Dwarf

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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.

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. 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. 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. Lastly, mountain dwarves, or “Strugar,” carve their homes in the tallest peaks and laud their thick beards and natural resistance to the coldest heights.

Dwarven Culture

Dwarves of all types prize their craftsmanship and architecture. They honor their ancestors with massive shrines.

Crag Dwarf

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 Dwarf

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. Deep dwarves 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.

Mountain Dwarf

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.

Dwarf Traits

Height: 3’6” - 4’6”

Weight: 120 - 240 lbs

Size: Medium

Base Speed: 20 ft

Appearance: Dwarves tend to have stocky proportions and often have skin and hair tones that reflect their environments, due to generations of evolution.

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. Their hair ranges in shade from blonde and brunette to granite-gray or black.

Crag Dwarf

  • Crag dwarves have an earthier coloration, with skin tones like clay or sandstone and hair ranging from red to dark brunette. Generally taller and comparatively lankier than other dwarven sublineages.

Deep Dwarf

  • Deep dwarves look almost alien, with pale skin that borders on translucent and large, dark eyes adapted to navigate the utter blackness of cavern living.

Lifespan: Dwarves reach maturity around 16 years of age and can live as long as 300 years.

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 Features

Dwarf Starting Features

At level 1, you gain the following features as a dwarf.

Feature Description
Stonesense You have a natural affinity for caving and the underground world. Gain +5 to any History, Geography, and Navigating* checks regarding the underground.
Darkvision You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.
Sublineage

As the dwarves have spread across Ancerra, they have evolved to meet the unique challenges of their environment. Choose one of the following sublineages and gain bonus 1st level features based on your selection.

Crag Dwarf

As a crag dwarf, you gain the following features.

Feature Description
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.
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*, Leatherworking*, Masonry*, Pottery*, Weaving*, Woodcarving*
  • Knowledge: History
  • Luck: Scavenging
  • Survival: Navigating*
Deep Dwarf

As a deep dwarf, you gain the following features.

Feature Description
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.
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, Tracking.

Mountain Dwarf As a mountain dwarf, you gain the following features.

Feature Description
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.
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
  • Crafting: Brewing*, Cooking*, Jeweling*, Leatherworking*, Masonry*, Smithing*
  • Observation: Appraising
  • Stamina: Forced March
  • Survival: Navigating*, Tracking, Dungeoneering, Evading

All Dwarf Features

You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below.

Feature PreReq Description
Craftsdwarf Repeatable. Gain +5 points to spend on skills with the Crafting tag.
Darkvision II Darkvision The range that you can see while using Darkvision extends by 30 ft.
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.
Dwarven Ingenuity Gain a +3 bonus to Awareness checks to detect hidden doors or traps.
Dwarven Ingenuity II Dwarven Ingenuity (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.
Dwarven Ingenuity III Dwarven Ingenuity II Your Dwarven Ingenuity II 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 Gain Resist Toxic 3.
Earth-Blood II Earth-Blood Increase your Resist Toxic number by 3. You are immune to nonmagical common and uncommon diseases.
Earth-Blood III Earth-Blood II, Character Level 20 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.
Stoutling You can now carry three additional weapons and a total of three items with the unwieldy tag.
Treasure Hunter Repeatable. Gain +3 to Lockpicking and +4 to Dungeoneering.
Core Lineages Additional Lineages
BhrunaiDragonfolkDwarfElementalElfFiendbloodGolem • HalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou Harker's: BatfolkDhampirGretchlingHellspawn