Master archers remain behind, providing cover fire for the frontline fighters in a party and protection to the spellcasters who are also behind.

Characters that move around the battlefield like rogues and clerics have the archer as their best friend, as he can cover their movement from his position, raining down a hail of missiles to anyone that stands in their way. Quintessential Fighter II: Advanced Tactics Roleplaying: Master archers tend to be concise in their demeanour and economical in their expressions.

An exception to this rule is the marksman who likes to show off by pulling off incredibly tricky shots. Some melee fighters accuse these archers of cowardice as they do not risk their own skin by firing far from the action. Nevertheless, those same close-quarter combatants remain thankful when the master archers clear the field of enemies and the tanks only need worry about the stronger opponents that remain.

Benefit: A master archer is completely at home with ranged combat; he does not provoke an attack of opportunity when firing his weapon inside a threatened area. Disadvantage: The master archer neglects his melee combat training; he suffers a -1 penalty to all melee combat.

I hate this. But there was no way out of the situation. Money was not so much a problem as a crisis for her and her father. The old bard had once been famous as King Torridas lorekeeper, but that was many years ago now.

The old king was dead, his once-united land now splintered between the princes, whose armies ravaged the countryside. None of the warring nobility had much use for a songwriter, and the old man had been swiftly reduced to the life of a wandering storyteller. We need the money. Her fathers words echoed her own thoughts. Of course it was his fault he had incurred some substantial debts in the past which he was unable to settle with a good story.

Worse, his inability to keep his querulous tongue still had precluded them from nearly all enterprises. Which resulted in her entering the Pit. Loris sighed heavily as she walked forward into the illegal fighting ring, shifting the balance of the scabbards on her back. Located in a dingy warehouse in the docks district, the crowd comprising of gamblers, gutterscum and neer-do-wells, there was neither honour nor prestige in these fights.

Only gold for the winner, and maiming even death for the loser. The Pits crowd tonight was exceptionally vociferous, hurling cheers and insults in equal measure.

Her opponent awaited her a hulking brute of a man bearing the biggest axe and the ugliest face she had ever seen. Big and ugly Loris smirked and crouched low. She knew how his type fought. Duck his first swing and follow up at close-quarters everything else would follow. The knight riding down the hill to plough his way through unfortunate footsoldiers is a classic image of the fighter, but so is the agile rider that fires his bow while guiding his mount with his knees.

Fighters and mounts share a bond that has lasted for ages, with mounts bred and raised for the sole purpose of being ridden into combat, and fighters who have developed more than a few techniques to take the most advantage of fighting from a mobile and semi-independent platform. Mounted combatants embrace this practice and make of it their life. Adventuring: The most common mounted combatants are either armoured knights on heavy warhorses or fast nomads on light horses, with many variations between the two such as light cavalry equipped with crossbows.

Whatever the preference, mounted combatants are highly mobile fighters that can cross the battlefield quickly; if the horse is trained for war, then the mounted combatant adds another weapon to his arsenal as well as a versatile ally. Within the pages of this book you'll find the information you need as. Character concepts, presented in the following chapter, allow players to quickly attach a capsule history and reason for adventuring to any dwarf character, getting new characters into the action right away.

This sourcebook also contains prestige classes specific to dwarven culture, giving players new ways to expand their characters. Tricks and tools commonly used by dwarves are found herein as well, giving dwarven characters new options while adventuring and recovering from their more dangerous exploits. At last, dwarven characters can create and manage mines of their own, craft items using ancient dwarven secrets, and find new uses for old skills. Along with discussions on these new subraces, this book also delves into the lives Of the beasts the dwarves employ to make their lives ceasier, While surface races make heavy use of horses and other beasts of burden, dwarves find that giant lizards and enormous insects are easier to control in the strange environment of the underlands.

You'll also find the secrets of dwarven magic, both vine and arcane, in this sourcebook. From arcanomech prosthetics to runecannons, the dwarves have plenty of unusual magical surprises for surface- dwellers. As with so many things in the underlands, what you expect of a dwarf may be very different from what you find. With a final blast on his horn, Razuk lowered his hhead and forced himself into a closing sprint.

A few hundred feet further and he'd be safe behind the battle gate erected by the engineers of his clan. Justa few hundred feet further The blow knocked him sprawling and sent the horn flying from his sweaty grasp. He collided with the wall of the tunnel and the air deserted his hings in a rush, The demon gnoll, no longer hidden by the cloak of shadows draped fram its shoulders, let loose a short, yipping bark of vietory and stalked toward Razuk.

Razuk forced himself up with a grant; using the wall to support himself, he could almost stand upright. His plan nearly worked. With a shrill how, the thing hnurled its own weapon at Razuk. He could feel the point of the weapon tenting the a his belly. With a how! From this point forth, both the player and the Games Master should be aware of the Character Concept chosen and take steps to ensure the character is played accordingly.

It must be stressed that Character Concepts are a role- playing tool, not simply a method to gain lots of new abilities! Cut off from other dwarves, the people of a blighted clan grow thin of blood and twisted of body. Still, the deformities mark blighted dwarves as different from other dwarves, hindering their attempts to blend in with communities outside of their own, stunted clans. Bonuses: Dwarves with this character concept receive 22 competence bonus t0 any Disguise skill checks due to theit experience hiding their deformities.

A successful Disguise check DC 15 can be used to hide the blighted deformity for 24 hours. Penalties: Blighted dwarves are socially inept when dealing with anyone outside of their clan, They receive 42 competence penalty to the following skills: Diplomacy, Gather Information, Innuendo and Sense Motive.

In some dwarven cultures the only fitting penalty for aberrant behaviour is the banishment of the offending party. These exiles often perish, cut down by one of the myriad monsters roaming the caverns and tunnels in the deep darkness A few, however, lear to survive in the lightless places far from civilization.

Most of these become bandits, preying on any creatures unfortunate enough to ross their paths, but a few take up the adventuring life in an effort to escape their past and make better names for themselves, Adventuring: To the exile, the life of an adventurer can be an exciting altemative to an otherwise dreary fate.

Isolated from their community for a crime they may or may not have committed, the exiles must lear to survive in the harsh wilderness that i the underiands. Ifoffered the chance to join an adventuring group, exiles leap atthe opportunity, if only to prey on their new companions. The TC was very similar both visually and MG TC Midget was the first post- war.

It is essential for the proper functioning of the engine that this cl-earance should not be less than. The mildly updated TB appeared just before the hapless Mr At the same time this meant that bolt-on steel disc wheels had to be used, which was another first' for an MG sports car Some authorities refer to M.

Wilson McComb calls it M.



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