Dwarf
Dwarves are stout hairy humanoids native to hills, mountains, and subterranean locations. All creatures listed under this category are treated as having the dwarf, gnome, and halfling subtypes for all statistical gaming purposes. Dwarves are industrious and love digging up minerals and building tunnels and generally doing a lot of literal dirty work. Though they have a long relationship with elves, they've had some tensions between them as of late.
CREATURE TRAITS (11-16 XP)
- Types Size 5* Sapient Bipedal Organism (Dwarf, Humanoid)
- Reach 5 feet
- Speed Land 20 feet
ATTRIBUTES
- Brownie (Servant Gnome):* +2 Cha, +2 Con, +2 Dex, -4 Str
- Domovoy (Mountain Dwarf): +2 Cha, +2 Con, -2 Dex
- Duergar (Deep Dwarf): -2 Cha, +2 Wis, +2 Str
- Knome (Tinker Gnomes):* +2 Dex, +2 Int, -2 Str
- Korpokkur (Hidden Gnome):* +2 Cha, +2 Con, +2 Dex, -4 Str
- Krasnoludek (Fey Gnome): +2 Cha, +2 Dex, -2 Str
- Lurdane (Hill Dwarf): +2 Con, +2 Int, -2 Cha
- Svirfneblin (Deep Gnome):* +2 Con, +2 Wis, -2 Str
- Tomte (Tunnel Dwarf): +2 Con, +2 Wis, -2 Cha
LANGUAGES (0 XP)
- Starting Languages: Common, Dwarven
- Bonus Languages: Any common language.
INNATE ABILITIES (Varies XP)
See variants.
VARIANTS
Brownie "Servant Gnome" (14 XP)
Brownies are tiny humanoids blessed with fey magic. They love to be helpful but hate it when others watch them work and prefer to stay out of sight and communicate through written notes or magical messages.
- Blood Feud (4 XP): Fomorians and giants.
- Brownie Magic (2 XP): Prestidigitation I and Invisibility I as tier 1 powers.
- Darkvision I (1 XP): Nightvision.
- Gnomish Weapon Familiarity (2 XP): "Gnome"
- Innate Crafter (2 XP): As Master Craftsmanship I but an innate bonus instead of a competence bonus.
- Illusion Affinity (2 XP): Affinity I for Illusion effects.
- Illusion Resistance (1 XP): Resistance I vs. Illusion effects.
- Keen Intellect (2 XP): Innate Skill I to Perception and one Craft skill or one Profession skill of your choice.
- Sluggish (-2 XP): Sluggish II (reducing their base speed to 20 feet as already noted above).
Domovoy "Mountain Dwarf" (15 XP)
Mountain dwarves are prestigious dwarves dwelling deep within mountainous civilizations.
- Blood Feud (4 XP): Fomorians and giants.
- Darkvision II (2 XP): Thermovision.
- Dwarven Weapon Familiarity (2 XP)
- Greed (1 XP): Innate Skill (Lore: Appraisal).
- Hardy (2 XP): Resistance I vs. Disease and Poison.
- Metalcunning (4 XP): As Master Craftsmanship I but an innate bonus instead of a competence bonus.
- Slow and Steady (0 XP): You have the Sluggish II flaw and Steady II feat.
Duergar "Deep Dwarf" (16 XP)
Deep dwarves, or "Duergar" live even deeper than tunnel dwarves and have been twisted by the dark horrors below.
- Blood Feud (4 XP): Aberrations and fomorians.
- Camouflage I (2 XP): Subterranean.
- Darkvision III (3 XP): Thermovision, See in Darkness 30 feet.
- Dwarven Weapon Familiarity (2 XP): "Dwarf"
- Greed (1 XP): Innate Skill (Lore: Appraisal).
- Hardy (2 XP): Resistance I vs. Disease and Poison.
- Light Sensitivity (-2 XP)
- Metalcunning (4 XP): As noted below.
- Slow and Steady (0 XP): You have the Sluggish II flaw and Steady II feat.
