Dwarf - Pathfinder 1e Stat Block
For more information on dwarves, see the full article: Dwarf
The following is the mechanical implementation of dwarves for the Pathfinder 1e system. For implementations in other systems, please see the full article linked above.
Standard Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma
Dwarves are both tough and wise, but also a bit gruff.
Dwarf
Dwarves are humanoids with the dwarf subtype.
Medium
Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnomish, Goblin, Orcish, Terran, and Undercommon.
Offensive Racial Traits
Clan Dagger
Dwarves who are not casteless or surface dwarves get a masterwork dagger for free, as it was given to them at birth. Selling this clan dagger is a terrible taboo and earns them the disdain of other dwarves.
Hatred
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes 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.
Defensive Racial Traits
Defensive Training
Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Hardy
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability
Dwarves receive a +4 racial bonus to their combat maneuver defense when resisting a bull rush or trip attempt while standing on the ground.
Feat & Skill Racial Traits
Eye for Quality
Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Stonecunning
Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Sensory Racial Traits
Darkvision
Dwarves can see in the dark up to 60 feet, though their vision in darkness is in black and white.
Subraces
Casteless Dwarves
Casteless dwarves walk the world without clan, crest, or craft—a people abandoned by the traditions that once defined them. Born outside the rigid structure of dwarven society, or stripped of their place by shame or decree, they are ghosts in the eyes of their kin. Yet in exile, they find strange freedom: to shape their own names, to follow truths deeper than stone, and to prove that worth is not always measured in steel or lineage.
Fitting Alternate Racial Traits: Behind the Veil, Slag Child, Tightfisted
Desert Dwarves
In the deserts of the surface, there are clans of nomadic dwarves that live and travel through ancient tunnels by day, moving above-ground only at night. These dwarves travel in caravans of forty or so family units (though the largest caravans can contain more than three-hundred families) and engage in sporadic clan-based trade or warfare, but they all respect the neutrality of hidden settlements of dwarves who dwell in underground oases within the mountains.
Fitting Alternate Racial Traits: Craftsmen, Desert Delver, Mountaineer, Rock Stepper
Surface Dwarves
Scorned by their subterranean kin as wayward or diluted, surface dwarves are anything but weak—hardened by exposure and tempered by change. They trade the echo of caverns for the howl of the wind and the weight of tradition for the rhythm of the seasons.
Fitting Alternate Racial Traits: Relentless, Stoic Negotiator, Stubborn, Surface Survivalist, Wanderer
Alternate Racial Traits
Replaces Darkvision
Low-Light Vision
Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. This racial trait replaces Darkvision.
Minesight
Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces Darkvision.
Surface Survivalist
Some dwarves have dwelt so long aboveground they have lost their ability to see in the dark. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces Darkvision.
Replaces Darkvision, Hatred
Dusksight
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Dwarves can take this trait in place of Hatred and Darkvision, also gaining Low-Light Vision.
Replaces Defensive Training
Deep Warrior
Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces Defensive Training.
Desert Delver
Desert dwarves have adapted to the extremes of cold and heat that can suddenly occur in both the harsh deserts and the mountain tunnels around their caravan routes. Dwarves with this racial trait gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments. This racial trait replaces Defensive Training.
Replaces Defensive Training, Hardy
Poison Minion
Denizens of the Blackreach sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + ½ the character’s hit dice + the character’s Constitution modifier. Dwarves can take this trait in place of Defensive Training and Hardy.
Mawbane Poison—ingested; save Fortitude as above; frequency 1 / round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Replaces Defensive Training, Hatred
Barrow Warden
Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces Defensive Training and Hatred.
Death's End
Some dwarves come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This racial trait replaces Defensive Training and Hatred.
Deep Tradition
While some dwarves focus their early years on training against one specific foe of the dwarven kingdoms, others know that there are many enemies who would destroy dwarvenkind if given the opportunity. A dwarf with this racial trait gains a +1 bonus on melee attack rolls and a +1 bonus to AC against attacks of opportunity made by surki, creatures of the aberration type, or creatures of the giant or orc subtype. This racial trait replaces Defensive Training and Hatred.
