Races/Dwarf

Description
Physical Description: Dwarves are a short and stocky race, and tend to be around a foot shorter than most humans. Their builds tend to be wider giving them a burly appearance. Beards are a common trait amongst dwarves both male and female; with both generally priding themselves on the length of their hair and beards, and it is not uncommon to see beards either decorated or in braids. While it may not be uncommon for female dwarves to shave their beards, it is generally seen as a social taboo for a male dwarf to do so, and generally only done by dwarves who have left their kingdoms to live amongst other races.

Dwarves are a longer lived race, living for hundreds of years. Unlike the longer lived elves they do age at a steady rate rather than just at the end of their lifespans, though a dwarf’s hair greys much slower and only the truly oldest of dwarves will have pure white hair.

Male dwarves range from 3’ 11” to 4’ 5” and anywhere from 164 to 206 lbs.

Female dwarves range from 3’ 9” to 4’ 3” and anywhere from 134 to 176 lbs.

Society: Dwarves tend to live in mountain citadels, with usually entire mountains that they slowly over generations mine out and make home. Dwarves tend to have a love of stonework and metalcraft, and this is shown in the decoration of their homeland, with grand statues, mastercraft arms and armor, and even exquisite jewels and jewelry.

While working by hand is a common thing for dwarves, they tend to also be fairly adept with magic, though not in the same way as others. Their skill in the creation of magical implements and artifice is usually greater than most. This usually exists as a double edged sword for the race as they tend to have a greater supply of even the most basic of magical items, their drive to improve the craft can sometimes be their undoing with some weapons being far too powerful for them to control.

Dwarven societies tend to be monarchies, though generally longer lived heritages than that of human nobilities. This structure and stability of their political hierarchy does mean there are much fewer opportunities for upward mobility in Dwarvey society, though due to the focus on family and heritages most dwarves are happy to carry on the trade of their ancestors with those dissatisfied with their lot being rarer, even more so as these are the dwarves who look to lives outside of their communities. Dwarven Nobility tends to still contain many crafters and artisans of families who have passed down their craft over the years, with their status being easily owed to the sheer value of anything they produce; others may be gifted in the runic magics and artifice. The remaining nobility are usually advisors to the king who help plan and manage the kingdom, as such most of even the nobility of dwarven society is ever working.

Relations: While being longer lived this seems to have had very little impact on their culture and mindset and as such unlike elves find themselves generally in friendly relations with humans and other races, with trade with outside lands being very common to import foods and other goods generally uncommon to their mountain environments, while there is almost no end to requests for the expertly crafted goods of the dwarves.

Type: Humanoid(Dwarf)

Mountain Dwarf
Description: Mountain dwarves are the most common type of dwarf and the type that most adventurers have interaction with. These dwarves are usually strong warriors with a passion for stonework. Outside of the occasional priest most mountain dwarves tend to be less magically inclined, usually attributed to their seemingly strong resistance to it.

Ability Score Modifiers:  Mountain Dwarves gain a +2 racial bonus to Constitution and Wisdom, and a -2 penalty to Charisma.

Size: Medium

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed cannot be reduced by armor or encumbrance.

Starting Languages: Common, Dwarven

Special Vision Types: Darkvision (60 feet)

Trait: Mountain Dwarves gain a +2 racial bonus to any Profession skill of their choice as well as a +2 racial bonus on all saving throws against poison, spells, and spell-like abilities.

Runetouched Dwarf
Description: The Runetouched are a somewhat older heritage of dwarf, usually consisting of some of the upper-class of dwarves, though some exist in the lower class or outside the kingdom, having either quit their craft or left their kingdom to use their skills elsewhere. These dwarves tend to be more impatient than other dwarves, seeking to further their goals or craft despite the risks. Unlike their mountain dwarf cousins the runetouched seem more attuned to magics allowing them greater aptitude with magic

Ability Score Modifiers:  Mountain Dwarves gain a +2 racial bonus to Constitution and Intelligence, and a -2 penalty to Wisdom.

Size: Medium

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but  their speed cannot be reduced by armor or encumbrance.

Starting Languages: Common, Dwarven

Special Vision Types: Darkvision (60 feet)

Trait: Runetouched Dwarves gain a +2 racial bonus to Use Magic Device. In addition Runetouched dwarves may choose a single crafter Profession skill, they may use their ranks in that skill in place of Knowledge(Arcana) for the purposes of crafting magic items of that type (such as Blacksmith allowing them to create weapon enhancements).

