Dwarf, Aghar (Gully Dwarf)
D&D 3e (3.0/3.5) Rules
Small Humanoid (Dwarf)
Aghar are stupid, filthy creatures thought to be the result of forbidden dwarven interbreeding with other races. They are short and squat, averaging four feet in height and weighing about 100 pounds. Aghar skin tones range from olive brown to a light parchment colour, and hair colour ranges from dirty blonde to dull black. Males wear long scruffy beards, and females have cheek hair but no beards. Pot bellies are common among both sexes. Aghar have narrow fingers and limbs, and thir skin is often covered with scars, boils, sores and filth.
Aghar are almost universally illiterate and innumerate. They seem incapable of understanding numbers, and use the number two as an expression that means "more than one". Despite their deficiencies, Aghar are cheerful little creatures with overly inflated egos.
Aghar speak their own language, Gullytalk, which is a combination of unique Aghar idiom and anoher tongue spoken by neighbouring humanoids. They commonly understand one additional language, such as Common, Goblin, Hill Dwarven, or Mountain Dwarven.
If attacked, Aghar defend themselves, although they sometimes fight with their eyes closed. However, Aghar will flee, faint, cry, beg for mercy, offer information, or simply quake, if given the opportunity. Aghar regard cowardice as a virtue and have raised grovelling to an art form. They are not above using dirty tricks lies, and simple theft if the situation allows.
Aghar wear any armour and weapons that they manage to scavenge from garbage dumps or scrap heaps. Few gully dwarves are proficient in anything other than simple weapons such as clubs, daggers, and slings.
Dwarven Qualities (Ex): Darkvision 60 ft., +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects. Aghar do not gain the Stonecutting ability or standard dwarf skill bonuses and combat bonuses.
Skills: Aghar gain a +2 racial bonus to all Bluff, Hide, and Spot checks.
Most Aghar clans are quite small, and live in abandoned villages, slums, refuse dumps, the sewer systems of large cities, or in abandoned mines and wilderness caves. When several clans dwell together, the strongest and cleverest chieftain becomes the local Aghar king or thane, whose title is produced by adding the prefix "High" to his clan name.
Other races avoid gully dwarves, but they are hired to perform menial tasks. Gnomes occasionally hire them as assassins and spies, although aghar are not particularly adept at those roles.
The favoured class of a gully dwarf is rogue, although such exceptional individuals are rare and usually dominate their clans. Most experienced Aghar have a few levels of commoner.
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