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Dwarf (Dworf)

Small in stature but big in attitude, dwarves are renowned throughout the realms as master smiths and craftsmen. While often thought as humorless and obsessive, dwarfs are quite passionate about their projects, and are always experimenting and refining their techniques. Dwarves are scattered throughout the realms, with the Central Materan Dwarves simply referred to as “dwarves”, while others are often referred to with the names of their ethinicincy.

Basic Information

Genetics and Reproduction

Dwarven birth rates are extremely low, with dwarven pregnancies lasting 12 months.

Growth Rate & Stages

A dwarf reaches adulthood at 40 years of age.

Dietary Needs and Habits

A dwarves diet is varied and diverse, but when given the option, a dwarf will always choose meat and ale over other foods.

Biological Cycle

Dwarves remain active during all times of the years, kept warm in the winter by their mighty forges.

Additional Information

Social Structure

Dwarven society differs vastly both from realm to realm, and from clan to clan. One clan of dwarves may have completely different practices from their neighbors just miles away. Regardless, all dwarves have a love of stonework and craftsmanship. Most dwarves are staunch in their ways, and dwarven society is slow to adapt to newer non-dwarf ideas and traditions.

Facial characteristics

All male dwarfs spout mighty beards, and they place much importance on their hair, with male dwarves extolling the longest beard possible, while female dwarves craft elaborate hairstyles.

Geographic Origin and Distribution

Dwarves can be found throughout the Nine Realms, with Central Materan dwarves dwelling in the nation of Ironclade.

Average Intelligence

Dwarves are careful and thoughtful in their approaches, but are often gruff and ignore pleasantries. They are master craftsmen, taking decades to hone their work to perfection.

Perception and Sensory Capabilities

Dwarves posses excellent darkvison, allowing them to see in the dark up to 60 feet.

Civilization and Culture

Beauty Ideals

For male dwarves, their beard is their pride. No self-respecting dwarf would willingly cut and shorten their beard.

Gender Ideals

Female dwarves are often left out of leadership positions in dwarven society and are charged with running the dwarven household, often becoming the matriarch of the family.

Courtship Ideals

Many dwarven marriages are arrangements between clans, with the two parties often getting very little say in the matter. Dwarves that do court others often bring their partner gifts of ale and gemstones.

Relationship Ideals

A dwarves gruff attitude means they tend to have a no-nonsense and business-first attitude, and don't care much for flattery or fast-talking. However, they can easily get along with those who speak their mind and don't waste time.

Average Technological Level

Dwarves are industrious builders and craftsmen, and are always on the forefront of new technologies.

Major Language Groups and Dialects

All dwarves speak Dwarven and the Common dialect of their realm. Some dwarves may speak Giant, Gnommish, Goblin, Orc, Terran, or Undercommon as well.

Common Dress Code

When wearing armor, dwarves prefer to wear armor that they either made or commissioned themselves, and will usually have their clan or family crest emblazoned onto it. When wearing more casual clothes, dwarves still prefer more formal, but still sturdy clothing.

Common Customs, Traditions and Rituals

It is quite common for a dwarf to take an exodus into the world in an attempt to earn honor or coin for their clan.

Common Taboos

While specific taboos differ from clan to clan, dwarven society is full of rules and traditions, and with it the pressure of breaking those traditions. Consorting with Orcs, Goblins, and draconic creatures is the most often enforced rule, as orcs and goblins love to torment dwarves, while dragons have a penchant for attacking dwarven strongholds for their well-crafted treasures.

Common Myths and Legends

A majority of dwarves worship Sartos, the leader of the dwarven pantheon, but often give homage to the other members of the pantheon as well.

Interspecies Relations and Assumptions

A dwarves stubborn views can often leave them at odds with other races. They find elves too pretentious for respect, and have a staunch hatred from giants, Goblins, and Orcs. This causes them to viciously shun half-orcs, half-giants, and hobgoblins. Dwarves find it the most easy to relate to Humans, as the humans industrial and innovative nature come close to the dwarvens own.

Racial Table: Dwarf Hit Dice: D8; Class Skills: Appraise, Climb, Craft, Knowledge (Dungeoneering), Profession; Skill Ranks Per Level: 2 + Intelligence modifier per level; Weapon Proficiency: Simple, plus battleaxes, heavy picks, warhammers, and any weapon with "dwarven" in its name; Armor Proficiency: Medium.
Level BAB Fort Reflex Will Abilities
1st +0 +2 +0 +0 Defensive Training, Greed, Hatred, Stability, Stonecunning
2nd +1 +3 +0 +0 Devastating Attacks, Master of Craftsmenship
3rd +2 +3 +1 +1 Iron Stomach, Slaying Strikes
4th +3 +4 +1 +1 Master of Toil, +1 Constitution, +1 Wisdom
5th +3 +4 +1 +1 Cleaving Attacks
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
40 years +3d6 years (43 - 58) +5d6 years (45 - 70) 7d6 years (47 - 82)
1This category includes armigers, barbarians, bloodragers, kineticists, imbuers, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 9 in. +2d4 in. (3 ft. 11 in. - 4 ft. 5 in.) 150 lbs. +(2d4x7 lbs.) (164 - 206 lbs.)
Female 3 ft. 7 in. +2d4 in. (3 ft. 9 in. - 4 ft. 2 in.) 120 lbs. +(2d4x7 lbs.) (134 - 176 lbs.)
 
