Hill dwarves can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Hill dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A hill dwarf requires one minute to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
- Determine Depth and Direction
Hill Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The hill dwarf can determine direction underground just as easily.
The Giant Wars have created an undying hatred for giants in the dwarven peoples. When in combat against giants , this fury and hatred allows hill dwarves a +1 bonus to hit these creatures. Hill dwarves suffer a -4 to charisma checks when interacting with giants.
- Defensive Expertise (giants/ogres)
Long regarded as a food source by many giants, hill dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows hill dwarves to offer resistance to the powerful giants. When fighting giants or ogres, hill dwarves receive a +4 bonus to armor class.
- Resistant to Arcane Magic
As unshakeable as granite or iron, hill dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
Hill dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Hill dwarves receive a +2 bonus to all saving throws against fear.
- Resistant to Poisons (Constitution)
Hill dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a hill dwarf. Hill dwarves receive a +2 bonus to all poison saving throws.
Hill 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. Hill 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 hill 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 hill 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.
Common or a local Mannish dialect, Dwarvish, plus one per point of Intelligence modifier. Choose from: Gnomish, Goblin, Halfling, Elvish, Ogrish, Giant, Troll.
Medium
20 feet
Fighter, Ranger, Rogue, Cleric
+1 Constitution, -1 Charisma
+2 find traps in structures only
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