Dwarves

Dwarf

Dwarf
Medium-Sized Humanoid Hill Mountain Sundered Deep Duergar
Hit Dice: Same as class Same as class Same as class Same as class 1d8
Speed: 20ft 20ft 20ft 20ft 20ft
Armor Class:
Base Attack: Same as class Same as class Same as class Same as class +1
Face/Reach: 5ft/5ft 5ft/5ft 5ft/5ft 5ft/5ft 5ft/5ft
Damage: By weapon By weapon By weapon By weapon By weapon
Special Qualities: Darkvision 60ft Darkvision 60ft Infravision 90ft Darkvision 120ft
Abilities: +2 Con, -2 Cha +2 Con, -2 Cha +1 Str, +2 Con, -2 Cha +2 Con, -2 Cha +2 Con, -4 Cha
Racial Skills: (4+ Int)Appraise, Craft, Listen +1, Move Silently +4, Spot +1
Bonus Feat:
Racial Abilities: Hill Dwarf Traits Mountain Dwarf Traits Sundered Dwarf Traits Deep Dwarf Traits Duergar Traits
Saving Throws: +2 Vs. Spells & Spell-like effects, +2 Vs. Poison +2 Vs. Spells & Spell-like effects, +2 Vs. Poison +2 Vs. Spells & Spell-like effects, +2 Vs. Poison +3 Vs. Spells & Spell-like effects, +3 Vs. Poison Fort +1, Ref +0, Will +1, +2 Vs. Spells & Spell-like effects
Alignment: Usually Neutral Usually Lawful Often Chaotic Typically Neutral Usually Evil
Weapon Proficiencies: By class By class By class By class All Simple +1 Martial Weapon
Armor Proficiencies: By class By class By class By class Light, Medium + Shields
ECL: +0 +0 +0 +0 +1
Dwarf Random Starting Ages
Adulthood Simple Moderate Complex
40 Years +3d6 +5d6 +7d6
Dwarf Aging Effects
Middle Age Old Venerable Maximum
125 Years 188 Years 250 Years +2d100 Years
At Middle Age: -1 Str, Dex, Con. +1 Int, Wis, Cha.
At Old Age: -2 Str, Dex, Con. +1 Int, Wis, Cha.
At Venerable Age: -3 Str, Dex, Con. +1 Int, Wis, Cha.
Deep Dwarf/Duergar/Mountain Dwarf Random Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3’ 9" +2d4 130 lb. +6d20 lb.
Female 3’ 7" +2d4 100 lb. +6d20 lb.
Hill Dwarf/Sundered Dwarf Random Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’2" +2d4 130 lb. +6d20 lb.
Female 4’0" +2d4 100 lb. +6d20 lb.
Hill Dwarf Traits
  • +2 On Appraise Checks
  • +2 on Craft Checks
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Stability: Hill Dwarves are exceptionally stable on their feet. A Hill Dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Weapon Familiarity: Hill Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Mountain Dwarf Traits
  • +2 On Appraise Checks for stone or metal items.
  • +2 on Craft Checks for stone or metal items.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Stability: Mountain Dwarves are exceptionally stable on their feet. A Mountain Dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a mountain dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A mountain dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a mountain dwarf can use the Search skill to find stonework traps as a rogue can. A mountain dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Mountain Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Sundered Dwarf Traits
  • Claustrophobia: Sundered Dwarves are afraid of confined spaces, especially underground. They must roll a Will Saving Throw in order to overcome their fear of the underground before they can enter caves, dungeons, or tombs. If the save fails they will not enter willingly. Underground a Sundered Dwarf attacks with a -2 penalty to their rolls and must make another saving throw every day they remain underground. Should they fail their saving throw the penalty increases by 1 for each additional day they stay underground. If they fail their save they will want to return to the surface by the most direct route possible. If they fail to reach the surface they may make another save each following day. These saving throws are made at the same penalty as the Sundered Dwarf’s current attack roll penalty.
  • +2 On Appraise Checks
  • +2 on Craft Checks
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Stability: Sundered Dwarves are exceptionally stable on their feet. A Sundered Dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Weapon Familiarity: Sundered Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Deep Dwarf Traits
  • +2 On Appraise Checks for stone or metal items.
  • +2 on Craft Checks for stone or metal items.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
  • Stability: Deep Dwarves are exceptionally stable on their feet. A Deep Dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a deep dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep dwarf can use the Search skill to find stonework traps as a rogue can. A deep dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Deep Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Duergar Traits
  • +2 On Appraise Checks for stone or metal items.
  • +2 on Craft Checks for stone or metal items.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Immunity to paralysis, phantasms, and poison.
  • Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
  • Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
  • Stability: Duergar are exceptionally stable on their feet. A Duergar has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a Duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Duergar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Duergar can use the Search skill to find stonework traps as a rogue can. A Duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Description


