>[!infobox]+
>#### Duergar
>![[Duergar1.jpg]]
>
> #### Creature
>|||
>|:-----|:-----|
>|**Size**|Medium|
>|**Type**|Humanoid|
>|**Subtypes**|Dwarf, Psionic|
>|**RP**|17|
>
> ##### Age and Longevity
>|||
>|:-----|:---|
>|**Adulthood**|40 years years|
>|**Intuitive**|+3d6|
>|**Self-Taught**|+5d6|
>|**Trained**|+7d6|
>|**Middle Age**|125 years|
>|**Old**|188 years|
>|**Venerable**|250 years|
>|**Maximum**|250+2d100 years|
>
> ##### Height and Weight
>||||
>|:-----|:---|:---|
>|**Gender**|**Height**|**Weight**|
>|**Male**|45+2d4 in.|150+(2d4×7) lbs.|
>|**Female**|43+2d4 in.|120+(2d4×7) lbs.|
# Dwarf, Duergar
##### (Doo-er-gar)
...
## Physical Description
...
## In Society
While the dwarves have much dealings with the people of Temnia, duergar are almost unknown outside the halls of power in the Duroc kingdom. Those few who claim to have encountered one have more than likely seen a gray dwarf and assumed them to be a duergar.
## Relations
...
## Naming Traditions
Duergar will typically introduce themselves by their full name, which is comprised of their given name, their war name (if they have earned such), their clan name (Cras’nm) and their allegiant name (Gors’nm), which corresponds to the kingdom to which they belong. This means that a proper dwarven name would be Grioghr Blacksnake cras’Erstul-gors’Rasmussen. Outside of the Kingdoms, duergar have come to accept that they will only be referred to by their given and honor names, as others typically don't have the patience to recite their entire name properly. For their part, duergar tend to refer to others by their full name, giving them the reputation of being overly formal, but those who were born outside the kingdoms (or who have lived many years outside of them) will drop this habit.
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**Male Names:** Kalder Redarm cras’Syrrhn gors’Feldcroghten, Cargus Alechanter cras’Tirgral gors’Thrumsul.
**Female Names:** Salla Frozen Eyes cras’Oraninn gors’Rasmussen, Dalenna cras’Gidren gors’Duroc, Hylder Ironhammer cras’Aszghik-gors’Crigorhan
## Alignment and Philosophy
...
## Adventures
...
<br>
# Racial Traits (17 RP)
### Standard Racial Traits
- **Ability Score Racial Traits:** Duergar are both tough and wise, but also also have cold demeanor. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
- **Size:** Duergar are Medium creatures and have no bonuses or penalties due to their size.
- **Type:** Duergar are humanoids with the dwarf and psionic subtype.
- **Base Speed:** (Slow and Steady) Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- **Languages:** Duergar begin play speaking Common and Dwarven or Dwarfish. Duergar with high Intelligence scores can choose from the following: Aklo, Giant, Terran, and any human language. See the Linguistics skill page for more information about these languages.
#### Defense Racial Traits
- **Defensive Training:** Duergar gain a +4 dodge bonus to AC against monsters of the fire subtype.
- **Duergar Immunities:** Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
- **Hardy:** Duergar gain a +2 racial bonus on saving throws against spells, and spell-like abilities.
- **Stability:** Duergar gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
#### Senses Racial Traits
- **Darkvision:** Duergar can see perfectly in the dark up to 60 feet.
- **Light Sensitivity:** Duergars are dazzled in an area of bright light.
#### Offense Racial Traits
- **Hatred:** Duergar gain a +1 racial bonus on attack rolls against humanoid creatures of the fire subtype because of their special training against these hated foes.
- **Weapon Familiarity:** Duergar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
#### psionic racial traits
- **Duergar Psionics (3 RP)<sup>1</sup>:** Duergars gain the following psi-like abilities: 1/day—_expansion_ and _cloud mind_. These abilities affect only the duergar and his gear. The manifester level for these effects is equal to the duergar’s character level. The DC for cloud mind is equal to 10 + the power’s level + the duergar’s Charisma modifier.
- **Naturally Psionic (2 RP):** Duergars gain the Wild Talent feat as a bonus feat at 1st level. If a duergar takes levels in a psionic class, he instead gains the Psionic Talent feat.
- **Psionic Aptitude:** When a duergar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
<sup><sup>1</sup>You can replace these psi-like abilities with enlarge person and invisibility spell-like abilities)</sup>
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<br>
# Duergar Subraces
...
## Duergar Paragon (33 RP)
Duergar believe themselves to the first of the duergar, and paragons are the expression of that heritage. As the generations have passed and the bloodlines thinned, few paragons remain, but one is occasionally born to a Duergar or even gray dwarf family, an event that is heralded as an omen of a great destiny.
A duergar paragon’s Challenge Rating is equal to her class level. Duergar paragons have all of the racial traits of duergar characters except spell-like abilities, in addition to the following.
- **Ability Score Racial Traits (8 RP):** Duergar paragons are strong, hardy, and willful. They gain +2 Strength, +4 Constitution, +2 Wisdom, –2 Charisma. These ability score modifiers replace the standard duergar ability score modifiers.
- **Telekinetic Adept (1 RP):** A duergar paragon gains a +1 bonus to attack rolls, CMB checks and saving throws when using telekinesis, telekinetic maneuver, telekinetic force, and similar spells, powers or abilities.
- **Psionic Resilience (4 RP):** Duergar paragons’ racial bonus against spells and spell-like abilities increases from +2 to +4 on saving throws against psionic powers and psi-like abilities.
- **Spell Resistance (3 RP):** A duergar paragon has spell resistance equal to 11 + her character level.
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<br>
# Racial Options
The following options are available to Duergar players.
## Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- **Daysighted:** The cruel light of the sun harms some duergar less than others. Such duergar lack the light sensitivity racial trait, but have darkvision of only 60 feet.
- **Deep Magic:** Duergar spellcasters labor long to overcome the inborn spell resistance (SR) held by so many of their underground foes. Duergar with this racial trait receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks. This racial trait replaces the enlarge person and invisibility spell-like abilities.
- **Dwarf Traits:** Duergar can select any dwarf racial trait that replaces stability. They can select dwarf racial traits that replace the hardy dwarf racial trait by giving up duergar immunities instead.
- **Magical Taskmaster:** Some duergar demonstrate magic of a more insidious kind than the rest of their kin. They can use charm person once per day as a spell-like ability. The save DC is equal to 10 + 1/2 duergar’s Hit Dice + duergar’s Wisdom modifier. This racial trait replaces the invisibility spell-like ability racial trait. PZO9280
## Favored Class Bonuses
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- **Aegis:** Increase the astral suit’s damage reduction by +1/4.
- **Cryptic:** Treat the duergar’s level as 1 higher for the purposes of altered defense.
- **Dread:** Add +1/2 to the duergar’s daily uses of terrors.
- **Fighter:** Add +1/3 to attack rolls to confirm critical hits.
- **Psychic Warrior:** Gain 1/3 additional daily usage of the duergar’s daily expansion psi-like ability.
- **Rogue:** Add a +1/2 bonus on Bluff checks to feint and Intimidate checks.
- **Psion:** Add a +1 bonus to one Craft skill of the psion’s choice.
- **Tactician:** Add a +1/2 bonus on concentration checks when manifesting tactician powers.
- **Vitalist:** Treat the vitalist’s level as +1/2 higher when using the transfer wounds ability.
## Racial Feats
The following feats are available to a dwarf character who meets the prerequisites.