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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Core Races 1
Racial Subtypes
You can combine various alternate racial traits to create
dwarven subraces or variant races, such as the following.
Deep Delver: Dwarves living far below the earth
have the minesight and deep warrior racial traits. Deep
delver spellcasters may exchange stonecunning for the
stonesinger trait.
Elder Dwarf: Traditionalist dwarves of ancient lineage
have the ancient enmity, lorekeeper, and either the magic
resistant or stubborn racial traits.
Exiled Dwarf: Dwarves who have lost their homelands
usually have the relentless and stubborn racial traits, and
often have wyrmscourged as well.
Mountain Dwarf: Dwarves living atop high peaks have
the mountaineer racial trait and often surface survivalist
as well. Mountain dwarves are also trained to defend their
homes, and may take the sky sentinel and xenophobic
traits instead.
Favored Class Options
Instead of receiving an additional skill rank or hit point
whenever they gain a level in a favored class, dwarves
have the option of choosing from a number of other
bonuses, depending upon the character’s favored class.
The following options are available to all dwarves who
have the listed favored class, and unless otherwise stated,
the bonus applies each time you select the listed favored
class reward.
Alchemist: Add +1/4 to the alchemist’s natural armor
bonus when using his mutagen.
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.
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.
Inquisitor: Add +1/2 to the inquisitor’s level for the
purpose of determining the effects of one type of judgment.
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.
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.
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.
RACIAL ARCHETYPES
The following racial archetypes are available to dwarves.
Exarch (Inquisitor)
The gruff traditionalism of most dwarves finds its apex
in those who adhere to a strict orthodoxy rooted in
ancient principles and practices and who are not amenable
whatsoever to change or innovation.
Spells: Exarchs cannot cast spells with the chaotic
descriptor.
Inflexible Will (Ex): At 1st level, an exarch gains a
+2 bonus on saving throws against confusion and insanity
effects and effects with the chaotic descriptor. This ability
replaces monster lore.
Detect Chaos (Sp): At will, an exarch can use detect chaos.
This ability replaces detect alignment.
Fearsome Jurist (Su): At 5th level, an exarch can imbue
one of her weapons with the jurist or menacing weapon
special ability as a swift action, and may switch between
these properties as a swift action. When using either
special ability, her weapon’s critical threat range doubles
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012