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Dwarf (ˈdwȯrf)

Hewn by strife and loyalty is the will of stone itself.

Underground dwelling masters of metal and stone, dwarves are ancient line of defenders for the world against the evils that lie beneath it. Founding members of the final brigandine pact, they are held in high regard for the line in the sand they ensured could not be crossed ever again.   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. While relatively similar to humans in appearance otherwise, dwarves possess powerful innate magical resistance and have bones as hard as stone. As well, as dwarves reach old age, their body begins to show signs of fossilization and begin to take a stony appearance, until they eventually turn to stone. For dwarves that do not die of old age, they're bones often fossilize at a fast pace compared to other races.

AdulthoodIntuitiveSelf-TaughtTrainedMiddle AgeOldVenerableMaximum Age
40 years +3d6 years
(43 – 58 years)
+5d6 years
(45 – 70 years)
+7d6 years
(47 – 82 years)
125 years 188 years 250 years 250 + 2d% years
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male 3 ft. 9 in. +2d4 in.
(3 ft. 11 in. – 4 ft. 5 in.)
150 lbs. +(2d4×7 lbs.)
(164 – 206 lbs.)
Female 3 ft. 7 in. +2d4 in.
(3 ft. 9 in. – 4 ft. 3 in.)
120 lbs. +(2d4×7 lbs.)
(134 – 176 lbs.)
Society: Dwarf society is relatively well known, with no centralized country to call home, they reside underground through ancient world spanning deeproads connected to long spires that breach above ground known as fortress cities that act as the main connectors between the underground and above ground worlds. Here they train and gather adventurers to patrol the underground and prevent future disasters from the ever presented, but sealed away darkdwellers. Their most well-renown of dwarves are the blacksmiths and runesmiths, as both excellent craftspeople and the primary masters of runes throughout the world. Dwarves are more then capable of producing the infinite war effort necessary to ensure that darkdwellers never again emerge from the bottomless depths of malbaar. As well, dwarves are well known revelrous party hosts, often celebrating every victory and every researched breakthrough and invention, allowing them to cater to the same returning adventurers for their hard work in protecting the realm.   Dwarves also take great pride in their dead, enshrining those who have turned to stone in massive underground mausoleums protected by cryptkeepers and the cryptguard, seeing the serenity of a dwarf in their peaceful final moments as their ultimate legacy, and inversely, see graverobbing or the desecration of these morbid statues as a deep seated, unforgiveable sin.   Relations: Originally strained with many races, after the dark war and becoming founding members of the final brigandine pact. Dwarves are often held in good-regards due to their continued defense of the world and have a mutual respect with most elves and other founding members, though they possess an aggressive rivalry with the treeguard and panthera due to implicit disagreement on how to continue the defense of malbaar against vile forces. Inversely, dwarves are somewhat weary of humans and other fast populating races due to how much fuel to the fire they provided to the darkdwellers, but do not directly let this get in the way of communications.   Alignment and Religion: As founding members of the final brigandine pact, dwarves universally accept the conglomerate church as their primary religion and are stout believers of its pantheon. As well, as ever present followers of the pact and loyal to their duty, most dwarves are commonly of the lawful alignment, but can be of any alignment.   Dwarves also carry particular believes in regards to their origins, having long since been cut off by any possible detailing of it since the dark war. It is often split between two common believes, some dwarves thinking they were carved from clay by a primordial god who has since seeped into the innate workings of the cosmos, foreseeing the need of such a stalwart and magically resistant people. Others belief that they are descendants of ancient elementals who discarded their pure form for flesh as a sign of commitment to malbaar.   Adventurers: While dwarves are often a common fit for adventure or adventuring parties, most choose to stay underground and commit to the defenses of the underground realm, though its not uncommon for dwarves to be above ground for a variety of purposes or needs. Dwarves that do join other adventurers often end up as fighters, clerics, or barbarians.

Standard Racial Traits

  • Ability Score Modifiers: 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: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Dwarves begin play speaking Brigandine and Dwarven. Dwarves with high Intelligence scores can choose from the following: Da'brigandine, Gi'brigandine, Goblin, Orcish, or Quaren. See the Linguistics skill page for more information about these languages.
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.
Offense Racial Traits
  • Hatred: Dwarves gain a +1 racial bonus on attack rolls against creatures of the darkdweller 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.
Defense Racial Traits
  • Dwarven Resistance: Dwarves possess spell resistance equal to 6 plus their total number of class levels.
  • 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.
Senses Racial Traits
  • Darkvision: Dwarves have darkvision and so can see perfectly in the dark up to 60 feet.

Alternate Racial Traits

  The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • 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.

Favored Class Options

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.
  • Fighter: Add +1 to the Fighter’s CMD when resisting a bull rush or trip.

Feats

Hard-headed (Combat, Dwarf)   Your thick skull is almost a weapon unto itself.   Prerequisite(s): Base attack bonus +1, dwarf.   Benefit(s): 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.
Improved Stonecunning (Dwarf)   Your sense for stonework is uncanny.   Prerequisite(s): Wis 13, dwarf, stonecunning racial trait.   Benefit(s): You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability’s normal bonus on Perception checks.