Knome "Tinker Gnomes" (11 XP)
Knomes, or "tinker gnomes" as they're sometimes called, love to work with machines and build inventions much like the Lurdane. Unlike the lurdane, they care less about quality and craftsmanship and more about functionality and uniqueness often leading to a variety of wild and short-lived inventions.
- Blood Feud (4 XP): Fomorians and giants.
- Tinker Magic (2 XP): Prestidigitation I and Repair Damage I as tier 1 powers.
- Darkvision I (1 XP): Nightvision.
- Gnomish Weapon Familiarity (2 XP): "Gnome"
- Innate Crafter (2 XP): As Master Craftsmanship I but an innate bonus instead of a competence bonus.
- Keen Intellect (2 XP): Innate Skill I to Lore (Appraisal) and one Craft skill or one Profession skill of your choice.
- Sluggish (-2 XP): Sluggish II (reducing their base speed to 20 feet as already noted above).
Korpokkur "Hidden Gnome" (15 XP)
Korpokkur are tiny humanoids blessed with fey magic. They prefer to keep to themselves and hold communal grudges against anyone that shows them rudeness. However, a heartfelt apology and monetary restitution can assuage even ages of grudges.
- Blood Feud (4 XP): Fomorians and giants.
- Korpokkur Magic (3 XP): Prestidigitation I, Invisibility I, and Ventriloquism as tier 1 powers.
- Darkvision I (1 XP): Nightvision.
- Gnomish Weapon Familiarity (2 XP): "Gnome"
- Innate Crafter (2 XP): As Master Craftsmanship I but an innate bonus instead of a competence bonus.
- Illusion Affinity (2 XP): Affinity I for Illusion effects.
- Illusion Resistance (1 XP): Resistance I vs. Illusion effects.
- Keen Intellect (2 XP): Innate Skill I to Bluff and one Perform skill or one Profession skill of your choice.
- Sluggish (-2 XP): Sluggish II (reducing their base speed to 20 feet as already noted above).
Krasnoludek "Fey Gnome" (14 XP)
Also known as "fey gnomes," krasnoludek, are small curious humanoids with sharp wit and colorful hair and clothing.
- Blood Feud (4 XP): Fomorians and giants.
- Fey Magic (2 XP): Prestidigitation I and Speak with Animals I as tier 1 powers.
- Darkvision I (1 XP): Nightvision.
- Gnomish Weapon Familiarity (2 XP): "Gnome"
- Camouflage (2 XP): As Camouflage I with woodland environments.
- Illusion Affinity (2 XP): Affinity I for Illusion effects.
- Illusion Resistance (1 XP): Resistance I vs. Illusion effects.
- Keen Intellect (2 XP): Innate Skill I to Diplomacy and one Perform skill or one Profession skill of your choice.
- Sluggish (-2 XP): Sluggish II (reducing their base speed to 20 feet as already noted above).
Lurdane "Hill Dwarf" (14 XP)
Known by many names, such as lobs, lubberkin, or lob fiends, hill dwarves are industrious people that are always crafting and inventing things. They love food, drink, song, and making merry after a hard day's work and often live in and around hillsides.
- Blood Feud (4 XP): Fomorians and giants.
- Darkvision II (2 XP): Thermovision.
- Dwarven Weapon Familiarity (2 XP)
- Hardy (2 XP): Resistance I vs. Disease and Poison.
- Stonecunning (4 XP): As noted below.
- Slow and Steady (0 XP): You have the Sluggish II flaw and Steady II feat.
Svirfneblin "Deep Gnome" (12 XP)
Svirfneblin are small grey-skinned humanoids that live in deep subterranean tunnels. They use the Gnome race statistics except that they have a +2 bonus to Wisdom instead of Charisma and gain the Dimdweller, Knack with Poison, and Svirfneblin Magic traits instead of the Gnome Magic, Illusion resistance, Obsessive, or Weapon Familiarity traits.
- Blood Feud (4 XP): Aberrations and vermin.
- Fey Magic (2 XP): Invisibility I and Speak with Animals I as tier 1 powers.
- Darkvision I (1 XP): Nightvision.
