Dwarves, Wood-Haired (3.5e Race)
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As the "miscallenous" people of the dwarves wood hairs often have to fill the dwarven roles they need such as apprasing items (espically metals), armorsmithing, weaponsmithing and blacksmithing, weaving and basketweaving, bookbinding and bookkeeping, bowmaking, calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing, painting, pottery, sculpting, stonemasonry, cooking, brewing, lumberjacking, milling, scribing, siege engining, tanning, woodcutting, scholars, and nursing. They even do entertainment for the dwarves such as acting, comedy, singing, story telling and playing insturments such as piano, organ, drum.s, harps, lutes, flutes and trumpets, though not dancing (dwarven society views dancing as a sexual act, and as such dancing is forbidden).
Wood-Haired Dwarves are very task oriented people that will focus on their work for hours at a time.
While Wood-haired Wizards are rare and usually away from their society, if an average Wood-haired dwarf were to become a wizard , they'd tend to specialize Transmutation mainly because of the mundane utility of spells like Mage Hand and Animate Rope, and tend to pick Necromancy and Illusions as their forgotten schools due to their lack practical day to day use.
Wood-Haired Dwarves have long brown hair, cutting it considered shameful. Almost all the Men can grow breads (only 1 in 1000 dwarven men can't grow beard), even some dwarven woman have beards (50% of dwarven woman can't grow beards, 35% can only grow peach fuzz, 15% can grow full on beard. Shaving beards is viewed as shameful as well.
Wood-Hairs rarely interact with anyone outside of other dwarves, as gold-hairs are the one that handle diplomacy.
Wood-Haired Dwarves, tend have a strong sense of order and structure, particularly the structural order of dwarven society, making them lawful, and sense the majority (practically all of them in Dwarven society) worship Jestus, they are generally considered good, however some small amount of Wood-Hairs don't take Jestus's message to seriously and considered Neutral aligned.
They tend to worship Jestus, the dwarven goddess.
Wood-hairs unlike blood-hairs and coal-hairs are actually educated, as such taught common.
Wood-hairs while having first names do not have last names in a traditional sense. In childhood wood-hairs typically have the last name of that's a hyphenation of both parents role if different Carver-Woodcutter, or just the role if both the parents jobs are the same "Carver", or often a more generally term that means both "Woodworker".. Once they get a role they will have a last name identity of that role. A Wood-hairs will actually translate the word to the language they are actually speaking in (they will use the dwarven word if speaking dwarven, the common word is speaking common etc.). Wood-haired Dwarves that adventure typically keep this last name, as it represents there Dwarven life, if they no longer indentifiy with the dwarves a few wood-haired adventurers will choose to use the thing they do as an adventurer as their last name instead ("Wizard", "Swordsman" etc.) or just the word "Adventurer" it self.
- +2 Constitution, -2 Charisma:: Wood-hairs are hardy like most dwarves and just as socially awkward
- Humanoid (Dwarf).
- Medium: As Medium creatures, wood-haired dwarves have no special bonus of penalties due to their size.
- Wood-haired dwarves base land speed is 20 feet. However, wood-haired dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, who speed is reduced in such situations).
- Darkvision: Wood-haired dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is other like normal sight, and wood-haired dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a wood-haired dwarf a +4 racial bonus Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A wood-hair dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a wood-haired dwarf can use the Search skill to find stonework traps as a rogue can. A wood-haired dwarf can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
- Stability: A wood-haired dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing flying riding, or otherwise not standing firmly on the ground
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +4 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal
- Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level, since they tend to learn the skills they need to contribute fast. (the 4 skill points at 1st level are added on as a bonus, not multiplied in)
- Favored Class: Fighter. A multiclass wood-haired dwarf's Fighter class does not count when determining whether they take an experience point penalty for multiclassing.
|Middle Age1||Old2||Venerable3||Maximum Age|
|125 years||188 years||250 years||+2d% years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3' 9"||+2d4||130 lb.||× 2d6 lb.|
|Female||3' 7"||+2d4||100 lb.||× 2d6 lb.|