Iron Within
Dwarves with this racial trait gain 1 ki point. If the dwarf 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 dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase their base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless they have another ability that allows them 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. This racial trait replaces Defensive Training and Hatred.
Lasting Grudge
Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces Defensive Training and Hatred.
Slag Child
Dwarves born into the lowest caste are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces Defensive Training and Hatred.
Spell Smasher
Dwarven families who are threatened by hostile magic-users, especially those who face surki foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces Defensive Training and Hatred.
Replaces Defensive Training, Hatred, Stonecunning
Saltbeard
Surface dwarves occasionally found cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (Sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their Eye for Quality racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces Defensive Training, Hatred, and Stonecunning.
Sky Sentinel
As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces Defensive Training, Hatred, and Stonecunning.
Stoic Negotiator
Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (Merchant) checks. This racial trait replaces Defensive Training, Hatred, and Stonecunning.
Wyrmscourged
Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the exceptional, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (Arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces Defensive Training, Hatred, and Stonecunning.
Replaces Eye for Quality
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 Eye for Quality.
Lorekeeper
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (History) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces Eye for Quality.
Shadowplay
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Dwarves can take this trait in place of Eye for Quality.
Replaces Eye for Quality, Hardy
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. This racial trait replaces Eye for Quality and Hardy.
Replaces Eye for Quality, Hardy, Hatred
Siege Survivor
Dwarves who make their homes in large fortresses are trained to outlast sieges and serve as vigilant guards. They gain Endurance as a bonus feat. In addition, during rounds in which they have not moved, they gain a +1 racial bonus on attack rolls against foes who also did not move since their last turn. This racial trait replaces Eye for Quality, Hardy, and Hatred.
Replaces Eye for Quality, Hatred, Stonecunning, Weapon Familiarity
Breath Weapon
Dwarves with this racial trait can call upon the spirit of a sacred dragon to channel a fraction of that dragon’s power. Upon taking this trait, the dwarf must select cold, electricity, or fire as the breath weapon’s damage type and either a 15 foot cone or a 20 foot line as the breath weapon’s shape. Once these selections are made, they cannot be changed. Once per day, the dwarf can make a supernatural breath attack in the selected shape, dealing 1d4 points of damage of the chosen damage type, plus 1d4 points of damage of that type for every 2 levels above 1st the dwarf has (to a maximum of 5d4 at 9th level). Targets in the area can attempt a Reflex save (DC = 10 + half the dwarf ’s level + the dwarf ’s Constitution bonus) for half damage. This racial trait replaces Eye for Quality, Hatred, Stonecunning, and Weapon Familiarity.
Replaces Eye for Quality, Stonecunning
Dimdweller
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Dwarves can take this trait in place of the Eye for Quality and Stonecunning traits.
Fey Magic
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a source for the purposes of the druid's resist nature's lure class feature and similar abilities. A dwarf can take this trait in place of Eye for Quality and Stonecunning.
Replaces Hardy
Healthy
Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces Hardy.
Magic Resistant
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces Hardy.
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. This racial trait replaces Hardy.
Unstoppable
Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces Hardy.
Viscous Blood
Dwarves with this trait takes 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain. They can attempt Heal checks to staunch their own bleeding as a swift action each round. This racial trait replaces Hardy.
Wanderer
Freed from the confines of duty, certain fey-touched dwarves are stricken with wanderlust. These dwarves are often considered untrustworthy vagabonds by other dwarves but excel at the rigors of traveling. They gain Endurance as a bonus feat, and Climb and Swim are class skills for them. This racial trait replaces Hardy.
Replaces Hatred
Ancient Emnity
Dwarves have long been in conflict with elves. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces Hatred.
Fey Thoughts
The character sees the world more like a native of Iomlán. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (Nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A dwarf can take this trait in place of Hatred.
Giant Hunter
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces Hatred.
Industrious Urbanite
Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create nonmagical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces Hatred.
