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Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long lasting civilizations. Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world.
Stout and hearty dwarves are the masters of the subterranean realm where their ingenuity and natural affinity with the earth see them digging mighty underground cities and building long lasting civilizations. Endless dangers prowl the lightless caverns and dwarves have developed their mastery of trap and defense against all manner of threats both above and below. Dwarven fortresses are some of the most impenetrable bastions in the known world. While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations. Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Mountain dwarves, or “Strugar”, carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights. Crag dwarves, or “Kharn’Khan” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. Lastly, the beardless, pale- skinned deep dwarves, or “Uhn’Gunder”, settle within the deepest caves of the earth where stories of “daylight” are told to frighten children.
While many dwarves took to subterranean dwellings as a way to avoid the horrendous scourge of Kaijan during the first supereon, an intrepid nation of dwarves stayed on the surface and fought back. Those mighty dwarves that killed a fearsome Kaijan and used an ancient, mysterious artifact to turn the Kaijan’s corpse into the first dragon are often held in reverie by other dwarven nations.
Dwarves are generally distinguished by three sublineages: the mountain dwarf, crag dwarf, and deep dwarf. Mountain dwarves, or “Strugar”, carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights. Crag dwarves, or “Kharn’Khan” build their cities within massive canyons, both natural and dwarf-made, where each layer is carefully excavated and then settled. Lastly, the beardless, pale- skinned deep dwarves, or “Uhn’Gunder”, settle within the deepest caves of the earth where stories of “daylight” are told to frighten children.


==='''DWARVEN CULTURE'''===
==='''Dwarven Culture'''===


Dwarves of all types pride their craftsmanship and architecture. They honor their ancestors with massive shrines. Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade. Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Many crag dwarf cities are built in restored ruins of ancient dwarven or elven civilizations and their clothes and creations are an integration of long-forgotten styles. Deep dwarves
Dwarves of all types pride their craftsmanship and architecture. They honor their ancestors with massive shrines.  
are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long-term legacy. They have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.


==='''DWARF TRAITS'''===
Mountain dwarves celebrate rare metals and gems, often using them to embellish their crafts and structures. As such, dwarvish goods are highly valued in trade.
 
Crag dwarves tend to focus their societies around ancient ruins and archeological treasures found in their mines. They are well known for their clay crafts and stonework. Many crag dwarf cities are built in restored ruins of ancient dwarven or elven civilizations and their clothes and creations are an integration of long-forgotten styles.
 
Deep dwarves are naturally the most isolated of the sublineages and tend to be wary of outside influences. Their dangerous environments leave them little room for arts or frivolity and their societies focus more on survival than long-term legacy. They have a particular affinity for the ancient technologies and structures found below the earth and have absorbed much of their discoveries into their own societies. In fact, many deep dwarf nations have large populations of remnants, as well as smaller but notable populations of raedeen.
 
==='''Dwarf Traits'''===


'''Height:''' 3’6”-4’6”
'''Height:''' 3’6”-4’6”
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'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.
'''International Outlook:''' While dwarves tend to be insular in their communities, they frequently engage in trade and cooperation with friendly civilizations. They often form powerful alliances with elves, humans, and kleppin societies.


==='''DWARF STARTING FEATURES'''===
=== '''Dwarf Features''' ===
 
==== '''Dwarf Starting Features''' ====
At level 1, you have the following features as a dwarf.
At level 1, you have the following features as a dwarf.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Stonesense  
|'''Stonesense'''
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography and Navigating* checks made while underground.
|You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography and Navigating* checks made while underground.
|-
|-
|Darkvision  
|'''Darkvision'''
|You can see in darkness to a limit, even without any light source. While using darkvision, you can see up to 30 ft, and then are blind beyond that point.
|You can see in darkness to a limit, even without any light source. While using darkvision, you can see up to 30 ft, and then are blind beyond that point.
|}
|}


'''Sublineage'''
===== '''Sublineage''' =====
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose your dwarven sublineage: mountain, crag, or deep. Each is briefly described below, and you gain bonus 1st level features based on your selection.
As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose your dwarven sublineage: mountain, crag, or deep. Each is briefly described below, and you gain bonus 1st level features based on your selection.


