Sand Dwarves or Zinth
One of the first generations of Dwarf-kin born on Nyssa. They are most often found in the Zinthar desert apart of small family tribes of less than two hundred individuals. Unlike their other blood-kin, the Zinth are bound to specific sites and are very unlikely to go far away unless they are in mortal danger.
Sand Dwarves have thin bodies almost always appearing as near starving. Their faces are normally covered by a hood - it is an expression of deep respect for them to talk with someone with an uncovered face. Males tend to grow their hair long and unkempt but many keep stylish goatees. Women can grow beards but few do, they keep their hair short, using jewelry and tattoos to decorate themselves. Both sexes fight for their community as equals, but females with children stay out of all but the most desperate combats.
Their expression: “Of the stone but in
this world” is their way of expressing themselves as both
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.
Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.
Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.
Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.
Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.
While they do not starve,
when overwhelmed by their surroundings, they go into a comatose state
emerging when the environment is safer. Stories of creatures reviving from petrification can be traced to these dwarves awakening
from slumber.
Typically, Zinth do not adventure with others and stick to their own caravans or towns. When a noble deed is proposed that will help the overall community, they volunteer. They respect others as long as the rights for all are likewise reciprocated.
Sand Dwarves CR 2
N (30% Good; 10% Evil) Humanoid (Mountains & Desert)
Init +0; Senses darkvision 60 ft.
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0
OFFENSE
Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.
STATISTICS
Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills: Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian
LISTED FEATURES:
Every primary level grants a +1 natural AC bonus.
2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points; Summon Earth elemental (2/day); Stone state (3/day)
At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.
Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.
N (30% Good; 10% Evil) Humanoid (Mountains & Desert)
Init +0; Senses darkvision 60 ft.
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0
OFFENSE
Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.
STATISTICS
Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills: Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian
LISTED FEATURES:
Every primary level grants a +1 natural AC bonus.
2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points; Summon Earth elemental (2/day); Stone state (3/day)
At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.
Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.
CLASS ABILITIES
Speak with Stones: Sand Dwarves can speak to stones, which can only tell them what has been in an area within the last 24 hours
Blend with Rocks or Sand: If the Sand Dwarf does not move, and is near sand can gain a +10 to their stealth check 2/day
Change into Sand Form: Can temporarily change into sand. They cannot move far, but can seep through small holes. Only small weapons and other small items change into sand - not armor or heavy weapons.
Change into Rock Form: Zinth can change into stones, gaining +20 to their stealth scores. They cannot move. When in this form they gain +3 to their AC. Only small weapons and other small items change into rock form - not armor or heavy weapons.
Speak Earth Elemental: Zinth learn the earth elemental language
Summon Rock Allies: Can summon small stone creatures from the Elemental Plane of Earth. These are the equivalent of dogs, cats or birds that can perform small or short actions for the Sand Dwarf.
Stone State: Gain Rock form for 10 min. +6 to AC, plus 1-8 dmg for punching.
Heal from Rock: Can change small stones into healing potions. It can heal creatures 5 times their constitution bonus score (1=5, 2 = 10, etc) to any number of people up to their listed total. If the potions are not used within five minutes, the potions revert back to small stones.
Summon Earth elemental: Can summon a medium earth elemental to either stay and protect an area for 30 minutes, help with manual labour for an hour or complete an attack action. They can perform this summoning twice a day, but never more than once an hour.