Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
Dwarves are lovers of history and tradition, and their long lifespan leads to far less in the way of generational shifts in attitudes, styles, fashions, and trends than shorter-lived races exhibit. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, dwarves’ meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by dwarves still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that dwarves are a race frozen in time.
Nothing could be further from the truth, however, as dwarves are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races, though some non-dwarven races have used magic to supplement and perfect their own creations to achieve the same ends through mystical rather than mundane means. They are also a race typified by stubborn courage and dedication to seeing tasks through to completion, whatever the risks. These traits have led dwarves to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, dwarves have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments to stand as their legacy. While it is said that dwarves are not venturesome or inventive, it would be more accurate to say that they maintain a focus on and dedication to each task they undertake and every change they adopt, vetting such changes thoroughly before adopting them wholeheartedly. When faced with new circumstances and new needs, they react by applying tried and true tools and techniques systematically, using existing methods whenever possible rather than trying to invent novel solutions for every situation. If necessity requires, however, they throw themselves with equal vigor into developing the next perfect procedure for demolishing the obstacles that get in their way. Once their desired goal is obtained, they focus on consolidating each new piece of territory or conceptual advance. Dwarves thus rarely overextend themselves, but they also may miss opportunities to seize the initiative and maximize the advantages they create.
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. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man.
Society: The great distances between dwarves’ mountain citadels account for many of the cultural differences that exist within their society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and their fierce hatred of giants, orcs, and goblinoids. In some remote enclaves, such as those areas where these races are uncommon or unheard of, dwarves’ fixation on security and safety combined with their rather pugnacious nature leads them to find enemies or at least rivals wherever they settle. While they are not precisely militaristic, they learned long ago that those without axes can be hewn apart by them, and thus dwarves everywhere are schooled to be ready to enforce their rights and claims by force of arms. When their patience with diplomacy is exhausted, dwarves do not hesitate to adopt what they call “aggressive negotiations.”
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, gnomes, and halflings to be too frail, flighty, or “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.
- The dwarven social hierarchy is ruled by complex, interrelated, and rigid castes.
The caste-less, consisting mostly of slaves, but also of exiles and traitors are the lowest rung of dwarven society: slaves, outcasts in their own city, are unable to take up work among the higher castes, nor to defend their honor in the Provings or fight to protect the city, they are dwarves rejected by the Stone itself. Dwarves who are on the surface are also officially caste-less, although they do not actually lose their caste.
- Above the caste-less are servants, mariners, merchants, miners, artisans, smiths, warriors, priests, nobles (zariks), and royals. Royals are the ruling class of dwarven society, while the zariks are a group of dwarves who participate in the Assembly on behalf of their clan. While it is possible for some dwarves to better their family’s station by performing great deeds and/or siring children with higher-caste dwarves, these remain rare and difficult circumstances. Lower-caste dwarves who rise in caste are generally considered “up-jumped” by the highest castes. In dwarven society, children inherit the cast of their same-sex parent; should a son be born, he would inherit his father’s caste, or caste-lessness, should that be the case.
- Monarchy is the dwarven standard of government, but heredity tends to be a weak factor in determining who sits on the throne when the time comes for a new ruler. While a king may propose his heir to the throne, the next ruler is ultimately determined in the Assembly by a vote of the Zariks.
- In spite of the fundamental conservativeness of the dwarven culture, sexuality plays an important role, largely due to the low racial birth rate. Dwarves unlike most races most often marry those of the same clan, it is not that uncommon though for a dwarf to marry into another clan. This is most often done to secure an alliance with another clan and as such it is most often a dwarf of the Noble (Za) caste that marries to form an alliance.
Female dwarves appear to have little control over their sexuality, as their chiefest asset, regardless of caste, is their ability to bear children. Noble females are especially pressured to marry and bear children. Male nobles are expected—even encouraged—to be promiscuous, in order to sire as many children as possible, often with noble hunters. Noble females must guard their virtue (or have it guarded by male relatives).
