Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
Description
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man.
Racial Traits
Ability Adjustment: +2
Constitution, +2
Wisdom, and –2
Charisma. Dwarves are both tough and wise, but also a bit gruff.
Size: Medium.
Speed: Dwarf base land speed is 20 feet. Unlike most other races, a Dwarf's speed is not reduced by wearing medium or heavy armor, or carrying a medium or heavy load.
Type: Humanoid (Dwarf).
Age: Dwarves age more slowly than humans, though not so much as elves. Most dwarves are considered adults by 40, and many live to see 400.
Vision: Darkvision 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Special Qualities
Defensive Training: Dwarves gain a +4
Dodge Bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2
Racial bonus on
Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Hardy: Dwarves gain a +2
Racial bonus on
Saving Throws against
Poison, spells, and spell-like abilities.
Hatred: Dwarves gain a +1
Racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Stonecunning: Dwarves gain a +2
Racial 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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages
Automatic Languages: Common and Dwarven.
Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Dwarven Subraces
All dwarves in Astora can trace their lineage back to the four dwarven clans that originally migrated to the continent:
Clan Brass Hand,
Clan Deephammer,
Clan Broadbeard, and
Clan Duergar. While many surface dwarves no longer show strong signs of lineage to any one clan, most show strong traits of the clan they are most directly descended from.
Due to their prolonged exile and the changes brought about by it, the people of
Clan Duergar now refer to themselves as
Duergar, and are differentiated as such from other dwarves.
The traits above represent dwarves whose lineages have intermingled to the point where they can no longer trace their roots to a single clan. Those that still maintain a strong heritage to one clan have the following alternative traits. All dwarven subraces have the traits and special qualities above unless otherwise stated in their individual listing.
Brass-Hand Dwarf
The dwarves of
Clan Brass-Hand have always been the great unifiers of their race. They founded the first and largest dwarven empire in Astora, and were the last of the great dwarven kingdoms to fall. They espouse strong traditions of leadership and diplomacy, and historically took up the mantle of keeping the surface dwarves together as a unified people. While no dwarven kingdoms exist today, it is assumed by all that a resurgent dwarven empire would certainly rise under the leadership of
Clan Brass-Hand.
Ability Adjustment: +2
Constitution, +2
Wisdom, and –2
Dexterity. Brass-Hand dwarves are as hardy and wise as any dwarf, though they lack much of the gruffness and dour disposition common amongst their kin and are not as sure-footed as their more martially focused brethren.
Alternate Traits: Brass-Hand dwarves trade
Stability,
defensive training,
hatred, and
stonecunning for
Iron Citizen and
Stoic Negotiator.
Note: The bonus to
Diplomacy from
Iron Citizen and
Stoic Negotiator stack for Brass Hand dwarves, providing a combined +4
Racial bonus.
Deephammer Dwarf
As a culture, none can match the prowess of
Clan Deephammer in the art of smithing. Considered the most creative and artistic of the clans, they are often sought out for their ability to work rare and exotic materials, and the quality of their weapons and armor are without peer in all of Astora. They are also credited with some of the more illustrious architecture of the ancient dwarven empires.
Ability Adjustment: +2
Constitution, +2
Wisdom, and –2
Charisma. Deephammer dwarves have the same characteristics as common surface dwarves.
Exotic Materials Specialists: Deephammer dwarves halve all
Craft check penalties stemming from
Special Materials.
Alternate Traits: Deephammer dwarves trade
Greed and
Hatred for
Craftsman and
Industrious Urbanite.
Broadbeard Dwarf
Clan Broadbeard have known little else but war for much of their existance. Unlike the other clans, they were embroiled in the millennia-long
Crown Wars between the elves, and have not known peace since. Their constant battle to protect what remains of their people from outside threats has cultivated a disposition that could be considered insular even to other dwarves. An oft repeated saying amongst other dwarves is that everything a Broadbeard does is either violence or preparation for it.
Ability Adjustment: +2
Strength, +2
Constitution, and –2
Charisma. Broadbeard dwarves are every bit the gruff and hardy figure of other dwarves, but millennia of war have seen their prudence give way to physical prowess.
Alternate Traits: Broadbeard dwarves trade
Hardy,
Hatred, and their normal languages for
Magic Resistant,
Ancient Enmity, and
Xenophobic.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1
Racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Barrow Scholar: Dwarves with this racial trait gain a +2
Racial bonus on
Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
Barrow Warden: Dwarves with this racial trait gain a +1
Racial bonus on attack rolls and a +1
Dodge Bonus to their AC against undead. This racial trait replaces defensive training and hatred.
