>[!infobox]+ >#### Dwarf >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Medium| >|**Type**|Humanoid| >|**Subtypes**|Dwarf| >|**RP**|11| > > ##### 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 ##### (duh-worf) The d’Uhr Ahr, the Dwarves of Antaris, are a people shaped by war. The clans were unified by their struggle against the fiery hordes of Wer Cyn'da, the first Brimstone War. The first fractures of the great Kindgom of Darsun were formed with the rise of the war god Duchar, and the final breaking occurred when the five War-Generals declared themselves the War King of their own territories and kicked off the Beryl Kings. ## Physical Description Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Dwarven skin is typically rough and maintains a coppery or sometimes golden complexion, through the Duroc’s years of life living within the deep caverns of the Crags’chimtar have turned their skin into a silver hue. Their eyes are typically a bold and striking green, red, purple, yellow or blue. Hair falls between red, brown and black, and turns grey as dwarves grow into old age. The Duroc, due to their unique environment, typically only appear in black or silver. Male and Female dwarves are capable of growing facial hair. Fashions vary between the kingdoms regarding how hair (and facial hair) is worn. In fact, hair and jewelry are about the only things a dwarf would even consider the fashion implications of. That being said, there is no stigma around “shaved” dwarves, since there’s usually a practical justification for doing so. Dwarves almost universally spurn makeup. Clothing is typically plain and practical, though metal accessories and jewelry and piercing are commonplace.  ## In Society The dwarves’ isolation from much of Temnia, along with their generally taciturn nature, has been the cause of a great many misconceptions about the dwarven people. Many see them covetous, secretive and distrustful. Their disdain for art and their complex and opaque sense of honor has given the dwarves a reputation as boorish and quarrelsome. Those few that interact with dwarves typically deal with dwarven merchants who seek to establish supply lines or generate gold for their respective kingdom’s struggles against their rival kingdoms.  ## Relations Dwarves have the strongest relations with the humans, specifically the Varyag, the Dayrin and the Karrak. Dwarves feel that human ingenuity and industriousness is commendable, even if they can’t stay focused on a task long enough to do it properly. Some humans are insufferably obsessed with decadence and frivolity, but dwarves make it a point not to ascribe those flaws to all humans. Dwarves admire the Ylvani and their austere sense of beauty, even if it oddly tied to such ephemeral things as plants and animals rather than more immutable aspects of the earth. Orcs rarely encounter dwarves, as the kingdoms have no interest in delegating their noble calling to war to an outside force. There is a clear respect for orcs’ military capabilities, but no society that so readily disregards history and ancestry can be trusted by a dwarf. The Shi’ruul have almost the opposite problem in dwarven eyes. They are so wrapped up in contemplating what their ancestors would condone that they can never seem to do anything. Halflings inspire a great deal of pity in dwarves, as they have both lost much to giants. There is also an element of cultural shame, as the dwarves did abandon the halflings to their fate (even if they had perfectly sound reasons for doing so). To say that the dwarves think of gnomes as savage would imply a level of intimidation that the dwarves would scoff at. The gnomes are too lazy to engage in barbarism. The dwarves see the gnomes as a people dedicated to sloth and ignorance.  ## Alignment and Philosophy Dwarves are driven primarily by duty and tradition. While they are often stereotyped as curt and even cold, those who have earned the friendship of a dwarf discover the depths of love and loyalty found in the hearts of no other race. Dwarves strongly gravitate towards law, and somewhat towards good.  ## Adventures Dwarves rarely adventure for themselves; Personal glory means little, and wealth as a reward unto itself holds little sway for dwarves. A dwarf rarely leaves the duties of his home and kingdom, and if he does it is typically for reasons stemming from those duties. Some have chosen (or have earned) exile from the kingdoms, but even such circumstances rarely tarnish the love and loyalty they hold towards their home.  ## Naming Traditions Dwarves 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, dwarves 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, dwarves 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.  **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  # Racial Traits (11 RP) ### Standard Racial Traits - **Ability Score Racial Traits:** Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. - **Size:** Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. - **Type:** Dwarves are humanoids with the dwarf subtype. - **Base Speed:** (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. - **Languages:** Dwarves begin play speaking Common and Dwarven or Dwarfish. Dwarves with high Intelligence scores can choose from the following: Giant, Orc, Terran, and any human language. See the Linguistics skill page for more information about these languages. #### Defense Racial Traits - **Defensive Training:** Dwarves gain a +4 dodge bonus to AC against monsters of the fire subtype. - **Hardy:** Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. - **Stability:** Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. #### Feat and Skill Racial Traits - **Greed:** Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. - **Stonecunning:** Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. #### Senses Racial Traits - **Darkvision:** Dwarves can see perfectly in the dark up to 60 feet. #### Offense Racial Traits - **Hatred:** Dwarves 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:** Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. # Dwarven Subraces Dwarves can be broadly divided into two groups: The Darsun dwarves of Antaris, which include the gold, steel, gray and dream dwarves, and the Aulsun dwarves of Kronin, which include the pearl and shale dwarves. The Darsun dwarves (particularly gold and steel dwarves) are the most populous and much more well known. Despite the difficulties of their internal politics, dwarven goods and craftsmanship are well regarded, and merchants supplying such goods are a common sight. Aulsun dwarves are much more geographically isolated and much less outgoing than their eastern cousins, leading many to believe that the Darsun and Aulsun dwarves are as different as spriggins and halflings. ## Deep Dwarves The dwarves of the Duroc clans have a distinctive look to them. Most outside the Darsun Kingdoms would say this is due to the underground environs in which they live, but the truth is the Duroc bloodlines are strongly influenced by the first people, the [[Duergar|d'Werg Ahr]]. These deep dwarves, sometimes known as gray dwarves or dark dwarves, made their homes beneath the mountains well before the Duroc clans retreated there in full, and have strange power provided by the **Risal'calon**. >[!limg]+ >![[Placeholder2.png]] >Deep Dwarf ### Alternate Racial Traits Deep dwarves receive the following alternate racial traits by default:  - **Languages (-1 RP):** Deep dwarves begin play speaking Dwarven. Dwarves with high Intelligence scores can choose from the following: Common, Giant, Orc and Terran. See the Linguistics skill page for more information about these languages. This trait replaces the language racial trait. - **Hardier (+1 RP):** Dwarves gain a +3 racial bonus on saving throws against poison, spells, and spell-like abilities. This racial trait replaces hardy. - **Minesight:** Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision. ## Dream Dwarves  In the days before the first Brimstone War, there was a clan of the dwarves who had lived among the others, creating enclaves within most of the cities an strongholds of the time. They were the d'Urym'dw Ahr, the people of the living earth. Their famous usage of oneiromancy and their conception of Inkarha as a "sleeping goddess" earned them the name Dreamers or Dream Dwarves. The Dream Dwarves suffered a great deal of targeted violence and discrimination during the rise of the Duchari faith. Many innocent lives were lost, and ultimately, dreamers were exiled for their perceived crime, a precursor of the exile of the Inkarha worshipers that would occur a few hundred years later.  ### Alternate Racial Traits Dream dwarves receive the following alternate racial traits by default:  - **Ability Score Modifiers:** Dream Dwarves are as tough as their Steel Dwarf cousins, and more personable, but slower to act and clumsier. They gain +2 Constitution, +2 Wisdom, and –2 Dexterity. These ability score modifiers replace the standard ability score modifiers. - **Dream Sight (Su):** A dream dwarf can see ethereal creatures as easily as she sees material creatures and objects. A dream dwarf can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct. This racial trait replaces defensive training. - **Earthbond:** Dream dwarves have a natural rapport with earth elementals and similar creatures. They receive a +2 racial bonus