Dwarves

Mountain

Mountain dwarves consider themselves the 'purest' dwarves. They live beneath the mountains, in isolated strongholds that they actively discourage others from visiting. They claim to be the first dwarves, and all others sprang from them. On this, they are probably correct. Mountain dwarves are more clannish than other dwarves and prefer to keep to themselves.

• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• +2 racial bonus on Fortitude saves against poison.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
• Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against creatures of the giant type.
• +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
• Favored Class: Fighter

Hill

Hill dwarves are the most common dwarves. Their strongholds are located primarily underground, though with surface outposts. They have adapted to live both above and below ground better than most other dwarves, and tend to be the most open-minded and friendly of the dwarves. The differences between hill and mountain dwarves is cultural.

• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• +2 racial bonus on Fortitude saves against poison.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
• Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against creatures of the giant type.
• +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
• Favored Class: Fighter

Gray

Gray dwarves turned their backs on their cousins long ago, and sought darkness blacker than could be found in caverns. Most dwarves become angry when someone refers to the gray dwarves as dwarves, calling them instead duergar.
• +2 Constitution, -4 Charisma
• Base land speed of 20 feet.
• Immunity to paralysis, phantasms, and poison.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against creatures of the giant type.
• +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
• Psi-like abilities: 1/day — expansion, invisibility (both self only) at manifester level 3.
• Naturally Psionic: You gain 3 bonus power point at 1st level.
• +4 racial bonus on Move Silently checks.
• +1 racial bonus on Listen and Spot checks.
• Light Sensitivity(Ex): You are dazzled in bright sunlight or within the radius of a daylight spell.
• Favored Class: Fighter

Deep

Deep Dwarves live far below the surface of the earth, and rarely, if ever, contact the surface world. They do tend to get along with their mountain cousins, but feel that hill dwarves have been tainted by their dealings with the outside world. Deep dwarf females tend to wear their beards long.
• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• +3 racial bonus on Fortitude saves against poison.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
• Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +3 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against creatures of the giant type.
• +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
• Light Sensitivity(Ex): You are dazzled in bright sunlight or within the radius of a daylight spell.
• Favored Class: Fighter

Badlands

The Badlands dwarves have made their homes in the cliffs and mountains in the Southern Desert. Though they have adapted to their desert home, they are otherwise culturally similar to Mountain Dwarves and considered to still be brethren.
• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• +2 racial bonus on Fortitude saves against poison.
• Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against creatures of the giant type.
• Waterwise: +2 racial bonus on Survival checks to find water, and a +2 racial bonus on search checks to locate architectural and natural features that involve water.
• You can go without water for two days, plus 10 hours before beginning to experience the ill effects of thirst.
• Heat Endurance: as a bonus feat
• Favored Class: Fighter
• Heat Endurance (SS 50)² : +2 on saves against fire, heat protection 1.

Glacier

Glacier dwarves live far to the north, and have adapted to life there. Otherwise, they are culturally similar to Mountain Dwarves. Like Badlands Dwarves, Glacier Dwarves are not considered to be a seperate group, but rather simply dwarves that live elsewhere but are still welcome in the Great Halls of the Mountain Dwarves.
• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against creatures of the giant type.
• Icecunning: +2 racial bonus on checks to notice unusual icework. Can find such by passing within 10 feet, and can find icework traps as a rogue can.
• Cold Tolerant: Virtual feat: Cold Endurance
• +2 racial bonus on Appraise and Craft checks that deal with snow or ice, or special frostfell materials.
• Favored Class: Fighter

Seacliff

Seacliff dwarves are closer culturally to Hill Dwarves, as Mountain Dwarves really cannot comprehend how Seacliff dwarves can stand to live near and with the ocean. Seacliff Dwarves, as their name suggests, make their homes in the high cliffs over looking the sea. They are perhaps the rarest of dwarves, found only in Falkor.
• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• +2 racial bonus on Fortitude saves against poison.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
• Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +4 dodge bonus against creatures of the giant type.
• +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
• Strong Swimmer: You gain a +2 racial bonus on all Swim checks. Additionally, you double your Constitution score for the purposes of determining how long you can hold your breath before making checks against suffocation.
• Favored Class: Fighter

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License