Races: Dwarf

The dwarven people are notable for their short but stock stature, great beards, and incredible physical and mental resilience. Their complexion reflect the earth they live in, ranging for sandy white to reddish brown. Dwarves have a long lifespan, ranging from five hundred to a thousand years; "enduring as stone" as they like to say. They have a strong affinity to the earth and minerals, and are most comfortable within mountains and hills, and living underground.

These traits lead to the belief that the dwarves originate from the spirits of great earth elementals. The myths speak of numerous earth elementals were drawn to the Prime Material plane upon its completion. These elementals were instrumental in Midgard's crafting, and the freedom and potential of growth found there awakened something new within their stony spirits. Enamoured with the possibility of being more than an unchanging, stagnant existence, these elementals chose to abandon their immortal state, and transmigrated to Midgard. With the blessing of the Lightbringer and the aid of the Hearthkeeper and the Greenheart, these earthly spirits were reborn as the dwarves that we know today across a multitude of rocky worlds throughout the universe.

The dwarves of Celesia appeared during the 2nd Age, after the rise of the sserassin and neraxin and before that of the humans and orcs. They are classified as a 2nd-generation people in relation to how they emerged in the mortal realm as opposed to when. Their first homes were in caverns deep under the earth and within mountains where subterranean fungi and plantlife were plentiful. To survive, the dwarves developed significant advancements in mining and underground agriculture.

For generations, the dwarves toiled and grew beneath the surface until the neraxin discovered them. Despite their hardy nature, the brutality of the spiderfolk overwhelmed the dwarves. The very natural advantages the dwarves possessed were what made them valuable to the neraxin as valuable slaves and meals. The neraxin slave trade with the sserassin would be what brought the dwarves first to the surface world.

When the Cosmic Horrors breached into Midgard's reality, the dwarves joined the other formerly enslaved peoples to survive the twisted new reality of the universe. The dwarves proved vital to the resistance. Their advanced crafting knowledge and industrious stubborness helped arm the heroes that would fight back against the dark madness. Dwarf heroes and leaders emerged and stood shoulder-to-shoulder, spiritually if not physically, along with those of humanity and elvendom.

After the Cosmic Horrors were expelled or sealed away, the dwarves of Celesia were collectively one of the three great powers on Celesia at the start of the 3rd Age, alongside with the humans and the elves. With their subterranean preferencese, the dwarves were free to dominate the mountain ranges and the Deep Hollows, and their empires ranged far and wide across the world. Along with the elven and human empires, these were known as the Starlight Empires.

However, the cataclysm triggered by the human magi of Xian threatened the dwarven empires. While much of the destruction was contained within Xian's borders, the aftershocks still severely impacted the undeground dwarves. The dwarven leaders agreed with their elven peers that it was up to the two long-lived peoples to prevent any such cataclysm from occurring again. The dwarves took a more patronizing and dominant stance in their oversight of other peoples in their realms, and expanded further across the world to increase their reach.

While the elves, led by the Aerlonesti clan, implemented harsher and harsher policies against the other peoples, the dwarves were mostly content maintain a steady if stern vigilance. However, the dwarves would have their own darkness growing within their society.

The Duerghar clan were one of the heroic leading forces of the resistance against the Cosmic Horrors. This clan grew to great heights in size and power, and held significant influence throughout all dwarven Starlight Empires. However, ever since the fall of the Cosmic Horrors, the leaders of the Duerghar were obsessed in controlling the power of these alien beings, and have been experimenting with that power in secret since the start of the 3rd Age. Eventually, they achieved their greatest breakthrough, granting their clanmates great psychic power and other mutations that made them a distinct people of their own. However, that power twisted and corrupted them, and their increasingly brutal actions exposed their secret to the wider dwarven world.