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.
Death’s End: Dwarves with this racial trait gain a +2
Racial bonus to AC against undead and a +2
Racial bonus on
Saving Throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred.
Deep Tradition: A dwarf with this racial trait gains a +1
Racial bonus on
Melee Attack rolls and a +1
Racial bonus to AC against attacks of opportunity made by drow, duergar, creatures of the aberration type, or creatures of the giant or orc subtype. This replaces defensive training and hatred.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2
Dodge Bonus to AC against monsters of the aberration type and a +2
Racial bonus on combat maneuver checks made to
Grapple such creatures (or to continue a
Grapple). This racial trait replaces defensive training.
Giant Hunter: Dwarves with this racial trait gain a +1
Racial bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2
Racial bonus on
Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
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.
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on
Craft checks to create non-magical items and gain a +4 bonus on
Profession checks to earn money. This racial trait replaces hatred.
Iron Citizen: Dwarves with this racial trait gain a +2
Racial bonus on
Diplomacy and
Sense Motive checks, and
Diplomacy is a class skill for such dwarves. This replaces stability.
Iron Within: Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a
Swift Action to either gain a +2
Dodge Bonus to AC for 1 round or increase their base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless they have another ability that allows them to do so, such as the ki pool from the
Monk, Astoran class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred.
Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1
Racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2
Racial bonus on
Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain
Spell Resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a
Standard Action. Dwarves with this racial trait take a –2 penalty on all
Concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Minesight: Dwarves with this racial trait increase the range of their
Darkvision to 90 feet; however, they are automatically
Dazzled in bright light and take a –2 penalty on
Saving Throws against effects with the light descriptor. This racial trait replaces
Darkvision.
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their
Dexterity bonus to AC when making
Climb or
Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2
Racial bonus on combat maneuver checks made to
Bull Rush or
Overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore
Difficult Terrain created by rubble,
Broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2
Racial bonus on
Profession (sailor) and
Survival checks while at sea. They gain a +1
Racial bonus on attack rolls and a +2
Dodge Bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
Sense Aberration: Dwarves with this trait gain a +2
Racial bonus on
Knowledge (dungeoneering) checks and on
Perception checks to notice disguised or hidden aberrations. This racial trait replaces stonecunning.
Siege Survivor: Dwarves who make their homes on the surface are trained to outlast sieges and serve as vigilant guards. They gain
Endurance as a bonus feat. In addition, during rounds in which they have not moved, they gain a +1
Racial bonus on attack rolls against foes who also did not move since their last turn. This racial trait replaces greed, hardy, and hatred.
Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1
Racial bonus on attack rolls, a +2
Dodge Bonus to AC, and a +2
Racial bonus on
Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
Spell Smasher: Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1
Racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred.
Spiritual Support: Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1
Racial bonus to their caster levels when casting conjuration (healing) spells upon allies. This racial trait replaces greed and hardy.
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
Bluff,
Diplomacy, and
Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the
Earth Domain, the bloodline powers of the
Deep Earth Bloodline or earth
Elemental Bloodline, and revelations of the
Oracle’s
Stone Mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. 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), they can only use one of these abilities per round, but they can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
Tightfisted: Dwarves with this racial trait gain a +4
Racial bonus to their
Combat Maneuver Defense against
Disarm and
Steal Combat Maneuvers and a +2
Racial bonus on
Perception checks to notice
Sleight of Hand attempts. If a dwarf with this trait notices a
Sleight of Hand attempt to steal from them and the dwarf is not or has
Combat Reflexes, the attempt triggers an
Attack of Opportunity from that dwarf. This racial trait replaces stability and stonecunning.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain
Toughness as a bonus feat and a +1
Racial bonus on Fortitude saves. This racial trait replaces hardy.
Xenophobic: Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high
Intelligence score. In addition, they learn only one language per 2 ranks of
Linguistics they possess. However, their untrusting nature gives them a +1
Racial bonus against mind-affecting effects, except for
Fear affects. This racial trait replaces a dwarf’s normal languages.
Wanderer: You gain
Endurance as a bonus feat, and
Climb and
Swim are class skills for them. This racial trait replaces hardy.
Wyrmscourged: Dwarves with this racial trait gain a +1
Racial bonus on attack rolls and a +2
Dodge Bonus to AC and on
Saving Throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2
Racial bonus on
Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.
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