Dwarvish Culture

Culture Traits

 
Common Traits
  • Ability score modifiers: +2 Wisdom -2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Dwarvish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages:Elvish, Gnome, Halfling, Orc, Terran, Undercommon, and Utasan
  • Local Knowledge: A character of the Traditional Dwarvish Culture can make knowledge (local) checks untrained so long as the check pertains to Dwarvish communities. In addition, they always roll such checks with advantage.
  • Traditional Dwarvish Weapons: Characters with this culture are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Craftsman: Dwarven cultures are known for their superior craftsmanship when it comes to metallurgy and stonework. Characters with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.   Greed: Character's with this trait gain a +2 cultural bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.   Hatred: Dwarven cultures are prone to long standing grudges which can blossom into an ingrained hatred. When choosing this trait, select two Ancestries. A character with this trait gains a +1 cultural bonus on attack rolls against creatures of the chosen Ancestries.   Iron Within: Characters with this cultural trait gain 1 ki point. If the character 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 character 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 character 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.   Lasting Grudge: Dwarven cultures are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 cultural bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer.   Master Metalworkers: Dwarvish culture encourages craftsmanship and creativity, but some truly excel with the working of metal under ancient Dwarven traditions. Characters with this trait gain a +5 cultural bonus to craft checks involving metal and must fail a craft check by 10 or more to lose any raw metal materials when crafting. In addition, Characters with a Wisdom score of 11 or higher gain the following spell like ability 1/day - heat metal. The caster level for this ability is equal to the character’s level and the DC is Wisdom based (10 + ½ lvl + Wisdom mod)  
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 cultural 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.   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   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.   "Stone Cunning: Character's with this trait 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. "   Stubborn: Dwarven Cultures are renowned for their stubbornness. Characters with this Cultural trait receive a +2 cultural 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 character 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.   Tightfisted: Characters with this cultural 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 character with this trait notices a Sleight of Hand attempt to steal from him and they are not flat-footed or has Combat Reflexes, the attempt triggers an attack of opportunity from that character.  
 

Favored Class Options

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.

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.

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).

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.

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.

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.

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).

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.

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.

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).

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.

Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.

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.

Vigilante: Increase the bonus from social grace on Craft skills by +1/2.

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.

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.


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