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Dwarf

Dwarves are a stout people native to the once-volcanic regions of land now part of the Múspellheim Empire.   Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils.   Dwarves are slow to trust those outside their kin, but this wariness is not without reason. Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron.  

Dwarf Traits

Hit Points 10
Size Medium
Speed 20 feet
Ability Boosts Constitution, Wisdom, Free
Ability Flaw Charisma
Languages Common, Dwarven. Additional languages equal to your Intelligence modifier (if it’s positive).
Traits Dwarf, Humanoid
Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.

Physical Description

Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beard, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of pride and honor among the dwarves, and thus a clean-shaven dwarf is considered weak, untrustworthy, or worse.

Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.  

Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 6 in. + 2d10 in. 110 lbs. +(1d10x7 lbs.)
Female 3 ft. 5 in + 2d10 in. 110 lbs. +(1d10x7 lbs.)

Society

The ancient surface empire the dwarves once ruled fell long ago, overwhelmed by orc and goblinoid enemies.

Today’s dwarves today retain many of the qualities that propelled their people to greatness in ancient times: fierceness, gumption, and stubbornness in endeavors ranging from battle and craftsmanship to forging ties with family and friends.   While the distance between their mountain citadels can create vast cultural divides between various dwarf clans, most dwarven societies share a number of similarities. Nearly all dwarven peoples share a passion for stonework, metalwork, and gem-cutting. Most are highly skilled at architecture and mining, and many share a hatred of giants, orcs, and goblinoids.   Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf’s birth and bears the gemstone of their clan. A parent uses this dagger to cut the infant’s umbilical cord, making it the first weapon to taste their blood.  

Alignment and Religion

Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder— especially when strong ale is involved.

The typical dwarf is lawful good or lawful neutral and prefers to worship deities of those alignments.  

Dwarf Names

Dwarves honor their children with names taken from ancestors or dwarven heroes, and it’s quite rare to invent a new name or to borrow a name from another culture for a child. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics. Dwarven names usually contain hard consonants and are rarely more or fewer than two syllables.  

Example Given Names

  • Agna
  • Dolgrin
  • Grunyar
  • Lupp
 

Dwarf Heritages

With their long family lines and hardy physiologies, dwarves take great pride in the resilience their bloodlines provide. Choose one of the following dwarven heritages at 1st level.  

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 [reaction]
  Trigger You attempt a saving throw against a magical effect, but you haven’t rolled yet.   Your ancestors’ innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn.  

Death Warden Dwarf

Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.  

Forge Dwarf

You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. 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 great 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 Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to 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.  

Dwarf Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a dwarf, you select from among the following ancestry feats.   See dwarf ancestry feats here: https://pf2.d20pfsrd.com/ancestry/dwarf/
Scientific Name
Humania sapiens dwarsus
Lifespan
350 years
Average Height
3'4" - 4'5"

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