Jungle Dwarves for RK
Jungle Dwarves for RK
I recently found an artifact that referred to a race of dwarves known as Jungle Dwarves.
Is there any way we could get these *Jungle Dwarves* added to NS4?
A new race to play in RK would be fun! Not to mention, that all of Atheria would enjoy them as well. &)
Is there any way we could get these *Jungle Dwarves* added to NS4?
A new race to play in RK would be fun! Not to mention, that all of Atheria would enjoy them as well. &)
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Aye, maybe we can have Pech as a playable race...
I couldn't find any 3e or 3.5e references to Pech, so here's the 2e version from the Monster Manual.
http://www.planetadnd.com/interactive_books/mm00090.php
The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They dwell in dark places and work stone. Pech are thin and have long arms and legs. Their broad hands and feet are excellent for bracing and employing tools to work stone. They have pale, yellowish skin and red or reddish brown hair. Their flesh is nearly as hard as granite. Their eyes are large and have no pupils. Pech have infravision to 120 feet.
Combat: The pech use picks and peat hammers (treat as war hammers) for work and armament, and are usually equipped with equal numbers of each. Pech have 18/50 Strength. Each pech can cast four stone shape and four stone tell spells per day. Four pech can band to together to cast a wall of stone spell as a 16th-level mage. Eight together can cast a stone to flesh spell. Group spells can be cast but once per day by any group. Pech are immune to petrification. When fighting lithic monsters such as stone golems, gargoyles, or galeb duhr, pech are quite capable of knocking them to rubble, as their knowledge of stone allows them full attack capability against such creatures, even with nonmagical weapons. Each successful strike does maximum damage.
Habitat/Society: Pech are basically good and peaceful creatures that want to be left to themselves. They hate bright light and open skies, and they are quick to ask others to douse lights. Their lairs are constructed with numerous choke points so that walls of stone can quickly stop intruders. Their lair holds 10-40 individuals, with equal numbers of females and males, and young equal to 20-50% of the females.
Ecology: The pech home plane is hostile, so many travel to the Prime Material plane to search for a better life. They have few enemies there. Pech do not save large amounts of treasure; they mine for things to trade with others for food or services. They do sometimes create simple, unobtrusive ornamental objects for everyday use. A pech lair may contain 50-100 trade gems plus 5-30 dishes and utensils worked from stone and raw metal. These items are not very valuable, averaging 150 gp each.
I couldn't find any 3e or 3.5e references to Pech, so here's the 2e version from the Monster Manual.
http://www.planetadnd.com/interactive_books/mm00090.php
The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They dwell in dark places and work stone. Pech are thin and have long arms and legs. Their broad hands and feet are excellent for bracing and employing tools to work stone. They have pale, yellowish skin and red or reddish brown hair. Their flesh is nearly as hard as granite. Their eyes are large and have no pupils. Pech have infravision to 120 feet.
Combat: The pech use picks and peat hammers (treat as war hammers) for work and armament, and are usually equipped with equal numbers of each. Pech have 18/50 Strength. Each pech can cast four stone shape and four stone tell spells per day. Four pech can band to together to cast a wall of stone spell as a 16th-level mage. Eight together can cast a stone to flesh spell. Group spells can be cast but once per day by any group. Pech are immune to petrification. When fighting lithic monsters such as stone golems, gargoyles, or galeb duhr, pech are quite capable of knocking them to rubble, as their knowledge of stone allows them full attack capability against such creatures, even with nonmagical weapons. Each successful strike does maximum damage.
Habitat/Society: Pech are basically good and peaceful creatures that want to be left to themselves. They hate bright light and open skies, and they are quick to ask others to douse lights. Their lairs are constructed with numerous choke points so that walls of stone can quickly stop intruders. Their lair holds 10-40 individuals, with equal numbers of females and males, and young equal to 20-50% of the females.
Ecology: The pech home plane is hostile, so many travel to the Prime Material plane to search for a better life. They have few enemies there. Pech do not save large amounts of treasure; they mine for things to trade with others for food or services. They do sometimes create simple, unobtrusive ornamental objects for everyday use. A pech lair may contain 50-100 trade gems plus 5-30 dishes and utensils worked from stone and raw metal. These items are not very valuable, averaging 150 gp each.
cely
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Pechs
Pechs are an interesting race. I recall one called Clacker in a Drizzt Do'Urden tale. He was turned into a Hook Horror by an Evil Human Mage.
Poor guy, he died saving Drizzt and his Gnome companion from an Illithid's slave pen.
I weap for the Pech as he was of great faith in Moradin and even in his torment was true to his friends.
So here's to Clacker, *Raises his Mug of ALE skiward to be approved by the gaze of Moradin, then drinks a silent toast to the fallen Pech whom could not recall his own name."
Poor guy, he died saving Drizzt and his Gnome companion from an Illithid's slave pen.
I weap for the Pech as he was of great faith in Moradin and even in his torment was true to his friends.
So here's to Clacker, *Raises his Mug of ALE skiward to be approved by the gaze of Moradin, then drinks a silent toast to the fallen Pech whom could not recall his own name."

Gabrial (Fists of RK) [DW]
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what about ranger for fav class the pech are not very advanced as far as tech goes. there society is like american indians very tribal and more "live off the land" than dwarves or gnomes are. give them bonuses to hit and damage vs constructs and monsterous animals?
druid would also fit IMO with there innate ways of melding stone ect maybe have them have a bonus to spells like spike growth and earthquake. this would also give RK a more rounded player base as al swarfs are ftr fav class and gnomes are both wiz
other than thoes two i dont realy see any other classes that would fit with their socioty. barbar is too chotic and reckless, ftr well RK dont need more ftr races lol, paladin is too "civilized?" for them IMO, rogue and bard are about as far from them as you can get as it is agian a more "civilized" class, and wizards/sorc agian seems a bit off from their socioty mages need books ect ( alot of wich are from other cultures and races wich the pech dont have much contact with) sorc seems somewhat feasable but they just dont sit right in my mind as sorcs.
druid would also fit IMO with there innate ways of melding stone ect maybe have them have a bonus to spells like spike growth and earthquake. this would also give RK a more rounded player base as al swarfs are ftr fav class and gnomes are both wiz
other than thoes two i dont realy see any other classes that would fit with their socioty. barbar is too chotic and reckless, ftr well RK dont need more ftr races lol, paladin is too "civilized?" for them IMO, rogue and bard are about as far from them as you can get as it is agian a more "civilized" class, and wizards/sorc agian seems a bit off from their socioty mages need books ect ( alot of wich are from other cultures and races wich the pech dont have much contact with) sorc seems somewhat feasable but they just dont sit right in my mind as sorcs.