Mortal Races - Dwarves

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Dwarves

There are only three dwarven races that developed from the Bairzhadur. The fourth dwarven race on Naboria arrived from another plane. Dwarves have lost the ability of spell casting with exception of priestly and runic magic. While priests are quite numerous, Rune Casters are the elite of dwarven society and only one in 1000 meets the requirements for the formation as Rune Caster, and not all of them are accepted or recognized early enough to be formed as Rune Casters.

[Stone Dwarves] [Ash Dwarves] [Norske Dwarves] [Duergar] [Age, Height and Weight]

Stone Dwarves

This sturdy race is the most numerous on Naboria and is equivalent to the standard dwarves in the PH. They have strongholds in almost all important mountain chains of Naboria. They are reclusive and isolationist. However, they produce some of the finest weapons and armours of Naboria. Metal and gem mining and engineering are almost exclusive dwarven domains.

Some Stone dwarves have separated from their kindred millennia ago and have become "wild". They still share the same traits as their kindred but live in jungles and forest in rudimentary caves and houses.

  • +2 Constitution, +2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against a given race (depends of the location: Slitheren, Elves, Humans, Illithid, Beholder).
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Dwarven (4/4), Regional Language.
  • Bonus Languages: Giant, Gnome, Azagishi, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass dwarf s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

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Ash Dwarves

This race of dwarves dwells in the Eastern Mountains of the Pillars of Heaven. Although they originally didn't revere any god, during the last 150 years a Cult of Cendrash have become popular under the youngest and wildest warriors. The Ash Dwarves are fierce fighters, organized in Clans dedicated to a Totem Spirit. These are generally animal spirits that symbolise strength and valour. These Totems are vestiges of their past, as they represent shape shifting Bairzhadur from old. The members of the different clans wear stylized armours and helms that resemble their totem. With the upcoming of the Cendrash cult a new clan have been founded: the Stalking Spiders. Some Ash Dwarves have retained some magical power from their ancestors. One dwarf in thousand is a shape shifter, although this is often never discovered. A dwarf can shift into his clan totem. This ability is bound to the strong will and believes of the dwarves. Without them, the dwarf could change into many forms, but this has never occurred before. Most shape shifters that recognise their gift, become leaders or priests. There are 17 major clans and numerous minor clans all with different totems. Ash Dwarves have the same traits as standard dwarves excepts as follows:

  • +4 Str, +4 Con, -2 Wis, -4 Cha.
  • +2 racial bonus to attack and damage roll vs. elves.
  • Automatic Languages: Ash Dwarven (4/4), Voos (3/3).

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Norske Dwarves

These barbaric dwarves dwell in the Northern planes of Loren and in the North Pole. They are fierce warriors and skilled sailors. They are slender and taller than their kindred and do not live underground. Unlike other dwarves, they have adopted the same Pantheons as the human barbarians of the North. They have following traits:

  • +1 Str, +1 Con, -2 Cha.
  • Low-Light Vision
  • Automatic Languages: Dwarven (4/4), Norske (2/2).
  • Bonus Languages: High Elven (5), Giant (2).

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Duergar

The fourth dwarven race on Naboria was brought as slaves from Toril by the illithid. During a Githyanki raid on the most important settlements of the illithid the enslaved duergar rose in rebellion and freed themselves. During the past 25.000 years they have formed own empires. A large population of duergar can be found in the Shadow Empire on Loren. Duergar have following traits:

  • +2 Con, -4 Cha.
  • Darkvision, 120 feet.
  • Immune to paralysis and phantasm spells.
  • Immune to alchemical and magical poisons.
  • +4 racial bonus to Move Silently (this is always a class skill).
  • Light Sensibility: -2 on attack, save and check rolls while in sunlight.
  • Spell-like abilities: 1/day, Invisibility and Enlarge/Reduce itself as a wizard twice the character's level.
  • Automatic Languages: Duergar (4/4), Undercommon(2/2).
  • Bonus Languages: Dwarven (4), Regional Surface Language, Deep Gnome, Drow.
  • ECL+2

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Age, height and weight

Table 1: Aging Effects

Race MaturityMiddle AgeOldVenerableMaximum Age
Stone Dwarf 60 125 188250 2d100
Ash Dwarf 65 140 200300 3d100
Norske Dwarf60 120 170220 2d100
Duergar 40 100 150200 1d100

Table 2: Height and Weight

Race Base HeightModifierBase WeightModifier
Stone Dwarf, male 115 cm 2d10 60 Kg x2
Stone Dwarf, female 110 cm 2d10 50 Kg x2
Ash Dwarf, male 115 cm 2d10 65 Kg x2.2
Ash Dwarf, female 110 cm 2d10 60 Kg x2.2
Norske Dwarf, male 125 cm 3d10 60 Kg x1.5
Norske Dwarf, female120 cm 3d10 50 Kg x1.5
Duergar, male 105 cm 2d10 50 Kg x1.5
Duergar, female 100 cm 2d10 45 Kg x1.5

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