Magic Resistant (Race)
Prerequisite: Dwarf(Mountain Dwarf)

Benefit: Your dwarven resistance to magic is greater than most. You gain 5% spell resistance improving by an additional 5% for every 5 hit dice they possess. This feat does not stack with other sources of spell resistance.

Dwarven Craftsmanship (Race)
Prerequisite: Dwarf(Any)

Benefit: You receive a +2 racial bonus on all profession checks related to metal or stone.

Dwarven Fortitude (Race)
Prerequisite: Dwarf(Any)

Benefit: You gain a +2 racial bonus on saving throws any effect causing the nauseated or sickened conditions. In addition a number of times per day equal to your constitution modifier, you may choose to roll twice and take the better result on a save against poison; you must decide to use this ability before rolling.

Dwarven Momentum (Race)
Prerequisite: Dwarf(Any)

Benefit: When taking the charge or run action, you may treat your movement speed as 5 higher, and gain an additional +2 bonus to the attack roll made at the end of the charge.

Dwarven Stability (Race)
Prerequisite: Dwarf(Any)

Benefit: Dwarves tend to be hardy and strong making them difficult to topple. You gain a +4 racial bonus to CMD checks to resist reposition or trip combat maneuvers.

Dwarven Weapon Expertise (Race)
Prerequisite: Base Attack Bonus +1, Dwarf(Any)

Benefit: You gain proficiency in Throwing Axes, Battleaxe, Warhammer, or Greathammer if you did not already possess it. In addition you treat the Waraxe, Reinforced Accordion, Tower Shield, and Longhammer as martial weapons rather than exotic for the purposes of determining proficiency with these weapons. In addition when you gain this feat choose one of the following, you gain these benefits when wielding any of these weapons:


 * Breaker: Treat the weapons listed in this feat as having the sunder weapon feature. If the weapon already possesses the sunder feature, improve the bonus by an additional +1.
 * Courageous: Gain a +2 bonus on damage rolls against creatures at least one size category larger than you. This bonus to damage is to +4 if you are making an attack with a melee weapon using two hands.
 * Great Balance: Treat the weapons listed in this feat as having the counterbalance weapon feature.
 * Momentum: Gain a +2 bonus to damage rolls when fighting using two-weapon fighting without a light weapon or a weapon with the lightweight feature with one of the listed weapons in each hand.
 * Protected Confidence: Gain a +1 bonus to attack rolls when fighting using one of the listed weapons while also wielding a shield.

Stubbornness (Race)
Prerequisite: Dwarf(Any) or Centaur (Any)

Benefit: You are renowned for your stubbornness. Whenever you fail a save against a mind-affecting ability, you 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 you have a similar ability from another source, you can only use one of these abilities per round, but you can try the other on the second round if the first reroll ability fails.

Spell Smasher (Race)
Prerequisite: Dwarf(Any)

Benefit: You have trained intently to thwart spellcasting. You gain a +2 racial bonus on attack rolls against creatures in the process of spellcasting. In addition when you strike a creature who is currently in the process of spellcasting they treat the damage you dealt as 2 higher for the purposes of determining the DC for the concentration check to continue casting.

Stonecunning (Race)
Prerequisite: Dwarf(Any) or Planesborn(Cragborn)

Benefit: You have a natural affinity towards stonework, able to notice inconsistencies easier than others. You gain a +2 racial bonus on perception checks to notice unusual stonework, such as traps and hidden doors in stone walls or floors. In addition you receive a check to notice such features when passing within 10 feet of them, regardless if they were actively searching or not.

Surface Survivalist (Race)
Prerequisite: Dwarf(Any)

Benefit: You have spent so much time above ground you’ve adapted to the changing conditions of the surface world. You treat all wind conditions (for determining speed adjustment) as 1 tier lower. In addition you may treat all hot or cold environments (chose one at the time of taking this feat) as one step less severe.

Toxic Recovery (Race)
Prerequisite: Dwarf(Any), Dwarven Fortitude

Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This ability has no effect on penalties to ability scores or ability drain.

Unstoppable (Race)
Prerequisite: Dwarf(Any)

Benefit: You gain +3 maximum hit points. For every Hit Die you possess beyond 3, you gain an additional +1 maximum hit point. In addition you gain a +1 racial bonus on fortitude saves.

Viscous Blood (Race)
Prerequisite: Dwarf(Any)

Benefit: You take 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain effects. In addition you can attempt a Medic check to staunch your own bleeding as a reaction once per round.