Dwarven Alternate Racial Traits
Racial Variants
Mountain Dwarf: Take the 'Scion of the 7th Legion', 'Well-Acclimated', and either 'Dwulvor's Roaring Forge' or 'Mountainheart' alternate racial traits.
Full Set Bonus: Gain a +1 luck bonus on fortitude saves. If you haven't moved in the previous round, you become unable to be moved by any means save teleportation or similar effects until you move.
A rarer and much less populous breed of dwarf, the Mountain Dwarves had long since split off from their underground fellows before their underground kin lost their homeland - ideological differences and disagreements between prominent Dwarven leaders on the direction of their society led to a split between the two, as one group stayed underground and the other, now the mountain dwarves, went to the highest mountains and built expansive mountain citadel-fortresses. These Mountain Dwarves cling to the old Dwarven Ways more than most, and yet retain a hatred for most Giantkind - but they are also the greatest remaining bastions of Dwarven Culture and traditional Dwarven Society - a fact they are extremely proud of.
Frost Dwarf: Take the 'Glacial Legion', 'Cryokinesis', and either 'Heart of Hoarfrost' or 'Iceheart' alternate racial traits.
Full Set Bonus: You may charge 2.5x your movement speed instead of 2x(Rounding down). You are unaffected by allied tramples and allies may charge through your square as if you weren't there.
The newest breed of Dwarf spawned after the underground Dwarves lost their underground cities to the armies of the Celestial Host, the Frost Dwarves were the dwarves who, rather than head south into the mainland to seek refuge, fled into the northern tundra to seek refuge among the camps of the titanic Dai-Yukai and Jotun. Now, the Frost Dwarves live beside their old allies as friends and treasured companions - they handle the labor and craftsmanship and all the tasks that their towering friends cannot, while their giant allies handle the fighting and combat and heavy lifting...it is a symbiotic relationship that has grown quite deep over the centuries.
Alternate Racial Traits
Dwarven Smooth-Talker: Racial Ability Scores replaced with (+2 Dexterity, +2 Charisma). Modifies Racial Ability Scores.
Born with a natural penchant for glibness and deftness of both mind and body, these lithe dwarves often take well to politics or underworld business.
Glacial Legion: You become capable of seeing through snowstorms, blizzards, and other cold based extreme weather conditions, ignoring the miss chance and perception penalties for these obstructions up to their normal range of vision. When an ally charges or tramples and passes through your melee reach while doing so, you can as a free action "hop on" and travel with the ally for the length of their charge or trample. You do not provoke for this movement, and may take an Attack of Opportunity on creatures that take Attacks of Opportunity on the creature you are riding along with. You gain the Bonded Mind feat as a bonus feat and can grant it to one ally you can see as a swift action. You may only have one ally with this feat bestowed at a time, and choosing a new ally removes it from the previous ally. Replaces Immovable Legion.
As they arrived in the camps of the towering Dai-Yukai after fleeing the fall of their homeland, the soon to be called 'Frost Dwarves' soon learned they had to adapt to the whirling blizzards often generated by their towering titaness allies - and so over time, their eyes adapted to the whirling snow and they learned how to best fight alongside their towering allies to the highest degree of effectiveness.
Scion of the 7th Legion: As a swift action, you may designate a hostile creature you can see to be the target for a Takedown Maneuver - a target so marked falls prone if they take damage from three seperate melee attacks before the beginning of your next turn and the attackers who dealt this damage make a successful contested strength check against the target(One creature acting as the 'center' for the check while the others add half their totals to the 'center' creature's total check). If the target fails to be hit by three attacks or the strength check is unsuccessful, the target is immune to this ability for 1 minute. You gain the benefits of the Circling Offense teamwork feat against targets you have marked with this ability - treating all other allies as if they had this feat for your purposes. You may only have one target marked in this way at a time, and you cannot mark a new target until the current attempt is finished for success or failure. Replaces Immovable Legion.
While many Dwarves have welcomed Giants with open arms in the modern day, many among their kind - most especially the Mountain Dwarves - still cling to the old ways of their people and recall the teachings of the fabled 7th Rockcrusher Legion who did much to pioneer the anti-giant hunting techniques used by Dwarves of old in their crusades against their ancient foe. While much of these techniques have been lost to time, a select few Dwarves hold on to those precious memories and preserve them even as many of their kind leave them behind to welcome Giantkin as allies.
Genetic Modification: Become a large sized creature. Replaces Cyanide Survivors.
A rare mutation born from several top-secret projects carried out by the Ezdhul during the War of Boiling Skies, these Dwarves are a great deal larger than their kin and gain all the benefits to match.
Reduced Form: Become a small sized creature. Replaces Cyanide Survivors.