A great war raged beneath the surface between the general dwarven people and the Duerghar clan, who were now called the Duerghendarr ("the Duerghar people"), or "grey dwarves" from their ashen-coloured complexion that came as a result from their twisted powers. While outnumbered by the general dwarven population, the Duerghendarr held a significantly large population, and their powers and brutality compensated for the size difference. With Duerghendarr enclaves in nearly every empire, the Grey Wars as they became known raged across the world beneatht eh surface.

The elf wars above did not help the situation with the dwarves. However, with great cost, the general dwarven people defeated the Duerghendarr, forcing the remaining survivors to flee deeper down into the world. But before the dwarves could recover, the Aerlonesti Cataclysm broke the world. The dwarven empires did not have the strength anymore to endure such a devastating event, and the Starlight Empires, both dwarf and elf, completely collapsed.

But the dwarves survived. Their empires may now be broken into pieces, but the dwarves had no intention in going quietly into the deep dark. Dwarven resilience and stubborness helped surviving states rebuild and grow anew. However, they would never see the unity and heights of the Starlight Empires. Instead, they would now be on par and compete with realms of orcs, gnomes, and other peoples, both above and below the surface. The threat of the surviving Duerghendarr and Nui'anthyr states, and other horrific threats in the Hollows continue to apply pressure on the dwarves as well.

Over the ages, the dwarves have grown accustom to traveling and living above the surface. They establish settlements among mountains and hills, but have learned to travel far and wide across waters and in the air. However, beneath the surface, the dwarves are among the top powers in the Deep Hollows.

Relations with other peoples are generally fairly neutral. The dwarven affinity for stone and their mining and crafting traditions make them excellent trade partners for any community. However, if one earns their deep trust, dwarven friendship is as enduring and immutable as stone. On the other hand, the same can be said for any hostility against them, and finding peace with dwarves and their notable stubborness can be incredibly difficult to achieve. In general, the dwarven people maintain a widespread suspicion of human and elf activities from their previous cataclysms, but that is not an impossible hurdle to overcome.

Ethnicities


Agharendar

Aurkendar

Murodar

The Murodarr claim to descend from Murodain's clan, the leader of the dwarves at the end of the Age of Horrors.
Language: Moradain

Ohramdar

Language: Ohrmdish
Skills: Lore (Ohramdûr), Knowledge (local [Lurindor or Viridian Marches])

Rochfendar

The Rochfendarr are dwarves that continue to live in the upper levels of the Deep Hollows in the central region of Asteropa. They prefer living underground as opposed to the surface.

Silakendar

Sand dwarves of Khaliram

Racial Traits


Standard Traits

  • Type: Dwarves are primanoids with the dwarf subtype.
  • Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (0 CP)
  • Languages: Dwarves begin play speaking a regional Dwarven language. Dwarves with high Intelligence scores can choose additional regional languages from the following: Dwarven, Giantish, Gnomish, Goblin, Orc, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Hardy: Dwarves gain a racial bonus equal to half of their total Hit Dice on saving throws against fatigue (and exhaustion), poison, and mind-affecting effects. (3 CP)
  • Stability: Dwarves gain a racial bonus equal to half of their total HD to their Combat Maneuver Defense when resisting a bull rush or trip attempt. (2 CP)

Feat and Skill Racial Traits

  • Tenacious: Dwarves are built to be enduringly tough. They gain Endurance as a bonus feat. (2 CP)

Senses Racial Traits

  • Darkvision: Dwarves can see perfectly in the dark up to 60 feet. At 7th Hit Die, and every 7 HD after, their darkvision range increases by 30 feet. (2 CP)

Other Racial Traits

  • Hold Breath: Dwarves can hold their breath for a number of rounds equal to twice their Constitution score before risking drowning or suffocating. At 7th Hit Die, the duration extends to three times, and so on every 7 HD after. (1 CP)

Alternate Physical Traits

  • Hardened Mind: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a racial bonus equal to half of the total Hit Die 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. This racial trait replaces hardy. (3 CP)