==='''MOUNTAIN DWARF'''===
====== '''Mountain Dwarf''' ======
 
The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein.
The most plentiful dwarven lines are mountain dwarves, and there are few mountain ranges in the world where you cannot find at least one outpost. With skin colors ranging from brown to pale, most of these dwarves, regardless of gender, grow thick and bushy beards looped with trinkets of precious metals. In most mountain dwarf societies, you can tell a dwarf’s status by the length of their beards and the sheer number of gold and platinum adornments therein.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Frozen Fortitude
|'''Frozen Fortitude'''
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher.
|Your FORT increases by +1. When making END checks to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher.
|-
|-
|Mountainborn
|'''Mountainborn'''
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature Acrobatics. Balancing, Contorting Athleticism. Applied Force, Athletics Endurance. Forced March Observation. Appraising Crafting*. Brewing, Cooking, Jeweling, Leatherworking, Masonry, Smithing Survival. Navigating*, Tracking, Dungeoneering, Evading
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature Acrobatics, Balancing, Contorting, Athleticism, Applied Force, Athletics Endurance, Forced March, Observation, Appraising, Crafting*, Brewing, Cooking, Jeweling, Leatherworking, Masonry, Smithing, Surviva,. Navigating*, Tracking, Dungeoneering, Evading.


|}
|}


==='''CRAG DWARF'''===
====== '''Crag Dwarf''' ======
 
Generally taller and comparatively lankier than other dwarven sublineages, the crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ruins from ages past. They then rebuild such ruins, reinforcing previous fortifications and repurposing structures as they see fit. The crag dwarves are the most surface-adapted dwarves and often extend their territory into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.
Generally taller and comparatively lankier than other dwarven sublineages, the crag dwarves are well known for their massive canyon cities built within miles-deep crevices carved by time and dwarven hands. Here great waterfalls spin massive turbines that send elevator lifts hurtling upward and downward between hundreds of stone bridges that crisscross every possible level and gap. Crag dwarves dig their settlements by quarrying the dirt and stone in long layers parallel to streams and rivers, often uncovering long-buried ruins from ages past. They then rebuild suchruins, reinforcing previous fortifications and repurposing
structures as they see fit. The crag dwarves are the most surface-adapted dwarves and often extend their territory
into nearby forests and plains where farmlands or hunted game can supplement their stone and clay crafts.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Stone Minded
|'''Stone Minded'''
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and use whichever is lower.
|Your WILL increases by +1. When a creature or effect attempts to impose Charmed on you, it must roll 2d20 and use whichever is lower.
|-
|-
|Ruin Dweller
|'''Ruin Dweller'''
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature. Acrobatics. Balancing, Contorting Athleticism. Applied Force, Athletics Crafting*. Brewing, Carpentry, Cooking,
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature. Acrobatics. Balancing, Contorting Athleticism. Applied Force, Athletics Crafting*. Brewing, Carpentry, Cooking,
Leatherworking, Masonry, Pottery, Weaving, Woodcarving Knowledge. History Luck. Scavenging Survival. Navigating*
Leatherworking, Masonry, Pottery, Weaving, Woodcarving Knowledge. History Luck. Scavenging Survival. Navigating*.
|}
|}


==='''DEEP DWARF'''===
====== '''Deep Dwarf''' ======
 
The deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.
The deep dwarves are the rarest of dwarves and the least likely to be seen on the surface world. As denizens of the deepest caves, deep dwarves stand apart from their cousins by their pale skin, large eyes, and beardless faces. Their cities often contain tightly packed and protected districts hidden behind layers of trapped corridors and hidden passageways. Few outsiders ever have the opportunity to travel their tunnels.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Feature
!Discreption
!Description
|-
|-
|Dangersense
|'''Dangersense'''
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and use whichever is higher.
|Your ANT increases by +1. When making an AWR check made to detect an ambush or trap, roll 2d20 and use whichever is higher.
|-
|-
|Deep Dweller
|'''Deep Dweller'''
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature. Acrobatics. Balancing, Contorting Athleticism. Applied Force, Athletics Crafting*. Alchemy, Brewing, Cooking, Masonry, Smithing Observation. Perceiving Stamina. Forced March Survival. Dungeoneering, Navigating*, Sneaking, Track
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature. Acrobatics. Balancing, Contorting Athleticism. Applied Force, Athletics Crafting*. Alchemy, Brewing, Cooking, Masonry, Smithing Observation. Perceiving Stamina. Forced March Survival. Dungeoneering, Navigating*, Sneaking, Track
|}
|}