A mutation exclusive to the Frost Dwarves of the north or those who bear their ancestry, these Smaller Dwarves were shrunk upon their first alliances with the Dai-Yukai Tribes of the northern tundra as they fled north after the destruction of Nan Dhurgalir long ago as the first and only condition the towering blue titanesses had before they welcomed the Dwarves as allies; allow themselves to be compacted down under the careful ministrations of the Dai-Yukai Sages or face extinction. The Dwarves, happy to be accepted as allies, accepted this deal and were thus shrunk as a result - the two races meeting in symbiosis and working happily together ever since.
Jotunbeard: Gain the use of the Prehensile Hair witch hex with a CL equal to your HD. You may use your STR in place of your INT for the hair. Replaces Cyanide Survivors.
Living with the rowdy, viking-like Jotun, many Dwarves of the North find their beards growing even longer and becoming infused with the same animating essence used by Jotun Shamans to allow their warriors to manipulate their own hair beards as living weapons.
Elemental Connection: You only need to meditate 2 hours in peace and silence instead of getting 8 hours of sleep, and while on the Material Plane or any place with an open connection to the Six Elements you do not need to eat or drink(GM Discretion). You gain resistance 5 to Fire, Cold, Acid and Electricity. Replaces Cyanide Survivors.
Though many Dwarves fled north after the destruction of Nan Dhurgalir, not all did so - many traveled south into the mainland and dispersed across the continent...and in doing so, met a plethora of cultures and peoples, each with varying beliefs and ideologies, and came to realize a fundamental, universal truth about reality and the six elements - and much like the Bomujeo, this monk-like realization allows them to sustain themselves with the power of the elements.
Dwulvor's Effulgent Body: You gain the Earth Glide extraordinary ability, Allowing you to pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing you flings you back 30 feet, stunning you for 1 round unless you succeeds on a DC 15 Fortitude save. Replaces Geokinesis.
Their skin hardening up to become solid rock, many Dwarves who refused to bow to the celestials who conquered their home and who continue to carry the Dwarven traditions with them become more akin to mobile stone statues than living creatures. Seen as a sign of their creator ancestor's favor, these Dwarves are treated greatly by their brethren and are often found spearheading the most drastic and daring plans to retake their homeland.
Cryokinesis: You may move up to 5lbs per HD of snow, ice, and similar materials up to 15ft as a move action. You can freeze and unfreeze 1 cubic ft of water per HD as a move action. You can also Purify water as if using Purify Food and drink. Replaces Geokinesis.
To those Dwarves who fled into the snowy north after the loss of their underground citadels, they soon found new homes in the tribal tent-cities of the Giants - and over time, their natural talent for Geokinesis was mutated and changed into one more suited for life in the frozen north.
Taken and Claimed: You gain a +2 profane bonus to an ability score of your choice and may once per day as an immediate action re-attempt a failed Will Save with a +5 bonus by giving yourself over to the one who has claimed you and allowing their will to resist the effect. Additionally, select one of the below choices and gain the appropriate benefit relating to the reason for your acceptance of this pact. Replaces Embrace of Sorrows.
- Nihilism: You are not staggered while at 0HP and below and may act normally right up until your death, though you still lose HP each round until you are stabilized. Gain a +5 on all saves to resist death effects.
- War Unending: You gain Fast Healing 2 and do not age in high-adrenaline situations such as combat. In especially lethal situations, you may even age in reverse at rates subject to GM discretion.
- Love: You may attempt the immediate action re-roll from this ability to any save with the same bonus, not just Will Saves. You gain immunity to emotion effects and gain 50% extra numerical bonuses from Morale Bonuses.
- Knowledge: Gain the Bardic Knowledge Class Ability using your HD in place of your Bard Level.
Special: Taking this trait requires you to pick a being that you have given yourself over to to power this trait in a manner similar to a Patron. Typically this trait relates to Kyra Aenai, but others may be selectable at GM discretion. This trait also allows the chosen Patron to see through your senses at their own discretion. At the GM's discretion, this trait may be lost if tasks are not occasionally done to retain the favor of the being chosen to grant this trait. A common drawback associated with this trait may relate to the state of your soul - as it may be promised to this other entity - but such should be discussed with the GM.
As yet another sign of her boiling indignation and fury in the immediate aftermath of the War of Boiling Skies, Kyra Aenai was not satisfied with the mere desecration of the Ezdhul and their empire - going further than even her own advisors were willing to accept, Kyra, in a hearkening back to her cruel streak of days gone by, initiated a doomed project to ultimately cripple the Dwarves as a race as punishment for their actions. Binding them to her and turning them into slaves and little more, her plan never saw completion but resulted in large populations of Dwarves being subjected and bound to her will - many of whom still roam her palace as servants to this day. To add insult to injury, many other beings have stepped in to perform a similar role with the dwarves in the time since her retreat from the public eye - as if inspired by her cruelty.
Dwulvor's Roaring Forge: Gain Fire Resistance 5, and automatically deal 1d4 points of fire damage on each successful hit when wielding a metal or mostly-metal weapon. Creatures that grapple you take 1d4 points of fire damage each round they maintain the grapple. Replaces Heavenbane.