on Diplomacy checks made with creatures of the earth subtype. This racial trait replaces hatred. - **Earthbound Magic:** When in contact with the ground, a Dream Dwarf's effective caster level when casting divination spells or spells with the earth descriptor increases by 1. This increase applies when determining level-dependent spell variables and on caster level checks. This trait replaces weapon familiarity. - **Minesight:** Dream dwarves can see perfectly in the dark up to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision. ## Dwarf Paragon (33 RP) ### Alternate Racial Traits Dwarf paragons receive the following alternate racial traits by default:  - **Ability Score Modifiers (+8 RP):** Dwarf paragons are strong, hardy, and willful. They +2 Constitution, +2 Intelligence, +4 Wisdom, and –2 Dexterity. These ability score modifiers replace the standard ability score modifiers. - **Dream Sight (Su):** A dwarf paragon can see ethereal creatures as easily as she sees material creatures and objects. A dream dwarf can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct. This racial trait replaces defensive training. - **Earthbond:** Dwarf paragons have a natural rapport with earth elementals and similar creatures. They receive a +2 racial bonus on Diplomacy checks made with creatures of the earth subtype. This racial trait replaces hatred. - **Greater Earthbound Magic (+2 RP):** When in contact with the ground, a dwarf paragon's effective caster level when casting divination spells or spells with the earth descriptor increases by 1. This increase applies when determining level-dependent spell variables and on caster level checks. In addition, they gain the following spell-like abilities (caster level is equal to the paragon’s character level): - **Constant—** _nondetection_ - **1/Day—** _magic stone_, _stone shape_, _stone tell_ - **Immovable (+2 RP):** When standing on the ground, dwarf paragons are nearly impossible to move. Dwarf paragons only move half as far when subject to bull rush, reposition, or any effect that would forcibly move them from where they stand. - **Impervious (+5 RP):** Dwarf paragons gain a racial bonus to saves against poison, spells and spell-like abilities equal to their character level. This trait replaces the hardy racial trait. - **Minesight:** Dwarf paragons can see perfectly in the dark up to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision. - **Natural Armor (+3 RP):** Dwarf paragons gain a +2 natural armor bonus. - **Toughness (+2 RP):** Dwarf paragons gain toughness as a bonus feat. ## Gold Dwarves  The dwarves of the lowland hills of Antaris are the most well known of the dwarven people on Temnia, though their mountain dwelling cousins are more numerous overall. The term _Gal'dw Ahr_ translates to "people of the hills" and the term "hill dwarf" is the one most dwarves will use in the common speech. However, "gold dwarf" is an name that has stuck tenaciously. They are so called by the non-dwarves both for their skill at mining, gem-cutting, whitesmithing and engraving, as well as for their large mercantile presence across the world. >[!rimg]+ >![[Placeholder2.png]] >Gold Dwarf ### Alternate Racial Traits Gold dwarves receive the following alternate racial traits by default:  - **Ability Score Modifiers:** Gold Dwarves are more personable than their Steel Dwarf cousins, but not as coordinated. They gain +2 Constitution, +2 Wisdom, and –2 Dexterity. These ability score modifiers replace the standard ability score modifiers. ## Shale Dwarves  The linguistic and physical similarities of the Dwarves of Kronnin suggest that they have a common history with the dwarves of Antaris. If such a connection did exist, it has been lost in the mists of time, as even the deepest lore and legends of Antaris make no mention of other dwarf peoples. The dwarves of Antaris speak _Darsun_, which is often called "Dwarven" in the common tongue. The dwarves of Kronnin speak _Aulsun_, a language that is distinct from Darsun, but has an alphabet and grammar structure similar enough that people have taken to calling it "Dwarfish" or "Western Dwarven."     The dwarves of **Athil** are a stout and resourceful people. Physically powerful, astonishingly durable, and mentally flexible, they are one of the few peoples capable of establishing a civilization in the southern deserts of Kronnin. The name "shale dwarf" comes from the term _Shae Elduar_, which means "tall peoples" in their language. "Shale Dwarf" endures as a name because of the rocky homeland, the stoneware they sell to outsiders, and their rough, hairless skin.    ### Alternate Racial Traits Shale dwarves receive the following alternate racial traits by default:  - **Ability Score Modifiers (+1 RP):** Shale dwarves are stronger than most dwarves, but not as wise. They gain +2 Strength, +2 Constitution, -2 Wisdom. These ability scores replace the standard ability scores. - **Speed (+1 RP):** Shale dwarves have a base land speed of 30 feet. This trait replaces the standard speed racial trait. - **Endurance:** Shale dwarves gain endurance as a bonus feat. This trait replaces greed and defensive training racial traits. - **Low-Light Vision (-1 RP):** Shale dwarves cannot see in the dark, but can see twice as well as a human in conditions of dim light. This trait replaces darkvision. - **Quick Recovery (-1 RP):** Shale dwarves naturally heal faster than most. They regain hit points and recover ability damage at twice the normal rate while resting. Heal checks to stop a shale dwarf from bleeding gain a +2 circumstance bonus. This trait replaces the hardy racial trait. - **Waterwise:** Shale dwarves gain a +2 bonus on perception and survival checks to find water. They receive a check to notice a water source whenever they pass within 10 feet of one, whether or not they are actively looking. This trait replaces hatred. ## Pearl Dwarves  The dwarves of **Aul Reigyn** built a idyllic civilization during the Second Age of Temnia. They were powerful and prosperous traders and craftsmen, enriched by their kinship and alliance with the sea-dwelling civilizations of the Western Seas. During the great cataclysm, the island on which Aul Reigyn was built sunk into the sea, but the people lived on, having adapted to breathe underwater. Whether this was already within their power, or if it was granted by an external force is unclear. The dwarves of the sea call themselves the _Pur Elduar,_ which translates to "water peoples" in Dwarfish.    ### Alternate Racial Traits Pearl dwarves receive the following alternate racial traits by default:  - **Ability Score Modifiers (-2 RP):** Pearl dwarves are observant and hardy, but lack grace. They gain +2 Constitution, +2 Wisdom, -4 Dexterity, -2 Charisma. These ability score modifiers replace the standard ability score modifiers. - **Speed (+1 RP):** Pearl dwarves have a base speed of 20 feet and a swim speed of 20 feet. Their speed is never modified by armor or encumbrance. - **Amphibious (+2 RP):** Pearl dwarves are amphibious, and can breathe both air and water. - **Deepsight:** Pearl dwarves can see in the dark for 120 feet while underwater, but do not gain this benefit out of the water. This trait replaces darkvision. - **Quick Recovery (-1 RP):** Pearl dwarves naturally heal faster than most. They regain hit points and recover ability damage at twice the normal rate while resting. Heal checks to stop a shale dwarf from bleeding gain a +2 circumstance bonus. This trait replaces the hardy racial trait. - **Resilience:** Pearl dwarves receive a +1 racial bonus on all saving throws. This trait replaces hatred and stability. - **Stonecrafting:** Pearl dwarves gain a +2 on craft and profession checks involving gems or stonework. This trait replaces greed. - **Water Sense:** Pearl dwarves can sense vibrations in the water, granting them blindsense 30 feet against creatures that are touching the same body of water. This trait replaces defensive training. - **Weapon Familiarity:** Pearl dwarves are proficient with harpoons, heavy picks, and tridents, and treat any weapon with the word “dwarven” in its name as a martial weapon. This racial trait replaces the weapon familiarity. ## Steel Dwarves The dwarves of the mountain ranges are the most common of the dwarven people, though they are not nearly as often seen outside of the **Darsun Kingdoms** as the gold dwarves. The _Shyl'dw Ahr_ are well known for the their skill with smithing and metallurgy, and are accomplished warriors as well. That reputation, along with their colder and harder demeanor than their lowland cousins, has given them the name steel dwarves (or sometimes shield dwarves). The term Shyl'dw Ahr actually translates to the "people of the mountains," and dwarves will refer to them as "mountain dwarves." Steel dwarves are the "default" dwarven race, as outlined above.  # Racial Options ## Alternate Racial Traits he 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. - **Barrow Scholar:** Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning. (PZO1135) - **Barrow Warden:** Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred. (PZO1135) - **Behind the Veil (1 RP):** Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Dwarves can take this trait in place of stonecunning. PZO9466 - **Craftsman:** Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. - **Death’s End:** Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred. PPC:HftF - **Deep Tradition:** A dwarf with this racial trait gains a +1 bonus on melee attack rolls and a +1 bonus to AC against attacks of opportunity made by drow, duergar, creatures of the aberration type, or creatures of the giant or orc subtype. This replaces defensive training and hatred. PPC:HftF - **Deep Warrior:** Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training. - **Desert Delver:** Desert dwarves have adapted to the extremes of cold and heat that can suddenly occur in both the harsh deserts and the mountain tunnels around their caravan routes. Dwarves with this racial trait gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments. This replaces defensive training. PPC:HftF - **Dimdweller (2 RP):** Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Dwarves can take this trait in place of greed and stonecunning. PZO9466 - **Dusksight (2 RP):** When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. PZO9466 - **Giant Hunter:** Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait. - **Healthy:** Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy. PZO1135 - **Industrious Urbanite:** Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces hatred. PPC:HotS - **Iron Citizen:** Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability. PPC:HftF - **Iron Within:** Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred. PPC:HftF - **Lasting Grudge:** Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred. PZO9280 - **Lorekeeper:** Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. - **Magic Resistant:** Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy. - **Minesight:** Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision. - **Mountaineer:** Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability. - **Relentless:** Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability. - **Rock Stepper:** Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. - **Saltbeard:** Dwarven traders often ply their trade across vast seas, and such dwarves gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning. - **Sense Aberration:** Dwarves with this trait gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations. This racial trait replaced stonecunning. PZO1135 - **Shadowhunter (2 RP):** Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity. PZO9466 - **Shadowplay (1 RP):** Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Dwarves can take this trait in place of greed. PZO9466 - **Siege Survivor:** Dwarves who make their homes in the Sky Citadels are trained to outlast sieges and serve as vigilant guards. They gain Endurance as a bonus feat. In addition, during rounds in which they have not moved, they gain a +1 racial bonus on attack rolls against foes who also did not move since their last turn. This racial trait replaces greed, hardy, and hatred. PZO9280 - **Slag Child:** Dwarves from dishonored families are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred. PZO9280 - **Sky Sentinel:** As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning. - **Spell Smasher:** Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred. PZO9280 - **Spiritual Support:** Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration (healing) spells upon allies. This racial trait replaces greed and hardy. PZO9280 - **Stoic Negotiator:** Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning. PZO9280 - **Stonesinger:** Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. - **Stubborn:** Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy. - **Surface Survivalist:** Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision. - **Tightfisted:** Dwarves with this racial trait gain a +4 racial bonus to their CMD against disarm and steal combat maneuvers and a +2 racial bonus on Perception checks to notice Sleight of Hand attempts. If a dwarf with this trait notices a Sleight of Hand attempt to steal from him and the dwarf is not flat-footed or has Combat Reflexes, the attempt triggers an attack of opportunity from that dwarf. This racial trait replaces stability and stonecunning. PZO1135 - **Treasure Sense (2 RP):** Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials. This trait replaces stability and stonecunning. PZO9470 - **Unstoppable:** Some dwarves train from a young age to outlast their foes on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. PZO9280 - **Viscous Blood:** Dwarves with this trait takes 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain. They can attempt Heal checks to staunch their own bleeding as a swift action each round. This racial trait replaces hardy. PZO1135 - **Voice in the Darkness (2 RP):** Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Dwarves