Dwarf Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old Age (-2 to Str, Dex, and Con, +1 to Int, Wis, and Cha Venerable (-3 to Str, Dex, and Con, +1 to Int, Wis and Cha) Maximum Age (GM secretly decides maximum age)
125 years 188 years 250 years 250 + 2d% years (252 - 450 years)
 
Random Dwarf Homelands
% Rolled Homeland Trait Gained
01-40 Hills or Mountain Goldsniffer
41-80 Underground Tunnel Fighter
81-87 Non-dwarven Town or Village Brewmaster
88-95 Non-dwarven City or Metropolis Eldritch Smith
96-00 Unusual Homeland (Roll on Unusual Homeland table)
 
Random Dwarven Families
% Rolled Parental Status
01-60 Both of your parents are alive
61-73 Only Father is alive
74-86 Only Mother is alive
87-00 Both of your parents are dead
Random Dwarven Siblings
% Rolled # of Siblings
01-80 1d4 biological siblings
81-90 1d4+1 biological siblings
91-95 1d3-1 biological siblings and 1d3-1 adopted siblings
96-00 No siblings
Genetic Descendants
Lifespan
252 - 450 years
Average Height
Male dwarves average between 4'1" and 4'5", while females average between 3'11" and 4'2".
Average Weight
Male dwarves average between 164 - 206 lbs, while females average between 134 - 176 lbs.
Average Physique
Dwarves are quite sturdy creatures, able to toil for long periods of time without need for rest.
Body Tint, Colouring and Marking
Many dwaves have red hair and browner skin, but colors can range wildly from clan to clan.
Related Ethnicities

Dwarf

Type Humanoid (Dwarf)
Ability Score Modifier +2 Constitution, +2 Wisdom, -2 Charisma. Dwarves are tough and wise, but a bit gruff.
Size medium
Speed Dwarves have a base speed of 20 feet, but their speed is never reduced by armor or encumbrance.
Language A dwarf begins play speaking Common and Dwarven. A dwarf with a high Intelligence score can pick from any of the following languages: Giant, Gnome, Goblin, Orc, Terran, or Undercommon.

  • Materil: Central Materan dwarves can be tied to any of the Materils, although the racial variants are tied to the Materil of their realm. Central Matera dwarves tend towards Earthbreakers or Shadowbringers.
  • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
  • Defensive Training: At 1st racial level, dwarves gain a +4 dodge bonus to AC against creatures with the Giant subtype. This bonus increases by 1 for every four Hit Dice beyond the 1st the dwarf possesses.
  • Greed: At 1st racial level, dwarves gain a +2 racial bonus on Appraise checks made to determine the value of non-magical goods that contain metal or precious gems. This bonus increases by 1 for every two Hit Dice beyond the 1st the dwarf possesses.
  • Hardy: At 1st racial level, dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities This bonus increases by 1 for every four Hit Dice beyond the 1st the dwarf possesses.
  • Hatred: At 1st racial level, dwarves gain a +1 racial bonus on attack rolls against humanoid creatures with the orc and goblinoid subtypes because of their special training against such foes. This bonus increases by 1 for every four Hit Dice beyond the 1st the dwarf possesses.
  • Stability: At 1st racial level, dwarves gain a +4 racial bonus to their CMD when resisting a bull rush or trip while standing on the ground. This bonus increases by 1 for every four Hit Dice beyond the 1st the dwarf possesses.
  • Stonecunning: At 1st racial level, dwarves gain a +2 racial bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls and floors. They receive a check to notice such features whenever they come within 10 feet of them, whether or not they are actively looking for them. This bonus increases by 1 for every two Hit Dice the dwarf possesses beyond the first.
  • Devastating Attacks: At 2nd racial level, a dwarf gains either Deadly Aim or Power Attack as a bonus feat.
  • Master of Craftsmanship: Starting at 2nd racial level, dwarves gain the ability to quickly craft and appraise works of stone and metal. They gain a +2 bonus on Craft (Weapons) and Craft (Armor) checks to create metal or stone weapons, and they gain a +2 on Appraise checks to identify and value such items. These bonuses increase by 1 for every two hit dice the dwarf possesses beyond the 1st. They can attempt to identify the properties of magic weapons, armor, and items (as long as those items are crafted from metal or stone), with an Appraise check instead of a Spellcraft check.
  • Iron Stomach: Starting at 3rd racial level, a dwarf gains a +2 bonus against any effects that would cause him to become sickened or nauseated, as well as against the effects of ingested poisons. This bonus increases by 1 for every four hit dice the dwarf possesses beyond the 1st.
  • Slaying Strikes: Starting at 3rd racial level, a dwarf deals +2 racial bonus to damage rolls against any creature that they get their Hatred bonus on. This bonus increases by one for every five hit dice the dwarf has beyond the 3rd.
  • Master of Toil: Starting at 4th racial level, a dwarf gains a +2 bonus against effects that would cause fatigue or exhaustion. This bonus increases by one for every five hit dice the dwarf possesses beyond the 4th.
  • Cleaving Attacks: Starting at 5th racial level, whenever the dwarf utilizes Deadly Aim or Power Attack, there is an additional effect. Deadly Aim: The dwarf may make an additional attack (using the same bonus), against an enemy within 10 feet of the original target. Power Attack: The dwarf may make an additional attack against a foe that is within reach (as if using the cleave feat, save that that foe need not be adjacent to the first). If the dwarf has the Cleave feat, he may make an additional attack against another foe within reach. If the dwarf has the Great Cleave feat, he may make an attack against each foe within reach. A foe cannot be attacked with this ability more than once each round.


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