Ages spent beneath the earth in the dark and quiet places of the world have imbued deep dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and deep dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A deep dwarf requires one minute to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
- Determine Depth and Direction
The world beneath mountains and in the deeps of the earth is the natural home of the deep dwarf. Deep dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The deep dwarf can determine direction underground just as easily.
Eternal wars against the abberations deep in the earth have created an undying crucible of hatred for these vile creatures. When in combat against abberations, this fury and hatred allows deep dwarves a +1 bonus to hit these creatures. Deep dwarves suffer a -4 to charisma checks when interacting with abberations.
- Defensive Expertise (Giants/Ogres)
Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
- Resistant to Arcane Magic
As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
- Resistant to Poisons (Constitution)
Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities. Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the
wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.
Dwarvish, Undercommon, plus one per point of Intelligence modifier. Choose from: Goblinoid, Giant, Terran, Drow Elvish.
Medium
20 feet
Fighter, Ranger, Rogue, Cleric, Illusioist, Wizard
+1 Constitution, -1 Charisma
+2 find traps in structures only
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