A legendary blessing tracing its roots back to the ancestor and progenitor of the Dwarven People, the 'first dwarf' known only as Dwulvor, the dwarves who carry his blessing find their bodies burning like a roaring forge and infused with the power of fire.
Heart of Hoarfrost: Gain Cold Resistance 5, and automatically deal 1d4 points of cold damage on each successful hit when wielding a metal or mostly-metal weapon. Creatures that grapple you take 1d4 points of cold damage each round they maintain the grapple. Replaces Heavenbane.
A mutation of the Roaring Forge at the heart of Dwarves blessed by Dwulvor, the great ancestor, the Heart of Frigid Cold is a sign of a blessing most commonly seen by Frost Dwarves in the north who have embraced the ways of giants - turning their roaring forge into one of freezing cold.
Mountainheart: Gain fire resistance 15. Replaces Heavensbane.
Said to have inherited a shard of the famous "Mountainhearts" said to have slumbered at the center of each of the Dwarven Mountaintop Keeps of Yore, these rare Dwarves have bodies that burn with the heat of a roaring magma forge, blood as hot as liquid metal, and veins that glow red in dim light...all signs of Dwulvor's love, and his imminent return in his children's time of greatest crisis.
Iceheart: Gain cold resistance 15. Replaces Heavensbane.
A mutation of the mountainheart that grants some lucky dwarves bodies that burn like magma, the Iceheart turns these dwarves into walking glaciers radiating bone-chilling cold that can withstand even the most extreme cold temperatures.
Dwarven Tossball Master: All creatures are considered proficient in using you as an improvised weapon, and, when throwing you or using you as a ranged weapon, you have a ranged increment equal to 3x your base land speed(60ft for the average Dwarf). You deal one step of damage higher than normal for an improvised weapon appropriate for your size. You gain Improved Unarmed Strike as a bonus feat ignoring Prerequisites, and increase the range increment for thrown weapons you wield by 50%. Replaces Visualization.
A wholly unique dwarven tradition that has survived even the fall of their homeland, the Dwarven sport of Tossball is a time-honored sport where teams of Dwarves toss each other around like humanoid cannonballs, attempting to toss the "ball" through a metallic hoop or, in some variant rulesets, hitting the opposing team with the "ball" until they either surrender or are knocked unconscious. Yet, as all things Dwarven, the sport of Tossball is not strictly a sport, and has practical applications on the battlefield as well. Picking up Dwarven warriors clad in full-plate mail and tossing them downrange of the battlefield like armored cannonballs to slam into enemy lines, these Tossball masters are quite adept at working in tandem with another creature to be thrown or wielded as a weapon.
Rumbler Readout: Whenever you are hit by an spell, disease, poison, or any harmful effect that requires an attack roll or saving throw, you are automatically informed of the name of the effect(if it possesses one) as well as the species of the creature that hit you with it. By focusing for a minute on a creature suffering from an illness or effect that requires specific steps to cure, you can call up information relevant to the effect they are suffering from as if you had rolled a natural 20 on the relevant skill to identify it - learning the items or steps needed to cure the effect if it is commonplace or learning part of the requirements to do so if it is more esoteric. This also informs you of the full effects of the illness or effect in question. Replaces Visualization.
A rare boon leftover in a small number of Dwarves from the days of the war of boiling skies either by genetic inheritance or by body modification, the "Rumbler Readout" is in truth a series of mechanical augmentations installed in the Cerebellum and Brain Stem of the Dwarves in question, which helpfully injects useful and pertinent information about effects they glance at or are affected by directly onto the retinas.
Nan Dhurgalir Seeker: Gain a +2 racial bonus on survival and perception, and Knowledge(Geography) is always a class skill for you. Replaces Weapon Familiarity.
Though many have accepted the fate of their lost capital, not all Dwarves are so easily defeated - many of whom still happily comb the wilds and search the wilderness of the frozen north for clues as to Nan-Dhurgalir's location to this day.
Sorrow's Emissary: Gain a +2 racial bonus on Bluff and Diplomacy, and Knowledge(Religion) is always a class skill for you. Replaces Weapon Familiarity.
Having given themselves over to the faith of Soo-min which has permeated their society, many Dwarves learn how to speak much more clearly and with finesse during their priestly training to enter into Soo-min's clergy.
Well-Acclimated: You can make standing long jumps and high jumps as if they were running long jumps and high jumps, always negate the first 10ft of fall damage suffered, and do not need to make Acrobatics checks to cross narrow or uneven terrain. They are always acclimated to and take no penalties from high altitudes. You gain a climb speed equal to your base land speed. Replace Weapon Familiarity.
A unique trait of the Mountain Dwarves, longstanding allies of the Goliath, the ability of the mountain dwarves to leap across chasms and cliffside gaps resembles that of their goliath allies - and just like the Goliath, these dwarves are terrors in the higher altitudes of the world, where they are truly at home.
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