Pathfinder 2e Dwarf Extras/Alterations
GM NOTE: If running just a Pathfinder 2e game on Valerick, which is the base structure I've more or less decided to draw a lot of my influence from, you can simply use the appropriate Ancestry and certainly bend and manipulate the lore and such of the various heritage or notes about the dwarves of Golarian to fit Valerick's lore as you and your table feels appropriate. Alternatively however you will find a breakdown here of both what the Ancestry would look like if you wish to play the full homebrew setup (including hit dice instead of flat hit points for class levels, the altered magick system, etc). You will also find extra Ancestry Feats here as well.
Dwarf Mechanics in Valerick
Starting Ancestry Hit Points: 5+Constitution Bonus
Size: Medium
Speed: 25 feet
Ability Modifiers: +2 Constitution, +2 Wisdom, +2 Strength or Intelligence, -2 Charisma.
Languages Unchanged, though as per standard for how I run games if the racial language of a party member isn't on the standard list for PF2e for you, so long as it narratively makes sense and the GM and the Player are cool with it, its available and on the list.
Darkvision: You can see perfectly clearly in the dark, though in black and white, out to 60 feet.
Note about Clan Daggers. These are a relic of bygone times in Valerick. The trait is optional and generally speaking there is not nearly as much importance placed upon them as there is on Golarian in base Pathfinder 2e.
New Ancestry Feat Options
Valerick will come with some extra Ancestry Feat options, though not every Ancestry will have the same number of additional options and such of course, and some will come with entirely different heritages and an entire restructuring. In the case of Dwarves it is noteworthy that the Elemental Heart Dwarf would be, by the very nature of dwarves would likely be exceedingly rare and odd. This does not mean you can't play them, however it is worth noting how rare they'd be on Valerick.
Level 1 Ancestry Feats
Magick Resistance/Aethyr Sight
Feat 1
Traits: Common/Rare, Dwarf
Source: Adventures in Valerick
Access: Be a dwarf/be a dwarf who is capable (so selecting a profession) that can cast arcane, primal or occult spells.
So this feat is grouped because most dwarves are born with the Magick Resistance and most commonly those without are born with the Touch of Arcanis and have Aethyr Sight.
If you are of the Magick Resistance side of this Ancestry Feat, you are inherently very resistant to the primordial forces of creation and the magicks they and the void influence and feed. You are amongst the only individuals whom can mine and work with Manna gems safely due to this innate resistance, though specialized dust masks are still heavily relied on for mining. You are also one of the few whom can work with manna gem dust directly, gaining access to the Craft (rune) skill should you so choose. Furthermore every day, you automatically critically succeed your first saving throw against any Arcane, Primal, or Occult spell, magick or supernatural effect. This is NOT optional, it just happens.
If you have the Aethyr Sight side you simply gain the Aethyr Sight Talent as seen below;
- Aethyr Sight: You can see into the Aethyr, the realm of manna, which overlays our own, seeing all about you the flowing currents and thrumming rivers of manna of every which color. This allows you to see spell forms and tell whenever anyone is attempting to cast Arcane, Primal or Occult spells. You can kind of filter this out and see like normal at will.
Relentless
Feat 1
Traits: Uncommon, Dwarf
Source: Adventures in Valerick
Access: Be a Dwarf or a Koltani Heritage Human
Dwarven battle tactics are oft compared to an Avalanche and for good reason. You gain +2 to attack and damage rolls if your attacking a target that you dealt damage in the previous round of combat.
Level 5 Ancestry Feats
Dwarven Resilience
Feat 5
Traits: Uncommon, Dwarf
Source: Adventures in Valerick
Access: Be a dwarf with Magick Resistance Feat
As you've been exposed, like its some sort of immune system response, your resistance to magick continues to advance and grow. You may reroll any critically failed save against magick effects, spells (Arcane, Primal, Occult). You must stick with the new result regardless if it is worse. You may utilize this ability a number of times per day equal to 1/4 your character level.
Push the Advantage!
Feat 5
Traits: Uncommon, Dwarf
Source: Adventures in Valerick
Access: Be a Dwarf with the Relentless Feat
Continuing to master the more advanced tactics of your culture, you learn to really push your advantage. Whenever a creature tries to attack you in melee and fails to inflict damage (so they missed or the damage was somehow brought to 0) you may spend your Reaction to strike back at them. This attack is made at your full bonus, and at a +4 if they happened to critically miss you with their attack.
Level 9 Feats
Anti-Magick Presence
Feat 9
Traits: Manipulation, Aura, Uncommon, Dwarf
Source: Adventures in Valerick
Access: Dwarf who has taken Magick Resistance Feat at 1st level
Your mere presence, if someone is to close to you, directly interferes with their ability to access the Aethyr and to weave manna. Any Spell-Weaving roll made within 15 feet of you for Spell-Weaving (Arcane), Spell-Weaving (Primal), or Spell-Weaving (Occult) are at a penalty equal to 1/2 your character level.
Over-Bearing Assault
Feat 9
Traits: Uncommon, Attack, Dwarf
Source: Adventures in Valerick
Access: Dwarf with Relentless Feat
Your dwarven training serves you well indeed, as you understand the value of focusing on one foe at a time. Whenever you make more than one attack in a round, if you are attacking the same creature, as you did with the first attack, you reduce your multiple attack penalty by 2 (so -5 becomes -3 or -4 becomes -2) for the second attack. The penalty reverts to normal should you attempt a third attack.
