Dwarf - Pathfinder 2e Stat Block


For more information on dwarves, see the full article: Dwarf
The following is the mechanical implementation of dwarf for the Pathfinder 2e system. For implementations in other systems, please see the full article linked above.

Ancestry


Dwarves gain the Dwarf ancestry, and count as a Dwarf for all mechanical purposes.

Standard Ancestry Traits


Hit Points
Dwarves begin play with 10 hit points from their ancestry.

Size
Dwarves are Medium creatures.

Speed
Dwarves have a base speed of 20 feet.

Attribute Boosts
Constitution, Wisdom, Free

Attribute Flaw
Charisma

Languages
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose a number of additional languages equal to their Intelligence modifier from the following: Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which they have access (such as the languages prevalent in their region).

Sensory Ancestry Traits


Darkvision
Dwarves can see in darkness and dim light just as well as they can see in bright light, though their vision in darkness is in black and white.

Other Ancestry Traits


Clan Dagger
Dwarves who are not casteless or surface dwarves get one clan 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.

Heritages


Ancient-Blooded Dwarf
Dwarven heroes of old could shrug off their enemies' magic, and some of that resistance manifests in you. You gain the Call on Ancient Blood reaction.

Call on Ancient Blood: As a reaction, when you attempt a saving throw against a magical effect but you haven't rolled yet, you gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.

Casteless Dwarf
You scraped out a life among criminals, scavengers, or mercenaries, and carry the bitter pride of surviving without a name to lean on. You do not receive a clan dagger, but instead gain a +1 circumstance bonus to checks to Lie, Hide, or Request in urban or lawless environments where your background gives you an edge.

Death Warden Dwarf
Your ancestors were tomb guardians, and their power to ward off death passed on to you. If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead.

Forge Dwarf
You have a remarkable adaptation to hot environments. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

Rock Dwarf
Your ancestors lived and worked among the ancient stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you. This bonus also applies to saving throws against spells or effects that attempt to force you to move or knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.

Strong-Blooded Dwarf
Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Surface Dwarf
Either by desire or exile, one of your ancestors left their homelands and never looked back. You gain the Assurance skill feat in Survival, and you are not affected by altitude sickness, sun glare, or environmental effects caused by exposure to high elevations or open plains.

Ancestry Feats


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