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Dwarf

Dwarf

Favored class: Fighter

Dwarves are very tough and hardy, but are not as charismatic as most of the other races. They are naturally resistant to many forms of magic and are stable on their feet.

Dwarves are a proud folk that often dwell in massive caverns and strongholds of stone, hewn straight from their ancestral mountain ranges. The other races often consider them materialistic, but dwarves would say they just appreciate fine craftsmanship, whether that be in stonework, jewelry, or weapons.

Stat Notes:

Dwarves start with higher constitution and lower charisma.

Strengths: Resistant to poison and many enemy spells, various bonuses when fighting certain types of creatures, harder to trip or knockdown than other races.

Weaknesses: Slightly lower charisma.

Str 0
Dex 0
Con +2
Int 0
Wis 0
Cha -2

Automatic Feats 7

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Dwarves naturally are able to keep their balance, receiving a +4 on their Balance skill.
  • Dwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type.
  • Dwarves get a +1 bonus to attack against orcs and goblins.
  • Dwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons.
  • Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill.
  • Dwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects.
  • Dwarf
    You are considered a Dwarf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.

Selectable Feats 5

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • D N T enh_brd_weapontraining_dwarvenwaraxe
    D N T enh_brd_weapontraining_dwarvenwaraxe
  • Dwarven Waraxe Training
    Grants martial weapon proficiency with dwarven waraxes. You must be a dwarf to select this enhancement.
  • Greater Dragonmark of Warding
    Requires Lesser Dragonmark of Warding, 9th level
    Activate this ability to harness the bloodline of House Kundarak to cast Greater Glyph of Warding once per rest. Also allows you to use your Least and Lesser Marks of Warding an extra time per rest.
  • The bloodline of House Kundarak bestows on you a +2 bonus to your Search skill. Activate this ability to cast Neutralize Poison three times per rest.
  • Lesser Dragonmark of Warding
    Requires Least Dragonmark of Warding, 6th level
    Activate this ability to harness the bloodline of House Kundarak to cast Glyph of Warding two times per rest. Also allows you to use your Least Mark of Warding an extra time per rest.

Enhancements Full tree →

The Dwarf tree. Hover a cell for what it does; the full page has every rank and description.

Kundarak Dragonmark Focus 0/3
Kundarak Dragonmark Focus
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 dragonmark use per day, +1 Search
Iron Stomach 0/3
Iron Stomach
Ranks: 3 Cost: 1 AP Requires: 1 AP
When you drink, you gain the Neutralize Poison effect for two minutes.
Stout 0/3
Stout
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Balance and Saves against Poison.
Dwarven Weapon Training 0/1
Dwarven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
Grants bonuses to hit and damage with a chosen set of weapons.
Armor Mastery 0/3
Armor Mastery
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Armor Class and Armor Maximum Dexterity Bonus.
Lesser Dragonmark of Warding 0/1
Lesser Dragonmark of Warding
Ranks: 1 Cost: 2 AP Requires: 5 AP
Lesser Dragonmark Spell: Spell Resistance. (Wards an ally with a Spell Resistance of 12 plus 1 per caster level.)
Dwarven Tactics 0/3
Dwarven Tactics
Ranks: 3 Cost: 1 AP Requires: 5 AP
Grants a +1 bonus on the DC of your combat feats.
Child of the Mountain 0/3
Child of the Mountain
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to Fortitude saves
Dwarven Weapon Training 0/1
Dwarven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
Grants bonuses to hit and damage with a chosen set of weapons.
Shield Mastery 0/3
Shield Mastery
Ranks: 3 Cost: 1 AP Requires: 5 AP
+5% Shield Armor Class and +1 Tower Shield Maximum Dexterity Bonus.
Greater Dragonmark of Warding 0/1
Greater Dragonmark of Warding
Ranks: 1 Cost: 2 AP Requires: 10 AP
Greater Dragonmark Spell: Radiant Forcefield. (Your target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time.)
Dwarven Runes 0/3
Dwarven Runes
Ranks: 3 Cost: 1 AP Requires: 10 AP
Gain +1 to saves against spell effects.
Stand Like Stone 0/3
Stand Like Stone
Ranks: 3 Cost: 1 AP Requires: 10 AP
Action Boost: For 12 seconds you gain +10 Balance, Physical Resistance Rating, and stacking Energy Resistance, but have a 20% penalty to movement speed, sink in water, and cannot fly.
Dwarven Weapon Training 0/1
Dwarven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
Grants bonuses to hit and damage with a chosen set of weapons.
Favored Enemy 0/1
Favored Enemy
Ranks: 1 Cost: 1 AP Requires: 10 AP
Select one Favored Enemy feat
Hands of Stone 0/1
Hands of Stone
Ranks: 1 Cost: 1 AP Requires: 15 AP
Greater Dragonmark Spell: Earthgrab. (Target corporeal creature is grabbed by earthen hands and rendered helpless. (Reflex DC 14 + Character Level + Constitution Modifier + Stun DC Bonuses Negates.)
Dwarf Fortress 0/3
Dwarf Fortress
Ranks: 3 Cost: 1 AP Requires: 15 AP
While wearing full plate and using a shield, you gain +1 Armor Class, Intimidate, and Will saving throws vs. Fear, and you gain +3 Melee and Ranged Power.
Dwarven Weapon Training 0/1
Dwarven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 15 AP
Grants bonuses to hit and damage with a chosen set of weapons.
Throw Your Weight Around 0/1
Throw Your Weight Around
Ranks: 1 Cost: 1 AP Requires: 15 AP
Put your Dwarven mass behind your weapon of choice.
Core Enhancements
Dwarven Toughness 0/1
Dwarven Toughness
Ranks: 1 Cost: 1 AP
You gain 10 HP.
Dwarven Constitution 0/1
Dwarven Constitution
Ranks: 1 Cost: 2 AP
+1 Constitution
Dwarven Toughness 0/1
Dwarven Toughness
Ranks: 1 Cost: 1 AP
You gain an additional 10 HP.
Dwarven Constitution 0/1
Dwarven Constitution
Ranks: 1 Cost: 2 AP
+1 Constitution
Dwarven Toughness 0/1
Dwarven Toughness
Ranks: 1 Cost: 1 AP
You gain an additional 10 HP.

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Dwarf in a past life. You gain +1 to the Balance skill. This is the first of three Past Life: Dwarf feats, each of which grants a different bonus.
  • You were a Dwarf in a past life. You gain +1 to Constitution. This is the second of three Past Life: Dwarf feats, each of which grants a different bonus.
  • You were a Dwarf in a past life. You gain +1 Racial Action Point. This is the final Past Life: Dwarf feat.