Dwarf

Source: Starfinder Core Rulebook
Ability Modifiers +2 Con, +2 Wis, -2 Cha
Hit Points 6

Size and Type

Dwarves are Medium humanoids with the dwarf subtype.

Darkvision

Dwarves can see up to 60 feet in the dark.

Slow but Steady

Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.

Stonecunning

Dwarves gain a +2 bonus to 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.

Tideless

Dwarves were never touched by the tides of magic, and cannot access its power. A dwarf cannot be a member of the precog, technomancer, or witchwarper classes. As such, they sought ways to better defend themselves against it, and gain ER 2/—. This can stack with other sources of energy resistance.

Traditional Enemies

Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype.

Weapon Familiarity

Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.  

Alternate Ability Adjustments

Different traditions among the dwarvish people have led to vastly different ways of life, imbuing themselves into every action of the dwarvish people. These differences manifested themselves in different ability score adjustments instead of the normal +2 Constitution, +2 Wisdom, -2 Charisma.

Giant Heart

The dwarves of Elaris were split into many different types, but two of them stood out amongst the others. The Crimson and Frost dwarves, living in two extreme environments, learned to bond with the individual giants they lived amongst: whether the fire giants for the crimson dwarves, or the frost giants for the frost dwarves. Such dwarves have ability score adjustments of +4 Constitution, -2 Charisma.

Sky Seeker

Some dwarves initiated a new Quest for Sky and gathered on a generation starship, seeking the ultimate sky in an alien place or remote galactic region. These dwarves adapted to zero-g but lack the hardiness of kin they left behind. Such dwarves have ability score adjustments of +2 Dexterity, +2 Intelligence, and −2 Strength.

Alternate Racial Traits

The dwarven desire to redefine their existence has led many dwarves to demonstrate new cultural and physical expressions.  

Adamant Mage

  Dwarves with this trait gain a +2 racial bonus to AC against attacks of opportunity provoked by casting a spell and against readied actions triggered by spellcasting.   This replaces weapon familiarity.

Coldforged

The dwarven lines that spawned from the frost dwarves of old have kept much of their ancestral resiliency to cold and frigid environments, having spent time training to resist such things rather than working stone and combat. Such dwarves have cold resistance 5, which increases by 5 every 5 levels the dwarf gains.   This replaces Stonecunning and Traditional Enemies.

Mining Expert

Dwarves can be skilled at delving for riches, gaining a +2 racial bonus to Physical Science and Profession (miner) checks.   This replaces stonecunning.

Opposite Reaction

Rather than train with ancient weapons and focus on traditional enemies, some dwarves turn to combat techniques suited to dwarf physiology. These dwarves gain a +4 racial bonus to KAC against reposition combat maneuvers. Also, when an opponent fails a bull rush, reposition, or trip combat maneuver against such a dwarf by 5 or more, the dwarf can attempt a trip combat maneuver against that opponent as a reaction.   This replaces traditional enemies and weapon familiarity.

Ship Dwarf

In the few centuries since the end of the Gap, some dwarves have adapted to life in homes where interaction with other cultures is a constant, and where light can be summoned with the flick of a switch. Ship dwarves gain a +2 racial bonus to Sense Motive and Culture checks.   This replaces darkvision.

Tradition Mender

There is a movement among dwarves to heal past prejudices, and make friends with beings once deemed foes. These dwarves gain a +2 racial bonus to Diplomacy and Sense Motive checks.   This replaces traditional enemies.

Volcanic Blood

The dwarven lines that spawned forth from the crimson dwarves have never lost their ability to resist the heat of the world itself, but the natural light and environment in which they dwelled kept them from needing to develop certain abilities and traditions. Such dwarves have fire resistance 5, which increases by 5 every 5 levels the dwarf gains.   This replaces Darkvision and Traditional Enemies.

Zero-G Dwarf

Unlike most of their kin, dwarves living in space feel more at ease when weightless than when grounded. These dwarves have a land speed of 25 feet. They gain a +4 racial bonus on Acrobatics and Athletics checks to avoid becoming off-kilter and can always take 10 on such checks. They also have a climb speed of 25 feet, but only for moving along a wall with handholds at full speed in zero-g.   This replaces slow and steady.
Dwarves are a stocky race, roughly a foot shorter than humans, with broad, heavy frames. Dwarves trace their heritage to the world of Elaris, yet for them, this is not merely a matter of history, but identity—they were forged by their gods in the magma pits of Elaris, and from the body and soul of those same gods rose the source of much of early dwarven wealth—adamantine.   Dwarves are most commonly found on Absalom Station and similar protoplanets, ark ships, or massive stations, where their guilds and clans wield significant power, or on city-sized Star Citadel ships. Significant dwarven communities on other worlds are rare, though small groups can be found throughout the Origin System's extrasolar colonies. Many dwarves are attracted to asteroid mining, with Star Citadels common in the the Grand Ring.   Larger dwarven communities often focus on tradition and fight to keep ancient crafts, laws, and enmities alive. This traditionalism sometimes causes other races to see dwarves as old fashioned, or even backward. Dwarves are certainly cautious in adopting new technologies and slow to change their way of life, but once a new technology has proven safe and effective, it’s quickly adapted to dwarven needs. Dwarves are often mechanics, mystics, and soldiers. They tend to get along best with gnomes, halflings, humans, and other races with ties to Elaris, though they have a sometimes impolite appreciation for androids’ elegant construction and find much in common with kasathas and korasha lashuntas.   Among the strongest dwarven traditions is the Quest for Sky, a belief that their creator deity, Bhalgram, commanded his people to leave their underground homes on Elaris and fight a generations-long war to reach the surface. While many dwarves feel the Quest for Sky was fulfilled, some explore far from the Origin System in the belief that the original journey was only the first stage of the quest and that Bhalgram now wants them to find some specific alien sky for which they’re destined.   Most dwarves stand 4 to 4-1/2 feet tall and weigh 150–200 pounds. They’re considered adults at 40 and live up to 450 years.  

Vital Stats

Average Height 4 to 4-1/2 ft.   Average Weight 150–200 lbs.   Age of Maturity 40 years   Maximum Age 250+2d% years

Comments

Please Login in order to comment!