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Dwarves seem, to many, to be creatures out of place, attuned to the sparse stone dispersed in this world.
Dwarves are medium humanoids with the dwarf subtype.
Hardened
You gain DR 2/- against nonlethal damage. This damage reduction increases by 1 for every 5 character levels you possess.
Tectonic Resilience
You are uniquely tough. Choose Uncanny Aptitude, Spell Resistance, or Unbroken.
Uncanny Aptitude
You may use your highest mental ability score in place of Dexterity for the purposes of calculating AC, CMD, and your Reflex saving throw.
Spell Resistance
You gain spell resistance equal to 6 + your character level. You may lower or reinstate this spell resistance as a standard action.
Unbroken
Your DR against nonlethal damage upgrades to a complete immunity to nonlethal damage.
If you gain the Hardened ability from another source, that Hardened instead becomes DR 1/cold iron, increasing by 1 for every 5 levels.
Partial Construction
You are made partly of living stone, and are targeted by magic as if made of stone. Shatter, for instance, deals damage to you as a crystalline creature.
Supplemental Artifice
Effects which can be used to repair constructs or objects that cost at least 1 spell point (or which use a spell slot of 1st level or higher) can target you and restore your hit points. This does not change how positive or negative energy affects you.
Specialized Familiarity
Choose a single Craft skill. You gain a +4 origin bonus to all checks made with that skill except for checks made to craft items from combat or skill spheres (for example, you would not gain this bonus when using Craft (alchemy) to create Alchemy sphere formulae).
Armor Familiarity
Choose Armor Training or Unfettering Armor.
Armor Training
You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor.
Unfettering Armor
You may move at your normal speed while wearing medium armor. At +7 base attack bonus you may move your normal speed while wearing heavy armor.
Stonecunning
You gain a +2 origin bonus on Perception checks to notice unusual stonework or metalwork, such as traps and hidden doors located in walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking.