Maxus wrote:
"Give us 5 years and a day hard labor, and you get +8 Strength and +4 Con, permanently! Yours, for only 18,000 gp and five years and a day!"
Advanced Backgrounds
Sure, you've got a background, everyone does.
But what happens when you've been recruited out of the Spelunkin' Elv Deepsea Navy to help with an anti-Sea Devil task force (i.e. adventurer party); or if you're a
Dwarven Marine
This is my greatclub! This is my stick! This is for fightin'! This is for fun!
Dwarves are hardcore. They plan for a war that has been going on for before any of their collective living memory can recall and have enganged in all sorts of practices in light of that fact. They prepare their tunnels for war, they train themselves whenever they have free time, they spend days crafting perfect weapons for tunnel-fighting and even go so far as to enact contingency plans that would save them if they would have already lost a major war (see: Deep Dwarves and Duergar).
The fact that Dwarves are naturally tough means that focusing on physical training
makes a lot of sense. They can keep pushing their limits past what most of the other common races can, and their elite soldiers in fact do that. This makes Dwarves that dedicate themselves to
just combat exceedingly powerful physical specimens.
Pre-Requisites:
Race: Must be a dwarf or a race that hangs around with dwarves, or could be friendly with dwarves (i.e. no Orcs or Goblins plz).
BAB: +6
Feats: At least half your feats should be [Combat] feats
Age: You lose ten years of your life; whatever your starting Age would be is increased by 10. This usually affects non-Dwarves more than it affects Dwarves.
Benefits:
Dwarven Hospitality: You are a hero of the Dwarven people, no matter where you go Dwarves will recognize your dedication and valour, even if they've never heard of you or even if you're not a Dwarf.
Dwarves everywhere treat you as friendly if you are obviously using your Dwarven Marine equipment or can prove that you are a Dwarven Marine.
Dwarven Marine Outfit: Fancy dress uniform, for feasts and such
Dwarven Marine Tatoos: Even stripped of their worldy possessions a Dwarven Marine will always have his term of service and unit information tattooed to their shoulder or forearm. Some Dwarven Marines get their Tattoos on their face, those are generally lifers or Career Marines. This can be used to prove that one is a Dwarven Marine even if naked or if their equipment has been lost.
Dwarven Marine Combat Armour: Choose one armour; it's armour value is increased by 1 and it's armour check and armour stealth penalties are reduced by 1.
Dwarven Marine Combat Greatclub: Dwarven Marines have to face all sorts of bullshit. From incursions of Kobolds, to Golems that have been uncovered in ancient (and now opened up) dungeon complexes, to orcs to mindflayers to even demons and devils. Often, there is no time to go back to the home tunnels to get your Adamantine Greatclub to deal with the Stone Golem that is now in the way of your Search-and-Destroy mission inside of a Were-Mole lair, or a vampire wizard has summoned yugoloths to help him raid Dwarven communities.
In order to combat all of these kinds of threats in a meaningful fashion, extremely special greatclubs have been crafted for Dwarven Marines. The wooden shafts of these clubs is surrounded by rings of different materials, Stone, Silver, Steel, Adamantine and even Wooden rings. On the pommel a silver sculpture of a stylized dwarves head is the only decoration on these very practical weapons.
Dwarven Combat Greatclubs are treated as minor magic weapons that can by-pass any material Damage Reduction. All Dwarven Marines own one that is appropriate for their size. Some Dwarves opt for smaller Combat Clubs or even Dual Combat Clubs if they are experts in two-weapon fighting.
An officer in the Dwarven Marines can be denoted by the gold sculpture that decorates the pommels of their club or greatclub.
The Dwarven Marine PX: If you lose any Dwarven Marine equipment, you'll need to find a Dwarven Marine Quartermaster (Q) to get you a new item, or to get your current one exchanged for a different one.
Exchanging can take more time than usual if you are not a dwarf (the DM Q will get you a new armour made for you and will hang on to your old armour to be there if you need it back or to give to an other DM).
Dwarven Toughness: +X on all constitution and strength-based checks; where X equals ...
True Grit: Bonus on will saves
Semper Fi: -X on all wisdom based checks with other DM's of higher rank or higher level (often the same thing)