==='''DWARF FEATURES'''===
==== '''All Dwarf Features''' ====
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one
At 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.
option from the list below.
{| class="wikitable"
{| class="wikitable"
|+
|+
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!Description
!Description
|-
|-
|Craftsdwarf
|'''Craftsdwarf'''
|
|
|Repeatable. Gain +5 points to spend on skills with the Crafting* tag.
|Repeatable. Gain +5 points to spend on skills with the Crafting* tag.
|-
|-
|Darkvision II  
|'''Darkvision II'''
|Prerequisite: Darkvision.
|Darkvision  
|The range that you can see while using Darkvision extends by 30 ft.
|The range that you can see while using Darkvision extends by 30 ft.
|-
|-
|Dwarven Constitution  
|'''Dwarven Constitution'''
|
|
|Repeatable. Gain +6 Skill Points to spend on skills with the Athleticism tag. You cannot spend more than 4 points on a single skill in this way.
|Repeatable. Gain +6 Skill Points to spend on skills with the Athleticism tag. You cannot spend more than 4 points on a single skill in this way.
|-
|-
|Dwarven Ingenuity  
|'''Dwarven Ingenuity'''
|
|
|Gain a +3 bonus to Awareness checks to detect hidden doors or traps.
|Gain a +3 bonus to Awareness checks to detect hidden doors or traps.
|-
|-
|Dwarven Ingenuity II  
|'''Dwarven Ingenuity II'''
|Prerequisite: Dwarven Ingenuity.
|Dwarven Ingenuity  
|You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. When triggered, this trap uses your AWR to attack the target’s ANT. If you succeed, the target is Slowed until the end of its next turn. You can use this feature 1/Rest.
|You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. When triggered, this trap uses your AWR to attack the target’s ANT. If you succeed, the target is Slowed until the end of its next turn. You can use this feature 1/Rest.
|-
|-
|Dwarven Ingenuity III  
|'''Dwarven Ingenuity III'''
|Prerequisite: Dwarven Ingenuity II.
|Dwarven Ingenuity II
|Your Dwarven Ingenuity 2 tripwire gains 1d6 sharp damage if you hit. Additionally, if you hit, the target is knocked Prone in addition to being Slowed. Finally, you regain the ability to use this feature when you Recoup.
|Your Dwarven Ingenuity 2 tripwire gains 1d6 sharp damage if you hit. Additionally, if you hit, the target is knocked Prone in addition to being Slowed. Finally, you regain the ability to use this feature when you Recoup.
|-
|-
|Earth-Blood
|'''Earth-Blood'''
|
|
|Gain Resist Toxic 3
|Gain Resist Toxic 3.
|-
|-
|Earth-Blood II
|'''Earth-Blood II'''
|Prerequisite: Earth-Blood.
|Earth-Blood  
|Increase your Resist Toxic number by 3. You are immune to nonmagical common and uncommon diseases.
|Increase your Resist Toxic number by 3. You are immune to nonmagical common and uncommon diseases.
|-
|-
|Earth-Blood III  
|'''Earth-Blood III'''
|Prerequisites: Earth-Blood II; Character Level 20.
|Earth-Blood II, Character Level 20  
|You are immune to toxic damage and to being poisoned with nonmagical common and uncommon toxins.
|You are immune to toxic damage and to being poisoned with nonmagical common and uncommon toxins.
Steel Heart. Repeatable. Your maximum HP increases by +5 each time you take this feature.
Steel Heart. Repeatable. Your maximum HP increases by +5 each time you take this feature.
|-
|-
|Stoutling
|'''Stoutling'''
|
|
|You can now carry 3 additional weapons and a total of 3 items with the Unwieldy tag.
|You can now carry 3 additional weapons and a total of 3 items with the Unwieldy tag.
|-
|-
|Treasure Hunter
|'''Treasure Hunter'''
|
|
|Repeatable Gain +3 to Lockpicking and +4 to Dungeoneering.
|Repeatable Gain +3 to Lockpicking and +4 to Dungeoneering.
|}
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