Post-Breaking Dwarvish
Culture Traits
Common Traits
- Ability score modifiers: +2 Inteligence -2 Wisdom
- 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:Auran, Draconic, Elvish, Gnome, Halfling, Orc, 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.
- New Dwarvish Weapons: Characters with this culture are proficient with battleaxes, Double crossbows, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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Trait Descriptions
Aeronautical Aspirations: Many in the new Dwarven culture have moved beyond a mere disdain for underground living, but now put their minds to the sky. While airships are still a theory, they have learned much from the next best thing, nautical studies and design. Characters with this trait gain a +4 cultural bonus to craft (clockwork), profession (sailor), and climb checks. In addition they gain a +2 cultural bonus to knowledge checks relating to sailing vessels and air travel and may roll such checks untrained.
Craftsman: Dwarven Cultures are known for their superior craftsmanship when it comes to metallurgy and stonework. Characters with this racial trait receive a +2 cultural bonus on all Craft or Profession checks related to metal or stone.
Divine Grudge: Dwarven Cultures are notorious for their long-lasting grudges. Some Dwarves even hold grudges against the gods who failed to protect their communites during the Breaking. Characters with this trait gain a +2 cultural bonus on saving throws to resist divine spells.
Greed: Characters gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Industrious Urbanite: Dwarven Cultures often adapt to the expectations of their terrestial host cities by filling artisinal niches. Characters with this trait make double the normal progress on Craft checks to create non-magical items and gain a +4 cultural bonus on Profession checks to earn money.
Iron Citizen: Dwarves with this cultural trait gain a +2 cultural bonus on Diplomacy and Sense Motive checks
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)
Stone Cunning: 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.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial 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 dwarf 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.
Subterranean Aversion: Many Dwarves of this new culture were raised above the surface after the events of the breaking and have developed a cultural fear of venturing too far underground. A character with this trait takes a -1 penalty to attack rolls, ability checks, skills checks, and saving throws while underground.
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