Dwarves

Mountain Dwarf

Dwarvan Montan-portrait

  • Ability Scores: +1 Constitution, –1 Dexterity.
  • Starting Alignment: Lawful Good, Neutral Good, Lawful Neutral.
  • Appearance: Mountain Dwarves have a reddish-tan or reddish-brown, ruddy complexion. Coarse, wiry hair is usually red or brown, greying with age. Hair is worn long for both sexes, including beards. Elaborate braids are common for both hair and beard. Eyes are often deep green or blue.
  • Size: Nearly all adult Mountain Dwarves are size Medium: As Medium creatures, Dwarves have no special bonuses or penalties due to their size. They are stoutly built, and average 4 foot 8 inches tall, and 185 pounds.
  • Movement: Average Mountain Dwarf Movement Rate is 10.
  • Darkvision: In total darkness, a Dwarf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Mountain Dwarf eyes are usually deep blue or deep green).
  • Stonecunning: This ability grants a Dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a Dwarf can use the Perception skill to find stonework traps. A Dwarf can also detect slopes and grades, and intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Bonus Skills: Dwarves receive a bonus Weapons Skill for the Dwarven Pick, Dwarven Hammer, and the Dwarven Urgrosh; +2 racial bonus on Appraise checks that are related to stone or metal items, +2 racial bonus on Craft checks that are related to stone or metal, +2 racial bonus on Profession (Miner) checks. All Dwarves spend at least some of their youth working the clan mines.
  • Bonus Disciplines: 1 bonus rank of Arcane Spell Resistance Discipline for both Enlarge Person and Reduce Person spells, giving 33% resistance in each; 1 rank in Exotic One-Handed Weapons, 1 rank in Martial One-Handed Weapons, and 1 rank in Exotic Two-Handed Weapons; 1 rank in Stability.
  • Saving Throws: +2 saving throws against paralyzation, poison, or death magic; and +3 saves against rod, staff, and wand.
  • Other modifiers: Magical items not specifically made for Dwarves have a 20% chance of malfunction when used by Dwarves, each time it is used.

• +1 racial bonus on attack rolls against orcs, goblins, and their kin.

  • +4 dodge bonus to Armor Class against large creatures such as Ogres, Trolls, Giants, and Titans type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Automatic Languages: Spoken Dwarven.

Hill Dwarf

Dwarvan Hillan-portrait (1)

  • Ability Scores: +1 Constitution, –1 Wisdom.
  • Starting Alignment: Lawful Good, Neutral Good, Lawful Neutral.
  • Appearance: Skin is tan or light brown, with ruddy cheeks. Eyes are often light green or blue. Hair is black, grey, brown, or red. Coarse, wiry hair is usually black, grey, red or brown, going lighter with age. Hair is worn long for both sexes, including beards. Beards are large and bushy for all males, and some females. Hill dwarves favour dark, sombre earth-tone clothes, and wear little jewelry.
  • Size: The majority of adult Hill Dwarves are size Medium: As Medium creatures, Dwarves have no special bonuses or penalties due to their size. 4’4”, 175 lbs.
  • Movement: Average Hill Dwarf Movement Rate is 10.
  • Darkvision: In total darkness, a Dwarf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Hill Dwarf eyes are usually light blue or light green).
  • Stonecunning: This ability grants a Dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a Dwarf can use the Perception skill to find stonework traps. A Dwarf can also detect slopes and grades, and intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Bonus Skills: Dwarves receive a bonus Weapons Skill for the Dwarven Pick, Dwarven Hammer, and the Dwarven Urgrosh; +2 racial bonus on Appraise checks that are related to stone or metal items, +2 racial bonus on Craft checks that are related to stone or metal, +2 racial bonus on Profession (Miner) checks. All Dwarves spend at least some of their youth working the clan mines.
  • Bonus Disciplines: 1 bonus rank of Arcane Spell Resistance Discipline for both Enlarge Person and Reduce Person spells, giving 33% resistance in each; 1 rank in Exotic One-Handed Weapons, 1 rank in Martial One-Handed Weapons, and 1 rank in Exotic Two-Handed Weapons; 1 rank in Stability.
  • Saving Throws: +2 saving throws against paralyzation, poison, or death magic; and +3 saves against rod, staff, and wand.
  • Other modifiers: Magical items not specifically made for Dwarves have a 20% chance of malfunction when used by Dwarves, each time it is used.

• +1 racial bonus on attack rolls against orcs, goblins, and their kin.

  • +4 dodge bonus to Armor Class against large creatures such as Ogres, Trolls, Giants, and Titans type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Automatic Languages: Spoken Dwarven.