Dwarves

Mountain Dwarves
''Stout, hardy, and proud. From trade crafts to warfare, dwarves are resilient and hard working''

. Racial Modifiers: +2 Constiution, -2 Charisma

Racial Traits:
 * +2 Constitution, –2 Charisma.
 * Medium: As Medium creatures, Mountain dwarves have no special bonuses or penalties due to their size.
 * Mountain dwarf base land speed is 20 feet. However, Mountain dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
 * Darkvision: Mountain dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mountain dwarves can function just fine with no light at all.
 * Stonecunning: This ability grants a Mountain dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Mountain dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Mountain dwarf can use the Search skill to find stonework traps as a rogue can. A Mountain dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
 * Weapon Familiarity: Mountain dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
 * Stability: A Mountain dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 * +2 racial bonus on saving throws against poison.*Not reflected in the saving throw numbers given here.
 * +2 racial bonus on saving throws against spells and spell-like effects.*Not reflected in the saving throw numbers given here.
 * +1 racial bonus on attack rolls against orcs and goblinoids.
 * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
 * +2 racial bonus on Appraise checks that are related to stone or metal items.
 * +2 racial bonus on Craft checks that are related to stone or metal.

Appearance: Google 'dwarf'

Known Habitat(s): Grymmagat, Mugrath Stoneholds, Myndynagaer, Continent of Midoran

Duergar
Twisted cousins of the Mountain Dwarves, the Duergar share similar resilience, steeped in hate and evil.

Racial Modifiers: +2 Constitution, -4 Charisma

Racial Traits:
 * Medium size.


 * A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.


 * Darkvision out to to 120 feet.


 * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.


 * Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).


 * Immunity to paralysis, phantasms, and poison. This trait replaces the Mountain dwarf ’s +2 racial bonus on saving throws against poison.


 * +2 racial bonus on saves against spells and spell-like abilities. *Not reflected in the saving throw numbers given here.


 * Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.


 * Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.


 * +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).


 * +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and Mountain giants).


 * +2 racial bonus on Appraise checks that are related to stone or metal items.


 * +2 racial bonus on Craft checks that are related to stone or metal.


 * +1 racial bonus on Listen and Spot checks.


 * +4 racial bonus on Move Silently checks.


 * Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.

Appearance: Google 'evil dwarf'

Known Habitat(s): ?

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Player character origins are not limited to the territories listed. Consult your DM for questions of origin.

Mugrath Stoneholds
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