Replaces Languages
Xenophobic
Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects. This racial trait replaces a dwarf’s normal languages.
Replaces Stability
Iron Citizen
Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This racial trait replaces Stability.
Mountaineer
Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces Stability.
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 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. This racial trait replaces Stability.
Replaces Stability, Stonecunning
Tightfisted
Dwarves with this racial 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 dwarf with this trait notices a Sleight of Hand attempt to steal from him and the dwarf is not flat-footed or has Combat Reflexes, the attempt triggers an attack of opportunity from that dwarf. This racial trait replaces Stability and Stonecunning.
Treasure Sense
Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials. This trait replaces Stability and Stonecutting.
Replaces Stonecunning
Barrow Scholar
Dwarves with this racial trait gain a +2 racial bonus on Knowledge (Religion) checks to identify undead and can attempt them untrained. This racial trait replaces Stonecunning.
Behind the Veil
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Dwarves can take this trait in place of Stonecunning.
Conservative Diplomacy
A dwarf can embrace predictable traditions to avoid social missteps. A dwarf with this racial trait can rely upon conservative tactics when attempting a Diplomacy check; this choice must be made before the Diplomacy check is attempted. The dwarf treats any roll of less than 5 on such a Diplomacy check as though she had rolled a 5, but she treats any roll higher than 15 on such a check as though she rolled a 15. This racial trait replaces Stonecunning.
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. This racial trait replaces Stonecunning.
Sense Abberation
Dwarves with this trait gain a +2 racial bonus on Knowledge (Dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations. This racial trait replaced Stonecunning.
Stonesinger
Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces Stonecunning.
Voice in the Darkness
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Blackreach learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Dwarves can take this trait in place of Stonecunning.
Replaces Weapon Familiarity
Shadow Hunter
Those who understand the connection between shadows and the Still Waters know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of Weapon Familiarity.
Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, dwarves have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all dwarves who have the listed favored class.
- Alchemist: Add +¼ to the alchemist's natural armor bonus when using his mutagen.
- Arcanist: Add ¼ 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 +½ 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 +½ 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 +½ 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 ¼. You cannot reduce the misfire chance of a firearm below 1.
- Hunter: Gain a +½ bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground.
- Inquisitor: Add +½ to the inquisitor's level for the purpose of determining the effects of one type of judgment.
- Investigator: Gain a +¼ bonus on Perception checks when underground and +½ bonus to the investigator’s trap sense ability regarding stone traps.
- Kineticist: Add ⅓ point of damage to earth element blasts that deal damage.
- Magus: Select one known magus arcana usable only once per day. The magus adds +⅙ 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.
- Medium: Gain a +½ bonus on saving throws against possession and a +½ bonus on saving throws to end haunt channeler, location channel, and spacious soul.
- Mesmerist: Increase painful stare’s damage by ¼ point.
- 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).
- Occultist: Gain a +⅓ bonus on Appraise and Use Magic Device checks involving stone and metal objects.
- 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 +½ 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.
- Psychic: When casting psychic abjuration spells, add ½ level to the effective caster level of the spell, but only to determine the spell’s duration.
- Ranger: Add a +½ bonus on wild empathy checks to influence animals and magical beasts that live underground.
- Rogue: Add a +½ bonus on Disable Device checks regarding stone traps and a +½ bonus to trap sense regarding stone traps.
- Shaman: Add ¼ to the natural armor bonus of the shaman’s spirit animal.
- Shifter: Add a +½ bonus on wild empathy checks to influence animals and magical beasts that are normally encountered in underground environments.
- 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 +⅓ 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 +½ to acid and earth spell or spell-like ability damage.
- Spiritualist: Add ⅙ to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
- Spiritualist: Add a +¼ bonus on weapon damage rolls with the slam attacks from ectoplasmic bonded manifestation.
- Summoner: Add a +¼ natural armor bonus to the AC of the summoner's eidolon.
- Swashbuckler: Add ¼ 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 +½.
- Warpriest: Add ⅓ 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 +¼ 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 ⅓ to the effective caster level of wizard abjuration spells, but only to determine duration.

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