- Casteless females understand their value in dwarven society is solely in breeding among the castes, which gives them agency, in a fashion, as noble hunters, who seek the sexual attentions of noble males in order to advance themselves (and/or their families or ‘sponsors’). Casteless males have a more difficult situation, as they can only hope to sire children with higher-caste women – most of whom are not in a position to pursue affairs with them, or who are not interested in doing so.
A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.
- Male Names: Aurn, Barendd, Brottor, Dolgrin, Eberk, Einkil, Grunyar, Harsk, Kazmuk, Morgrym, Oskar, Rogar, Rurik, Taklinn, Tordek, Traubon, Ulfgar, Veit.
- Female Names: Agna, Artin, Audhild, Bodill, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Ingra, Kotri, Liftrasa, Rusilka, Sannl, Torgga, Yangrit.
- Clan Names: Audn, Bruda, Ducan, Endrink, Gridar, Grukim, Ibyll, Izor, Karak, Naggrund, Skarrne, Vikari.
- Stronghold Names: Balderk, Bareft, Berilam, Dankil, Gorunn, Holderhek, Keldatan, Loderr, Lutgehr, Mugoz, Osirimtar, Ovrandkar, Reilode, Rumnaheim, Strakeln, Torunn, Ungart, Yurfik
Example Royal Name: Torgga Hai’Audn, daughter of Kazmuk, queen of Ungart.
Example Smith Name: Eberk Kaz’Ducan the Ironaxe of Osirimtar
Example Warrior Name: Barendd Zan’Gridar the Trollslayer of Lutgehr.
Royal – Hai’
Noble – Za’
Priest – Dol’
Bastard – Those born a bastard either recieve the prefix Khor’, or the prefix of the caste of their illegitimate parent.
Warrior – Zan’
Smith – Kaz’
Artisan – Okri’
Miner – Grun’
Merchant – Ril’
Mariner – Varr’
Servant – Ori’
Surfacer – Surfacers retain their previous caste’s prefix, but while on the surface hold the prefix of Got’.
Slave – Ek’
Exile – Ghull’
Traiter – Thag’
Random Dravun Starting Ages
|20 years||+3d6 years (23 – 38 years)||+5d6 years (25 – 50 years)||+7d6 years (27 – 62 years)|
Random Dravun Maturing Affects
|Young||Middle Age||Old||Venerable||Maximum Age|
|under 11 years||125 years||188 years||250 years||250 + 2d100 years|
Random Dravun Height and Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Female||3’ 7"||+2d4" (3’ 9" – 4’ 3")||120lb.||+2d4 x 7lb. (134 – 176lb.)||Male||3’ 9"||+2d4" (3’ 11" – 4’ 5")||150lb.||+2d4 x 7lb. (164 – 206lb.)|
- Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
- Size: 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.
- Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- 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.
Feat and Skill Racial Traits
- 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.
Senses Racial Traits
- Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
- 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.
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. 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.
- Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
- Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
- 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.
- Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
- Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
- Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
- Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait 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.
- Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
- Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
- Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
- Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
- Surface Survivalist: Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision.
- Xenophobic: Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects. This racial trait replaces a dwarf’s normal languages.
- 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.
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using his mutagen.
- Arcanist: Add +1/4 to the arcanist’s effective class level when determining the effects of the arcane barrier and arcane weapon arcanist exploits.
- Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
- Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
- Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
- Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).
- Cavalier: Add +1/2 to the cavalier’s bonus to damage against targets of his challenge.
- Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
- Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
- Fighter: Add +1 to the Fighter’s CMD when resisting a bull rush or trip.
- Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
- Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground.
- Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
- Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps.
- Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
- Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
- Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
- Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
- Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
- Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
- Shaman: Add +1/4 to the natural armor bonus of the shaman’s spirit animal.
- Skald: Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).
- Slayer: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.
- Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
- Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.
- Swashbuckler: Add +1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
- Warpriest: Add +1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
- Witch: Add +1/4 natural armor bonus to the AC of the witch’s familiar.
- Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.