Dwarves

Dwarves
Dwarf Racial Traits
Since orcs do not exist in the Dragonlance campaign setting Krynnish dwarves lack the Hatred racial trait typical of the standard Pathfinder dwarf. This also negates the +1 bonus on attack rolls against humanoid creatures of the goblinoid subtype associated with this ability.

Hill Dwarves
Hill dwarves have all of the dwarf racial traits listed in Chapter 2 of the Pathfinder Roleplaying Game: Core Rulebook except as follows:
Languages: Hill dwarves begin play speaking Common and Dwarven. Hill dwarves with high Intelligence scores can choose from the following: Elven, Goblin, and Ogre.

Mountain Dwarves
Mountain dwarves have all of the dwarf racial traits listed in Chapter 2 of the Pathfinder Roleplaying Game: Core Rulebook except as follows:
+2 Constitution, +2 Wisdom, -2 Dexterity: Mountain dwarves are as tough and wise as their hill dwarven cousins, but less agile.

Dark Dwarves
Dark dwarves have all of the dwarf racial traits listed in Chapter 2 of the Pathfinder Roleplaying Game: Core Rulebook except as follows:
+2 Con, +2 Wis, -4 Cha: Dark dwarves share their cousins’ stamina and common sense, but are far more sullen and reserved.
Darkvision: Dark dwarves can see in the dark up to 120 feet.
Deep Stalker: Perception and Stealth are always class skills for dark dwarves.
Light Sensitivity: Dark dwarves are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Languages: Dark dwarves begin play speaking Common and Dwarven. Dark dwarves with high Intelligence scores can choose from the following: Gnome, Hammertalk, and Ogre.

Gully Dwarves
Gully dwarves have all of the dwarf racial traits listed in Chapter 2 of Races of Ansalon except as follows:
+2 Dexterity, +2 Constitution, -4 Intelligence: Gully dwarves are nimble and resilient. However, their intellectual facilities are severely lacking.
Small: Gully dwarves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Cowardly: Gully dwarves suffer a -4 penalty against all Intimidate checks and saving throws versus fear effects.
Pitiable: Gully dwarves receive a +4 racial bonus on Diplomacy checks to change the initial attitudes of nonplayer characters in order to prevent themselves from being harmed.
Plagueborne: Gully dwarves gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Survival Instincts: Gully dwarves receive a +2 racial bonus to Stealth and Survival skill checks.

Half-Dwarves
Half-dwarves possess the following racial traits:
+2 to One Ability Score: Half-dwarf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-dwarves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-dwarves have a base speed of 30 ft.
Darkvision: Half-dwarves can see in the dark up to 60 ft.
Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.
Resistant: Half-dwarves gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Skilled: Half-dwarves receive a +2 racial bonus on all Craft or Profession checks.
Stability: Half-dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Half-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: Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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