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DWARF

RACIAL FEATURES

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Dwarven Weapon Training: Dwarves gain the Dwarven Heritage Equipment talent as a bonus talent at 1st level.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Terran, and Undercommon.

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ALTERNATE RACIAL FEATURES

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Habitual Maintenance: The innate thrift and craftsmanship of many dwarven cultures can become ingrained, to the point that they repair, sharpen, and maintain their equipment without even thinking about it. They gain a limited version of blacksmith maintenance class feature. They may apply one of the following maintenances to themself with an effective blacksmith level of 1: armor maintenance, cobbling, heavy-duty reinforcement, or pack straps. They may perform this maintenance in addition to any others they can perform. This replaces greed, stonecunning, and weapon familiarity.

 

Healthy: Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy.

Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet but gain the Light Sensitivity weakness. This racial trait replaces darkvision.

 

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. This racial trait replaces dwarven weapon training.

Siege Survivor: Many dwarves are trained to outlast sieges and serve as vigilant guards. Whenever a dwarf with this trait starts and ends his turn in the same space, he gains a +2 racial bonus to damage rolls until the start of his next turn. This racial trait replaces greed and stonecunning.

Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Influence and Profession (merchant) checks. This racial trait replaces stonecunning.

 

Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.

Thirst for Vengeance: Dwarves are notorious for their grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has damaged them within the last 24 hours. This racial trait replaces dwarven weapon training.

Treasure Sense: Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials. This racial trait replaces greed and stonecunning.

RACIAL FEATS
 

Breadth of Experience [Background]

Although still young for your kind, you have a lifetime of knowledge and training.

Prerequisites: dwarf, elf, or gnome; 100+ years old.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Dwarven Ringsmith

You can imbue magical rings with a unique spiritual signature.
Prerequisites: Forge Ring, dwarf
Benefit: You can imbue magical rings with a unique signature which responds only to your own personal power. As long as you wear only magical rings that you craft yourself, you may wear up to three magical rings while simultaneously gaining the benefits of all three. This personal signature also makes it immediately and empathically apparent to you when you don a magical ring that you did not create, no matter how finely-crafted a forgery of your own it might be. Finally, if you also possess the Master Craftsman feat, you may count your skill ranks in the chosen skill as your effective caster level when creating magical rings.
Normal: You may wear and gain the benefits of two magical rings at once.

Dwarven Vitality
You are remarkably resistant to disease.
Prerequisites: hardy racial trait, dwarf
Benefit: You gain a +2 bonus on saving throws against disease.

 

Ironguts

You have an especially strong stomach.

Prerequisites: Con 13; dwarf.

Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).


Smith's Sight [Background]
You can discern the properties of magic items without spells.
Prerequisites: 3 ranks in any Craft skill, dwarf
Benefit: You can identify the properties of magical items by making a successful Craft skill check in place of a Spellcraft skill check. The type of the Craft check must be the same type required to create the item (for example: Craft [weapons] for a sword, Craft [armor] for a shield, and so on). You do not need to cast the detect magic spell to identify the properties of an item in this way, but identifying an item with this feat takes a little longer than it would otherwise, requiring one minute of concentration per item examined.
Normal: Identifying a magic item requires a Spellcraft skill check and the use of a detect magic spell or similar magic.

Steel Soul

You are especially resistant to magic.

Prerequisites: dwarf, hardy racial trait.

Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.

Stone Singer

Your songs are in accordance with the ways and lands of your people.

Prerequisites: Cha 13, bardic performance class feature, dwarf or oread.

Benefit: When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.

Toxic Recovery

Your system recuperates from the effects of poisons with astonishing speed.

Prerequisites: dwarf, hardy racial trait.

Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.

FAVORED CLASS BONUSES

Alchemist: Add +1/4 to the alchemist's natural armor bonus when using his mutagen.

Armorist: Gain +1 hardness for summoned and bound equipment. If this raises an item’s hardness above 20, adamantine’s penetration quality only bypasses 20 points of the object’s hardness.

Barbarian: Gain +1 point of primal reserve.

Bard: Every 3 times this bonus is selected, the bard gets DR 1/piercing whenever he is conducting. This bonus stacks.

Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 6 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.

Druid: Add a +1/4 natural armor bonus to the AC of the druid's animal companion.

Elementalist: Gain +1 energy resistance to acid, cold, electricity, fire, or sonic (maximum 10 per energy type). This stacks with the energy resistance normally gained through this class or any other source.

Eliciter: Gain +1/3 bonus to saves against mind-altering effects.

Fey Adept: Add +1/2 to the hardness of objects made using shadowstuff with the create reality ability.

Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip.

Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps.

Magus: Gain +1/6 bonus to all saving throws vs. magic.

Malefactor: Add +1/6 to all malediction save DCs.

Monk: Reduce the hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike.

Occultist: Gain a +1/3 bonus on Appraise and Use Magic Device checks involving stone and metal objects.

Oracle: Gain +1/4 bonus to Will saves.

Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.

Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to danger sense regarding stone traps.

Sentinel: Gain +1/4 of an additional attack of opportunity per round.

Shifter: Gain +1/3 bonus to Athletics checks made to resist nonlethal damage from exhaustion, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold the shifter’s breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

Sorcerer: Add +1/2 to acid and earth sphere ability damage.

Soul Weaver: Gain +1/4 an additional use of channel energy per day.

Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.

Witch: Add +1/4 natural armor bonus to the AC of the witch's familiar.

Wizard: Add 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration.

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