You were forged, molded, and gestated in a jar before emerging, the precious metal inlays in your thin metallic skin shining. Dwarrows on Isurholm hail from beneath the Anfwin Mountains in the Myrdoom.

  • You are shorter than the average human.

What is your skin inlaid with?

  1. Gold. Minersight: You can always see gold, silver, and gemstones in vivid colors.
  2. Copper. Tremorsense: 1/day, you can sense movements through the ground for as long as you concentrate on them.
  3. Tin. Stonemeld: 1/day, you can melt into stone surfaces.
  4. Tungsten. Forge-hand: 1/day, your off-hand can heat up to forge-hot temperatures (d6 damage). Must be quenched to be extinguished.
  5. Iron. Magnetic Sense: 1/day, you can align yourself to a piece of metal you have previously designated. You know which direction that object is.
  6. Silver. Stonetomb: 1/day, you may turn into stone. You are inert and immune to harm and magic, but cannot act or recover ability scores. Lasts for at least 1 hour and up to a full day. Recharge: Bury yourself under dirt for a night.

If you came from Character Creation, roll 1d20 for a background (below) or choose the Adventurer background.

  1. Alchemist
  2. Barber-Surgeon
  3. Bookworm
  4. Chef
  5. Clockmaker
  6. Re-roll
  7. Exorcist
  8. Re-roll
  9. Re-roll
  10. Hexed Witch-Finder
  11. Mariner
  12. Metalsmith
  13. Monastic
  14. Pilgrim
  15. Poison-Eater
  16. Tailor
  17. Troubadour
  18. Varlet
  19. Veteran
  20. Re-roll

Based on the Dwarf by Monstergarden.