Dwarves

Born of the first fruit plucked by Zheenkeef from Eliwyn reborn, the dwarves first awakened near Korak, who had been knocked unconscious by their fruit. Their first homes were in his head, and when he awoke he taught them all he knew of the smithy and other works of the hand. For this reason, Korak has always been dear to them. They are one of the mortal races and Maal judges their souls upon their death.
Dwarves are a short, stocky people who are often stubborn, fierce, and devoted. Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron.   If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf.  
You Might...
  • Strive to uphold your personal honor and refuse to back down
  • Appreciate quality craftsmanship in all forms and insist upon it for all your gear.

  • Others Probably...
  • See you as stubborn, though whether this is an asset or a detriment changes from moment to moment.
  • Recognize the deep connection you have with your family, heritage, and friends.

  • Physical Description
      Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans.   Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.
    Society
      Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family.   Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics.
    Beliefs
      Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Korak , is dwarves' primary deity, though worship of Korak 's family members is also common.
    Popular Edicts: create art with utility, guard your community against those who would harm it, keep your clan dagger close Popular Anathema: leave an activity or promise uncompleted, forsake your family
    Names: Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit

    Heritages

    You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.
    Ancient-Blooded Dwarf

    Source Player Core pg. 43
    Dwarven heroes of old could shrug off their enemies' magic, and some of that resistance manifests in you. You gain the Call on Ancient Blood reaction. Call on Ancient Blood   Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.   Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.
    Anvil Dwarf

    Source Character Guide pg. 19 2.0
    You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.
    Death Warden Dwarf

    Source Player Core pg. 43
    Your ancestors were tomb guardians, and their power to ward off death passed on to you. If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead.
    Elemental Heart Dwarf

    Source Character Guide pg. 19 2.0
    Whether through a connection to Torag's forge, the azers of the Plane of Fire, or another source, you can exude a burst of energy. Mbe'ke and Taralu dwarves of the Mwangi Expanse believe this heritage is a gift from dragons or elemental spirits. Choose one of the following damage types: acid, cold, electricity, or fire. Once chosen, this can't be changed. You gain the Energy Emanation activity.
    Energy Emanation   Frequency once per day   Energy bursts forth from your body. You deal 1d6 damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.
    Forge Dwarf

    Source Player Core pg. 43
    You have a remarkable adaptation to hot environments. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
    Forge-Blessed Dwarf

    Source Highhelm pg. 109
    You are from a family in Highhelm that venerates a particular dwarven deity above all others. Your birth was blessed by your family's patron deity, granting you a fraction of their power. Choose one deity. You can cast the 1st-level spell they grant clerics as an innate divine spell once per week.
    Oathkeeper Dwarf

    Source Character Guide pg. 19 2.0
    Growing up, you never tried to lie to get what you wanted, and even when necessary, lying makes you uncomfortable. The especially faithful might even have thought that you were blessed by the Maal or Korak. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. Furthermore, you gain a +2 circumstance bonus to Diplomacy checks to convince others you speak the truth when you are telling the truth, and you take a –4 circumstance penalty to Lie and to your Deception DC against Sense Motive.
    Rock Dwarf

    Source Player Core pg. 43
    Your ancestors lived and worked among the ancient stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you. This bonus also applies to saving throws against spells or effects that attempt to force you to move or knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
    Strong-Blooded Dwarf

    Source Player Core pg. 43
    Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

    Comments

    Please Login in order to comment!