Dwarf
dwarves.jpg

Dwarves Originate from the Deino Region, but can be seen anywhere in the world.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids.

Despite the claims of certain mischievous troublemakers, most dwarven women do not grow beards, yet this does not set women apart from the cultural obsession with all things hairy. A dwarven woman’s coiffure, particularly its complexity and the length of her braids, says as much about her history, personality, and place in life as any man’s beard says about him. Of course, the standard dwarven male’s boisterous pride and eager boasting tend to make the classic dwarven beard register more in the minds of other races, perhaps because few races in the world can match the dwarf’s ability to quickly grow a prodigious mass of
facial hair. Beard styles balance terse practicality with ostentatious experimentation; a smith might tuck his beard into his armor or keep it cut short to avoid dips into the forge fire, while simultaneously incorporating dyes, beads, wax, and bones to create an exquisite facial frame. Underground dwarves, skin tends to vary from a tanned color to a lighter peach, despite them spending so much time underground, oddly enough their complexion is rarely if ever creamy white.

Society:
Dwarves have a strong sense of clan identity and few seek to move on or live elsewhere, barring something on the level of a catastrophic scandal. The public perception of dwarves being dour and reserved is in large part due to the simple fact that most dwarves are only at ease expressing joy, appreciation, and satisfaction among their own. When in private, they also regularly display friendly physical contact such as patting backs, clasping arms, or touching their foreheads together.

The dwarven palate is quite refined, but the tang of alcohol is, for many, the best of all possible of flavors. Rare is the dwarf who doesn’t seek frequent occasions to drink. Due to their inherent fortitude, dwarves prefer liquor that other races consider unpleasantly strong and imbibe quantities that would render fragile races insensible or worse. Dwarves are comfortable drinking to excess in small kin groups, but becoming drunk in public shows a shameful lack of self-discipline—dwarves drink to live, but rarely live to drink. Most dwarves consider those who eschew this principle an embarrassment.

Weddings are calculated affairs in dwarven society, and arranged marriages are often utilized to strengthen clan relations or bring valuable skills or resources into the clan. Rather than fight these arrangements, many dwarves trust their clans to make them a match that’s both advantageous to their families and suitable to their own personalities and foibles. Dwarves involved in arranged marriages usually find relief in the fact that they won’t need to identify and pursue a potential mate themselves. During a wedding ceremony, the couple exchanges matching rings of gold or mithral, and memorable, boisterous revelry typically marks the occasion. Dwarves generally expect love to blossom from years of communication and shared adversity, rather than impulse or lust, and marriages grow more affectionate over time.

At the other end of the spectrum, dwarven funerals are multi-day affairs, somber despite the prevalence of alcohol, and attended by as many of the clan as possible. When possible, a dwarven corpse is placed in a deep
funerary vault following the service; the deceased dwarf’s close relations—usually his children or grandchildren— are expected to make the grim, days-long trip to inter the departed, and most do so readily

Relations: Dwarves and orcs have long dwelt in proximity to one another, and share a history of violence as old as both races. Dwarves generally distrust and shun half-orcs. They find elves, too “pretty” to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal.

Alignment and Religion: Dwarves are driven by honor and tradition. While they are often stereotyped as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that while they work hard, they play even harder—especially when good ale is involved. Most dwarves are lawful good.

Adventurers: Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.

Male Names: Dolgrin, Grunyar, Harsk, Kazmuk, Morgrym, Rogar.

Female Names: Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit.

Racial Benefits

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Medium: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy:Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Goblin, Orc,Terran and Wildlander (except Druidic). See the Linguistics skill page for more information about these languages. The bonus languages are not retroactive if you increase your Intelligence score.

Dwarf Race Traits

Brewmaster (Dwarf): You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a –1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.

Child of Platinum (Dwarf): You gain a +1 trait bonus to weapon damage against undead.

Clearheaded (Dwarf): You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

Deathkeeper (Dwarf): You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures.

Deep Marker (Dwarf): You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

Goldsniffer (Dwarf:) You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.

Grounded (Dwarf): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Militant Merchant (Dwarf): You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

Spellcaster’s Anathema (Race, Dwarf): You gain a +1 trait bonus on attack rolls against arcane spellcasters.

Warsmith (Dwarf): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.

Alternate Racial Benefits

Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated dark elves. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.

Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.

Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred
dark elves , duergar, creatures of the aberration type, or creatures of the giant or orc subtype. This replaces defensive training and hatred.

Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Healthy: Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy.

Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.

Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.

Ethnicities

Distinct ethnic groups can be found throughout the world.

Dwarf Race
Mountain Dwarf (Grudic)
Underground Dwarf (Khadrithaik )
Surface Dwarf (Himinnr)

Height and Weight: Height 3'4 - 4'5 Weight 152 -264 pounds

Adult Middle Age Old Venerable Maximum Age
18 years 120 years 188 years 250 years 450 years

Need help for weight? use Height and weight chart

Gender Height Weight
Male 3'11- 4'11 164-262 lbs.
Female 3'9 - 4'3 134 -232 lbs.
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