Hill Dwarves

Hill dwarves are the most commonly seen variety of dwarves by surface folk. They are usually neutral with good tendencies.

Hill dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Hill dwarves average 4 feet tall and weigh as much as adult humans.


Mountain Dwarves

Mountain dwarves live under the mountains but generally not as far underground as deep dwarves. They are usually lawful in alignment with neutral tendencies.

They are below 4 feet tall on average and have lighter skin and hair than hill dwarves, but the same general appearance.


Sundered Dwarves

Also known as the cursed ones, the broken-minded and/or broken-hearted, Sundered dwarves tend to be dirty and unkempt. They are usually chaotic with neutral tendencies.

Their skin is usually lighter than a Hill Dwarf, more pink than brown. Their hair conversely is very dark, almost tinged with blue. They live on the surface and suffer from claustrophobia.


Deep Dwarves

These dwarves live far underground and tend to be more standoffish with non-dwarves. Frequently neutral in alignment with no specific tendencies.

Deep dwarves are the same height as other subterranean dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on mountain dwarves to trade goods for them.


Duergar

Sometimes called gray dwarves, these evil beings dwell in the underground. Most Duergar are Lawful Evil with Neutral tendencies.

Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures against them from time to time.

History

Hill Dwarves

Ages ago, many dwarves began taking up a more permanent residency above ground. They adopted many of the farming and trading practices of the other surface-folk and formed towns. In the process, they lost some of their innate bond with the earth and stone of the underground. They even grew taller and more versatile in their appraisal and crafting skills.

Mountain Dwarves

Widely held as the proudest and wealthiest of dwarvenkind by surface folk, mountain dwarves have always spent most of their time within and beneath the stony mountain peaks of Sion, ever-expanding their legendary strongholds with little contact with other races. As such, their history tends to run a parallel course with humanity, only rarely sharing events of note.

Sundered Dwarves

There are many theories about the cause of their claustrophobia, but the most widely held belief is that they were hill dwarves that displeased the gods and were cursed. Most other dwarves shun them so they have lost much of their racial pride and tend to be a miserable and dirty people. Their tolerance of other unclean races, even dangerous humanoids, means they can be found practically anywhere on the surface. Their strength and tendency for chaotic alignment make them violent and unpredictable.

Deep Dwarves

Deep dwarves have little to no contact with the surface and as such little known is about their history. Many deep dwarves are loathe to spend much time even talking to a surface dweller, whom they consider almost alien. Deep Dwarves value their independence, and loathe to make laws which limit ones personal freedom too much. Deep Dwarves are prone to cruelty dealing with their foes, a habit they probably learned from the Duergar. Although unlike the Duergar, it is believed the Deep Dwarven population is on the decline.

Duergar

Duergar have always live far below the sun, such that their skin rarely ever feels the light of day. Other dwarves find their ways repulsive, especially their worship of evil gods. Long ago Duergar often competed with deep dwarves for living space and minerals and were at first bested in such struggles. Subsequently, numerous duergar strongholds were exceptionally poor, having been driven into areas rejected by others. In some cases however, this may have been to their advantage as they took to exploring the unknown which led to the discovery of hidden wealth. Now, they are certainly established one of the most feared and powerful sub races of dwarvenkind.

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Dwarves

Dark Days in Sion Narayan