- Gnomish Weapon Familiarity (2 XP): "Gnome"
- Camouflage (2 XP): As Camouflage I with subterranean environments.
- Light Sensitivity (-2 XP)
- Poison Affinity (2 XP): Affinity I for Poison effects.
- Poison Resistance (1 XP): Resistance I vs. Poison effects.
- Keen Intellect (2 XP): Innate Skill I to Sleight of Hand and one Craft skill or one Profession skill of your choice.
- Sluggish (-2 XP): Sluggish II (reducing their base speed to 20 feet as already noted above).
Tomte "Tunnel Dwarf" (14 XP)
Also known as "tunnel dwarves," the Tomte originally hailed from the lands of Nisse and Tufte. Tomte are hardy dwarves that often live in subterranean tunnel cities and caverns and only surface during summer and winter solstices to greet other humanoids during their holidays away from their constant work and toil. They tend to be superstitious, and dislike using magic when tools and weapons can get the job done just fine.
- Blood Feud (4 XP): Fomorians and giants.
- Darkvision II (2 XP): Thermovision.
- Dwarven Weapon Familiarity (2 XP)
- Magic Resistant (4 XP): As noted below.
- Innate Crafter (2 XP): As noted below.
- Slow and Steady (0 XP): You have the Sluggish II flaw and Steady II feat.
ADDITIONAL ABILITIES
In addition to their base traits, dwarves can acquire additional abilities listed here by spending more XP.
BLOOD FEUD (2 XP)
Selection: Choose one creature type: aberration, dragon, fomorian, giant, shadow, subterranean beasts, or undead.
Benefits: You gain Blood Feud against the selected creature type and can upgrade this ability without limit, including the defensive training upgrade. This replace Defensive Training (select giants) and Hatred (select fomorians).
CRAFTER’S EYE (1 XP)
Benefits: When using the Search action to locate object such as items and traps, you search twice the normal area. This stacks with other effects that modify search area (minimum 1 action).
DWARVEN WEAPON FAMILIARITY (2 XP)
Benefits: You are proficient with all weapons with “dwarven” in their name. If already proficient, you instead gain Weapon Focus with those weapons.
DWARVEN FEY MAGIC (2 XP)
Selection: Choose two 0-tier powers and one 1st-tier power from the bard or druid spell list.
Benefits: You gain the selected powers as innate powers.
Special: This replaces Gnome Magic and Fey Magic.
FOE SENSE (2 XP)
Prerequisites: Blood Feud.
Benefits: You gain the Blindsense (Scent) as a tier 1 magical trait and Detect Magic as a tier 2 innate power, but these function only against creatures affected by your Blood Feud(s) (magical or not). These senses are not blocked by airtight seals but are blocked by anything that blocks magic.
FORGEBORN (2 XP)
Benefits: You gain Resistance 2 against fire effects.
GREED (1 XP)
Benefits: You become proficient with Lore (Appraisal), gaining it as a class skill. If already a class skill, you instead gain a +2 innate (racial) bonus to the skill.
HARDY (2 XP)
Benefits: You gain Resistance 1 vs. disease and poison effects.
ILLUSION RESISTANCE (2 XP)
Benefits: You gain Resistance 2 vs. illusion effects.
INNATE CRAFTER (2 XP)
Benefits: This feat functions as Master Craftsman except it grants you an innate bonus instead of a competence bonus.
IRON CITIZEN (2 XP)
Benefits: You are proficient with Diplomacy and Sense Motive, gaining them as class skills. If already a class skill, you instead gain a +2 innate (racial) bonus to the skill.
KEEN SENSES (1 XP)
Prerequisites: Size 4 or smaller.
Benefits: You are proficient with Perception, gaining it as a class skill. If already a class skill, you instead gain a +2 innate (racial) bonus to the skill.
KNOCKER MISCHIEF (1 XP)
Benefits: You gain a +2 innate (racial) bonus on Bluff rolls to make a distraction and Stealth rolls while underground.
KNOCKER MINE SENSE (1 XP)
Benefits: You gain a +2 innate (racial) bonus on Perception checks and Survival checks made underground and to notice hazards such as cave-ins, unstable stonework, or collapsing tunnels.