Level 13 Feats
Surpressing Presence:
Feat 13
Traits: Dwarf, Rare
Source: Adventures in Valerick
Access: Be a dwarf with Magick Resistance Feat
Your mere presence continues to negatively impact the efforts of those around you to utilize magickal means. You naturally have a 15 foot aura that attempts to surpress enchantments such as those upon magickal gear, provided the enchanted items in question were born of Arcane, Primal or Occult means. Every round an item is within this emanation you seem to naturally possess, the item has to roll a flat DC check equal to 5+1/2 your character level. If it fails, the item ceases to function for a round. If it succeeds, it carries on as normal but if its in the area next round it must roll again. If it critically fails, it ceases to function until it is somehow moved out of the range of your presence. If it critically succeeds it is immune to your presence entirely for 24 hours.
Full Commit: Feat 13
Traits: Mental, Dwarf, Rare
Source: Adventures in Valerick
Access: Be a Dwarf with Relentless Feat
You've truly embraced the nature of dwarven warfare. You embody the avalanche to your foes, burying them in violence. Every time you successfully strike the same creature (without breaking the chain to strike another creature, or by missing) you increase the damage of future attacks by +1, and this stacks up to an upper limit of your 1/2 your character level.
Level 17 Ancestry Feats
Silencing Presence
Feat 17
Traits: Rare, Dwarf
Source: Adventures in Valerick
Access: A Dwarf who has taken Anti-Magick Presence Feat
By 17th level a dwarven character has had whatever strange genetics and weird supernatural energies effect their kindred and themselves manifest at their most oppressive. A dwarven character has a 15 foot presence but they can now alter it for a limited time. 1/hour for up to 1 minute they may simply, as a free action, declare they are tapping into their own control of their strange magebane biology and alter their Anti-Magick Presence, empowering it greatly. It becomes a 15 foot Silencing Emanation, the DC of which is your class DC.
All-Out Assault
Feat 17
Traits: Rare, Dwarf
Source: Adventures in Valerick
Access: Be a Dwarf with the Over-Bearing Assault Feat
By 17th level, you are a paragon of dwarven warcraft and have mastered your own discipline and internal focus and will, able to just ignore all comers until your chosen target is vanquished. 1/hour, you may spend 1 free action to declare your intention to launch an All-Out Assault against a target you can see. This does grant you a few small negatives. Other creatures are at +2 to attack you, and you take a -2 to saving throws to resist, avoid or otherwise negate effects and damage from other sources. However you gain +6 to your AC and to saving throws to resist damage, magick, effects and otherwise from the target. In addition you suffer no Multiple Attack Penalty when you attack that target so long you dealt them damage and you have not dealt damage to any other target since last round. Furthermore, you gain Damage resist 6 to all incoming damage from any source other than the target of your All-Out Assault. If the target should fall or break line of sight or otherwise escape your ability to attempt to engage them, the ability fades. If the target should die or fall unconscious, the ability also fades.
Feat 13
Traits: Mental, Dwarf, Rare
Source: Adventures in Valerick
Access: Be a Dwarf with Relentless Feat
You've truly embraced the nature of dwarven warfare. You embody the avalanche to your foes, burying them in violence. Every time you successfully strike the same creature (without breaking the chain to strike another creature, or by missing) you increase the damage of future attacks by +1, and this stacks up to an upper limit of your 1/2 your character level.
Level 17 Ancestry Feats
Silencing Presence
Feat 17
Traits: Rare, Dwarf
Source: Adventures in Valerick
Access: A Dwarf who has taken Anti-Magick Presence Feat
By 17th level a dwarven character has had whatever strange genetics and weird supernatural energies effect their kindred and themselves manifest at their most oppressive. A dwarven character has a 15 foot presence but they can now alter it for a limited time. 1/hour for up to 1 minute they may simply, as a free action, declare they are tapping into their own control of their strange magebane biology and alter their Anti-Magick Presence, empowering it greatly. It becomes a 15 foot Silencing Emanation, the DC of which is your class DC.
All-Out Assault
Feat 17
Traits: Rare, Dwarf
Source: Adventures in Valerick
Access: Be a Dwarf with the Over-Bearing Assault Feat
By 17th level, you are a paragon of dwarven warcraft and have mastered your own discipline and internal focus and will, able to just ignore all comers until your chosen target is vanquished. 1/hour, you may spend 1 free action to declare your intention to launch an All-Out Assault against a target you can see. This does grant you a few small negatives. Other creatures are at +2 to attack you, and you take a -2 to saving throws to resist, avoid or otherwise negate effects and damage from other sources. However you gain +6 to your AC and to saving throws to resist damage, magick, effects and otherwise from the target. In addition you suffer no Multiple Attack Penalty when you attack that target so long you dealt them damage and you have not dealt damage to any other target since last round. Furthermore, you gain Damage resist 6 to all incoming damage from any source other than the target of your All-Out Assault. If the target should fall or break line of sight or otherwise escape your ability to attempt to engage them, the ability fades. If the target should die or fall unconscious, the ability also fades.
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