Cultural Traits

  • Iron Citizen: Dwarves with this racial trait gain a racial bonus equal to their total Hit Die on Diplomacy and Sense Motive checks. (4 CP)
  • Iron Within: Dwarves with this racial trait gain a number of ki point equal to their total Hit Diep. 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 points as a simple action to either gain a dodge bonus equal to twice the number of ki points spent to DV for 1 round, or increase her base speed by 10 feet per ki point spent 1 round. The bonus ki points do 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, these ki points are replenished each morning after 8 hours of rest or meditation. (3 CP)

(old stuff need updating; see GM)

  • Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a racial bonus equal to half of their character level on attack rolls against humanoid creatures of the elf subtype.
  • Barrow Scholar: Dwarves with this racial trait gain a racial bonus equal to their character level on Knowledge (religion) checks to identify undead and can attempt them untrained.
  • Barrow Warden: Dwarves with this racial trait gain a racial bonus equal to half of their character level on attack rolls and a dodge bonus of the same amount to their AC against undead.
  • Behind the Veil: Characters with this trait gain a racial bonus equal to their character level on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Dwarves can take this trait in place of stonecunning.
  • Breath Weapon: Dwarves with this racial trait can call upon the spirit of a sacred dragon to channel a fraction of that dragon’s power. Upon taking this trait, the dwarf must select cold, electricity, or fire as the breath weapon’s damage type and either a 15-foot cone or a 20-foot line as the breath weapon’s shape. Once these selections are made, they cannot be changed. A number of times per day equal to his character level, the dwarf can make a supernatural breath attack in the selected shape, dealing 1d4 points of damage of the chosen damage type, plus 1d4 points of damage of that type for every 2 levels above 1st the dwarf has. Targets in the area can attempt a Reflex save (DC = 10 + half the dwarf’s level + the dwarf’s Constitution bonus) for half damage. This replaces greed, hatred, stonecunning, and weapon familiarity.
  • Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a racial bonus equal to their character level 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 racial bonus equal to half of their character level to AC against undead and on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred.
  • Deep Tradition: A dwarf with this racial trait gains a racial bonus equal to half of their character level on melee attack rolls and a dodge bonus of the same amount 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.
  • Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a dodge bonus equal to half of their character level to AC against monsters of the aberration type and a racial bonus of the same amount on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
  • Defensive Training: Dwarves gain a dodge bonus equal to half of their character level to AC against monsters of the giant subtype.
  • 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 equal to their character level 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.
  • Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a racial bonus equal to their character level on Intimidate, Perception, and Stealth checks. Dwarves can take this trait in place of greed and stonecunning.
  • Dusksight: 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 percentage is further reduced by an amount equal to the their character level. The miss chance for total concealment applies normally. Dwarves also gain low-light vision and can see twice as far as a human in conditions of dim light. At character level 7th, they can see twice as far, and three times as far at 14th, and so on every 7 levels after. Dwarves can take this trait in place of hatred and darkvision.
  • Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast a number of times per day equal to his character level. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces greed and stonecunning.
  • Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character, and he gains a racial bonus equal to his character level on checks made with the selected skills. This trait replaces hatred.
  • Giant Hunter: Dwarves with this racial trait gain a racial bonus equal to half of their character level on attack rolls against humanoids with the giant subtype. Furthermore, they gain a racial bonus equal to their character level on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
  • Greed: Dwarves gain a racial bonus equal to their character level on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Hatred: Dwarves gain a racial bonus equal to half of their character level on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
  • Healthy: Dwarves with this racial trait gain a racial bonus equal to half of their character level 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.
  • 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 racial bonus equal to their character level on Profession checks to Run a Business. This racial trait replaces hatred.
  • Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a racial bonus equal to half of their character level on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
  • Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a racial bonus equal to their character level on Knowledge (history) and Lore checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
  • Low-Light Vision: Feyborn dwarves gain low-light vision, and can see twice as far as a human in dim light conditions. At character level 7th, they can see three times as far, four times as far at 14th, and so on every 7 level after. This trait replaces darkvision.
  • Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to twice their character level. This resistance can be lowered for 1 round as a 2-act action. Dwarves with this racial trait suffer disadvantage 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 suffer disadvantage 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, gain a racial bonus equal to their character level to Climb checks, 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.
  • Poison Minion: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison. The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Dwarves can take this trait in place of defensive training and hardy.
  • Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a racial bonus equal to half of their character level 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: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities 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.
  • Shadowhunter: 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.
  • Shadowplay: 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.
  • 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.
  • Slag Child: Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves 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.
  • 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.
  • 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.
  • 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.
  • Stonecunning: Dwarves gain a equal to their character level racial 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.
  • 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.
  • 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.
  • Treasure Sense: 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 stonecutting.
  • Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
  • 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.
  • Voice in the Darkness: 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.
  • Xenophobic: Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven 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.
  • Weapon Familiarity: Dwarves are proficient with axes, hammers, and picks, and treat any weapon with the word “dwarven” in its name as a martial weapon. They gain a racial bonus equal to half of their character level on attack rolls with those weapons.
  • Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Breadth of Experience General Dwarf, elf, or gnome, 100+ years old +2 bonus on all Knowledge and Profession checks.
Cleave Through Combat Str 13, Cleave, base attack bonus +11, dwarf When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.
Cloven Helm Combat Dented Helm, Hard-Headed, base attack bonus +11, dwarf When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect a critical hit, you may apply all damage from the critical hit to your helmet before applying any damage to yourself. If you take no damage, any additional effects, such as critical feats or poison, are negated.
Dented Helm Combat Hard-Headed, base attack bonus +6, dwarf When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply half of the damage from the attack to your helmet rather than yourself, applying hardness as normal. If the damage destroys your helmet, any leftover damage is applied to you. After using this feat, you are staggered until the end of your next turn. You may not use this feat if your helmet has the broken condition or the attack ignores armor bonuses to AC.
Dwarven Fury Style Combat, Style Base attack bonus +1, defensive training and hatred racial traits, Medium size You harness fury into ferocity.
Fight On General Con 13, dwarf, half-orc, or orc Gain temporary hit points when reduced to 0.
Giant Killer Combat Str 13, Cleave, Goblin Cleaver, Orc Hewer, Strike Back, base attack bonus +11, dwarf This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.
Goblin Cleaver Combat Str 13, Cleave, dwarf When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.
Hard-headed Combat base attack bonus +1, dwarf You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against spells and special abilities that cause you to become staggered or stunned.
Ironguts General Con 13, dwarf, half-orc, or orc +2 on saves against nausea, sickening, and ingested poisons.
Ironhide General Con 13, dwarf, half-orc, or orc +1 natural armor bonus to AC.
Let Them Come Combat Dwarf You treat all one- or two-handed melee weapons as if they had the brace special feature.
Living Fortress Teamwork Dwarf, hardy racial trait Racial bonus on saves against spells and spell-like abilities increases by 2 when you’re adjacent to an ally who has this feat.
Orc Hewer Combat Str 13, Cleave, Goblin Cleaver, dwarf As Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.
Shatterspell Combat Disruptive, Spellbreaker, dwarf, fighter 10 As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power. You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
Steel Soul General Dwarf, hardy racial trait +4 racial bonus on saves against spells and spell-like abilities.
Stonecunning, Improved General Wis 13, dwarf, stonecunning racial trait +4 bonus on Perception checks to notice unusual stonework.
Stone-Faced General Dwarf +4 bonus on Bluff checks to lie or conceal motives.
Stone Singer General Cha 13, bardic performance, dwarf Gain benefits to bardic performance underground and against earth creatures.
Stone Sense General Perception 10 ranks, Improved Stonecunning Gain tremorsense 10 ft.
Twin Thunders Combat Flurry of blows class feature or Two-Weapon Fighting, Weapon Focus with wielded bludgeoning weapons, defensive training race trait, dwarf or gnome Substitute disarm, sunder, and trip for any of your attacks vs. giants
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