LASTING GRUDGE (2 XP)
Benefits: This functions as Blood Feud except you do not select a creature type or faction. It automatically applies against any individual creature that attacked you at least 1 day ago.
LIGHT SENSITIVITY (FLAW) (-2 XP)
Benefits: You are visually impaired 1 (dazzled) in bright light and take a -2 penalty on saving throws against light effects.
MAGIC RESISTANT (4 XP)
Benefits: You gain a +2 innate (racial) bonus to armor rating, defenses, and saving throws against magical effects. You must always resist magical effects and cannot willingly fail a saving throw against them, even for beneficial ones.
Hypocritical Spellcaster (+1 tier): You can willing fail saves against your own spells, but not others, not even allies.
METALCUNNING (4 XP)
Benefits: This functions as Alertness, Blood Feud, and Innate Crafter but instead of selecting a creature type these abilities only apply against creatures and objects made primarily of metal. If you already have any of these abilities, the bonus to skill rolls stack to a maximum of +6.
MOUNTAINEER (2 XP)
Benefits: You are immune to altitude sickness and are not off-guard when traversing narrow or slippery surfaces.
OBSESSIVE (2 XP)
Prerequisites: Innate bonus to Intelligence or Wisdom.
Benefits: You are proficient with all Craft and Profession skills, gaining them as class skills. If already a class skill, you instead gain a +2 innate (racial) bonus to the skill.
RELENTLESS (2 XP)
Benefits: If you fail a Bull Rush or Overrun attempt, you can retry once as a swift action without additional multiattack penalties.
ROCK STEADY (2 XP)
Benefits: You gain a +2 innate (racial) bonus to defenses against Drag and Reposition maneuvers.
ROCK STEPPER (1 XP)
Benefits: You gain Terrain Stride I for mountainous terrain such as rubble, broken ground, or steep stairs.
SLOW AND STEADY (2 XP)
Prerequisites: Cannot already have this ability, base land speed 20 ft. or more.
Benefits: You gain Sluggish II and Steady iV.
SNOWBORN (2 XP)
Benefits: You gain Resistance 2 against Cold effects.
SPELL SMASHER (3 XP)
Prerequisites: Magic Resistant.
Benefits: You treat “spellcaster” as a favored foe as if you had Blood Feud against them. Any creature casting or sustaining magic, or that cast magic within the last minute, counts as a spellcaster.
STABILITY (2 XP)
Benefits: You gain a +2 innate (racial) bonus to defenses against Bull Rush and Trip maneuvers.
STOIC NEGOTIATOR (4 XP)
Benefits: You add your Wisdom modifier as an innate (racial) bonus on Charisma-based checks to negotiate contracts and trade agreements.
STONECUNNING (4 XP)
Benefits: This functions as Alertness, Blood Feud, and Innate Crafter but instead of selecting a creature type these abilities only apply against creatures and objects made primarily of earthen material (ex. clay, dirt, mud, sand, stone, etc.). If you already have any of these abilities, the bonus to skill rolls stack to a maximum of +6.
STONESINGER (2 XP)
Benefits: You gain the Affinity trait for the Earth type.
STUBBORN (2 XP)
Benefits: You gain a +2 innate (racial) bonus on saving throws against mental effects.
TIGHTFISTED (2 XP)
Benefits: You gain a +2 innate (racial) bonus to defenses against Disarm and Steal maneuvers and on Perception checks to notice attempts to steal from you.
TREASURE SENSE (3 XP)
Prerequisites: Wis 13
Benefits: You gain the Blindsense (Scent) as a tier 1 magical trait and Detect Magic as a tier 2 innate power, but these function only against precious metals and gemstones (magical or not). These senses are not blocked by airtight seals but are blocked by anything that blocks magic.
VISCOUS BLOOD (3 XP)
Prerequisites: Con 13
Benefits: You gain Resistance 1 against bleed effects. First aid attempts to stop your bleeding gain a +2 circumstance bonus. You can attempt first aid on yourself as a swift action.