Dwarf: Difference between revisions

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'''Crag Dwarf'''  
'''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.  
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 Dwarf'''  
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|-
|-
|'''Darkvision'''
|'''Darkvision'''
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.
|You can see in darkness to a limit, evenwithout any light source. Gain 30 ft of Darkvision.
|}
|}


===== '''Sublineage''' =====
===== 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.  
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''' ======
====== 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.
 
As a crag dwarf, you gain the following features.
As a crag dwarf, you gain the following features.
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|-
|-
|'''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 take the 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.  
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill.  


* <u>Acrobatics</u>: Balancing, Contorting  
* <u>Acrobatics</u>: Balancing, Contorting  
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====== '''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.
 
As a deep dwarf, you gain the following features.
As a deep dwarf, you gain the following features.
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|-
|-
|'''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 take the 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.  
|Gain +6 Skill Points that you can spend on any of the following skills. You cannot put more than +4 points into a single skill using this feature.  


* <u>Acrobatics</u>: Balancing, Contorting  
* <u>Acrobatics</u>: Balancing, Contorting  
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'''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.
As a mountain dwarf, you gain the following features.
As a mountain dwarf, you gain the following features.
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|'''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 take the 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.
|Gain +6 Skill Points that you can spend on any of the following skills. With this feature, you may put up to +4 points into any individual skill.


* <u>Acrobatics:</u> Balancing, Contorting
* <u>Acrobatics:</u> Balancing, Contorting
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* <u>Observation:</u> Appraising
* <u>Observation:</u> Appraising
* <u>Stamina</u>: Forced March
* <u>Stamina</u>: Forced March
* <u>Survival</u>: Navigating*, Tracking, Dungeoneering, Evading
* <u>Survival</u>: Dungeoneering, Evading, Navigating*, Tracking


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|'''Craftsdwarf'''
|'''Craftsdwarf'''
|
|
|''Repeatable.'' Gain +5 points to spend on skills with the Crafting tag.
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the crafting tag. With this feature, you may put up to +4 points into any individual skill.
|-
|-
|'''Darkvision II'''  
|'''Darkvision II'''  
|Darkvision  
|Darkvision  
|The range that you can see while using Darkvision extends by 30 ft.
|Gain +30 ft Darkvision.
|-
|-
|'''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 that you can spend on any 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 +3 to AWR checks to detect hidden doors or traps.
|-
|-
|'''Dwarven Ingenuity II'''  
|'''Dwarven Ingenuity II'''  
|Dwarven Ingenuity  
|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.  
|Gain the Tripwire ability.
 
* '''Tripwire (1/Rest).''' You may now spend 10 minutes to set a tripwire trap, given that you have the appropriate materials handy. Choose a point within 5 ft of you. When a creature moves into that square, make an attack using your AWR against their ANT. On a hit, the target is Slowed until the end of its next turn.
 
If a creature does not see you set this trap, they must make an AWR/Perceiving check against a DC equal to 10 + your AWR. A trap has 5 HP, an AR of 10, and can be disabled using the same DC.
|-
|-
|'''Dwarven Ingenuity III'''  
|'''Dwarven Ingenuity III'''  
|Dwarven Ingenuity II
|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.  
|Tripwire becomes 1/Recoup. Additionally, on a hit, your Tripwire ability now deals 1d6 sharp damage and knocks Prone in addition to being Slowed.  
|-
|-
|'''Earth-Blood'''
|'''Earth-Blood'''
|
|
|Gain Resist Toxic 3.
|Gain Resist Toxic +3.
|-
|-
|'''Earth-Blood II'''
|'''Earth-Blood II'''
|Earth-Blood  
|Earth-Blood  
|Increase your Resist Toxic number by 3. You are immune to nonmagical common and uncommon diseases.
|Gain Resist Toxic +3, Immune Common Diseases, and Immune Uncommon Diseases.
|-
|-
|'''Earth-Blood III'''  
|'''Earth-Blood III'''  
|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.
|Gain Immune Toxic, Immune Common Poison, and Immune Uncommon Poisons.
|-
|-
|'''Steel Heart'''
|'''Steel Heart'''
|
|
|''Repeatable''. Your maximum HP increases by +5 each time you take this feature.
|''Repeatable''. Your max HP increases by +5 each time you take this feature.
|-
|-
|'''Stoutling'''
|'''Stoutling'''
|
|
|You can now carry three additional [[weapons]] and a total of three items with the unwieldy tag.
|You can now carry three additional weapons and a total of three items with the unwieldy tag.
|-
|-
|'''Treasure Hunter'''
|'''Treasure Hunter'''
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|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.
|''Repeatable.'' Gain +3 to Lockpicking and +4 to Dungeoneering.
|}
|}
''*Updated to v1.2''
{| class="wikitable"
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|+