Dwarves: Difference between revisions
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== Hill Dwarves == | |||
* '''Ability Score Racial Traits:''' Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, –2 Charisma. | * '''Ability Score Racial Traits:''' Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, –2 Charisma. | ||
* '''Size:''' Dwarves are Medium creatures and have no bonuses or penalties due to their size. | * '''Size:''' Dwarves are Medium creatures and have no bonuses or penalties due to their size. | ||
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* '''Languages:''' Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Elven, Giant, Gol-Kaa, Orcish, Terran, and Undercommon. | * '''Languages:''' Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Elven, Giant, Gol-Kaa, Orcish, Terran, and Undercommon. | ||
== Duergar == | |||
* '''Ability Score Racial Traits:''' Duergar are intelligent, but often seem distracted. They gain +2 Constitution, +2 Intelligence, –2 Wisdom. | * '''Ability Score Racial Traits:''' Duergar are intelligent, but often seem distracted. They gain +2 Constitution, +2 Intelligence, –2 Wisdom. | ||
* '''Size:''' Duergar are Medium creatures and have no bonuses or penalties due to their size. | * '''Size:''' Duergar are Medium creatures and have no bonuses or penalties due to their size. | ||
Revision as of 00:36, 20 September 2026
Hill Dwarves
- Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, –2 Charisma.
- Size: 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.
- Darkvision: Dwarves can see in the dark up to 60 feet.
- Craftsman: Dwarves receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
- Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Lorekeeper: Dwarves receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
- 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.
- 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 such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- 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.
- Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Elven, Giant, Gol-Kaa, Orcish, Terran, and Undercommon.
Duergar
- Ability Score Racial Traits: Duergar are intelligent, but often seem distracted. They gain +2 Constitution, +2 Intelligence, –2 Wisdom.
- Size: Duergar are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Duergar can see in the dark up to 60 feet.
- Deep Warrior: Duergar receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).
- Hardy: Duergar receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Hatred: Duergar receive a +1 bonus on attack rolls against aberrations due to special training against these hated foes.
- Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Naturally Psionic: Duergar gain Wild Talent as a bonus feat at first level. If a duergar takes levels in a psionic class, Wild Talent is automatically replaced with Psionic Talent. Duergar PCs should instead take Awaken Talent.
- Psionic Aptitude: When a duergar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
- Psi-Like Abilities: A duergar can use the following psi-like abilities once per day: moment of terrorA, true terrorA, and unearthly terrorA. The manifester level for these effects is equal to the duergar's hit dice—if the duergar's hit dice are below the necessary level, the power cannot be manifested. The saving throw DCs are 10 + the difference between the duergar's current sanity and his maximum sanity.
- Unbalanced: A duergar treats his Sanity score as 5 higher than its actual value when making sanity checks. However, any loss of sanity for any reason is doubled.
- Weapon Familiarity: Duergar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
- Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.