can take this trait in place of stonecunning. PZO9466 - **Xenophobic:** Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven or Dwarfish and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects. This racial trait replaces a dwarf’s normal languages. - **Wanderer** You gain Endurance as a bonus feat, and Climb and Swim are class skills for them. This racial trait replaces hardy. PZO9480 ## 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. - **Alchemist:** Add +1/4 to the alchemist’s natural armor bonus when using his mutagen. - **Arcanist:** Add +1/4 to the arcanist’s effective class level when determining the effects of the arcane barrier and arcane weapon arcanist exploits. Source PZO1129 - **Barbarian:** Add +1 to the barbarian’s total number of rage rounds per day. - **Bard**: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it. - **Bloodrager:** Increase the bloodrager’s total number of bloodrage rounds per day by 1. Source PZO1129 - **Brawler:** Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0). Source PZO1129 - **Cavalier:** Add +1/2 to the cavalier’s bonus to damage against targets of his challenge. - **Cleric:** Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. - **Druid:** Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. - **Fighter:** Add +1 to the Fighter’s CMD when resisting a bull rush or trip. - **Gunslinger:** Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1. - **Hunter:** Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground. Source PZO1129 - **Inquisitor:** Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment. - **Investigator:** Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps. Source PZO1129 - **Kineticist:** Add 1/3 point of damage to earth element blasts that apply the kineticist’s elemental overflow bonus. - **Magus:** Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana. - **Medium:** Gain a +1/2 bonus on saving throws against possession and a +1/2 bonus on saving throws to end haunt channeler, location channel, and spacious soul. Source PZO1132 - **Mesmerist:** Increase painful stare’s damage by 1/4 point. Source PZO1132 - **Monk:** Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0). - **Occultist:** Gain a +1/3 bonus on Appraise and Use Magic Device checks involving stone and metal objects. Source PZO1132 - **Oracle:** Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon. - **Paladin:** Add a +1 bonus on concentration checks when casting paladin spells. - **Paladin:** Choose a creature type (and subtype, if necessary) from the ranger’s favored enemies list. Add a +1/2 bonus on Knowledge checks to identify creatures of that type. You can choose the same creature type up to six times; if you choose the same creature type six times, add 1 point of damage when smiting creatures of that type. Source PZO1135 - **Psychic:** When casting psychic abjuration spells, add 1/2 level to the effective caster level of the spell, but only to determine the spell’s duration. Source PZO1132 - **Ranger:** Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground. - **Rogue:** Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps. - **Shaman:** Add +1/4 to the natural armor bonus of the shaman’s spirit animal. Source PZO1129 - **Skald:** Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it). Source PZO1129 - **Slayer:** Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill. Source PZO1129 - **Sorcerer:** Add +1/2 to acid and earth spell or spell-like ability damage. - **Spiritualist:** Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability. Source PZO1132 - **Spiritualist:** Add a +1/4 bonus on weapon damage rolls with the slam attacks from ectoplasmic bonded manifestation. Source PZO1135 - **Summoner:** Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon. - **Swashbuckler:** Add +1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well. Source PZO1129 - **Vigilante:** Increase the bonus from social grace on Craft skills by +1/2. Source PZO1134 - **Warpriest:** Add +1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor. Source PZO1129 - **Witch:** Add +1/4 natural armor bonus to the AC of the witch’s familiar. - **Wizard:** Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted. - **Wizard:** Add 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration. Source PZO1135 ## Racial Feats 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. - Breadth of Experience - Brewmaster - Cleave Through - Cloven Helm - Dented Helm - Fight On - Giant Killer - Goblin Cleaver - Hard-headed - Improved Stonecunning - Ironguts - Ironhide - Ledge Walker - Let Them Come - Orc Hewer - Shatterspell - Steel Soul - Stone-Faced - Stone Singer - Toxic Recovery - Twin Thunders