Ambron dwarves in Immortal | World Anvil
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Ambron dwarves

Splinter group of dwarves, who have abandoned the conservative values of their peers, and started moving past the limitations of flesh.

What lies beyond death

When a Ambron dwarf reaches adulthood, they start their long and arduous journey to change their body and being. Transforming themselves piece by piece into a machine. The Ambron dwarves have studied the teachings of Morcus to learn this technique of amalgamation, to the horror of others.   Most of nations and cultures condemn necromancy and teachings of the dead god. This was the primary reason of the dwarven schism over millennia ago. The Ambronians are tolerated, but shunned.

Player who chooses to play as Ambron dwarf has the following features:

Ability scores: Character gain a +2 racial bonus to intelligence and constitution and -2 to charisma.   Size and speed: Medium size, movement speed of 20 feet. Movement speed is never modified by armour or encumbrance.   Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails.   Weapon familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.   Darkvision: Ambron dwarves can see in the dark up to 60 feet.   Half-construct: Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.   Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.   Due to their half-construct nature, Ambron dwarves cannot be druids.

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