Dwarf

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===Art===
===Art===
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The dwarves are famous for their crafts, and for good reason. Dwarven art is usually plain and functional, but beautifully and perfectly made. Every dwarven weapon is given a name by the dwarf who forged it, and it is not uncommon to see dwarven smiths tearing up and exhorting their customers to bring back a favorite weapon (or shovel or pick) for free repair if ever it becomes damaged. Dwarves pride themselves on their craftsmanship, and it's not common for anyone to take their smiths up on these offers: dwarven armaments last.
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Dwarves prefer simple patterns, straight lines, and geometric shapes in their art and their architecture. They snort in derision when presented with the elaborate filigree and etching common to elvish works, preferring a few simple runes that get the point across (if there is one). Dwarven artists, despite their mastery of their crafts, rarely refer to themselves as artists. They refer to themselves as stonemasons or smiths or leatherworkers, even if their products is placed on display in the dining chambers of nobles.
==Customs==
==Customs==

Revision as of 01:59, 10 December 2006

Contents

Racial Statistics

  • +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 orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +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.
  • Favored Class: Barbarian/War. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

Description

The dwarves (on the off chance you haven't heard of 'em) are a short, stout, stocky race with thick hides and gruff voices. Dwarven hair is coarse and sometimes curly, and ranges across the shades of brown from blonde to black, with the odd redhead here and there. Most dwarven males choose to wear their beards long, occasionally braiding or placing metal ringlets or beads into them, and males and females alike do likewise with the hair that grows on their scalps. Dwarves who anticipate close combat sometimes tie their beards back over their shoulders or crop them, but the only dwarves who regularly shave their heads are those religious enough to devote their lives to Gern or his allies in the pantheon. Dwarven clothing tends towards coarse fabric (they have thick hides, after all) in earthy hues and blues, and tends to be made to last.

Dwarves are well-known for wearing blue, black, and red warpaint in intricate designs on their skin, and sometimes for tattooing these designs onto their bodies permanently.

Culture

The majority of the world's dwarven population lives in the northeastern reaches of the eastern continent, in Urthos and Pallon.

Religion

Most dwarves revere Gern, though many pay homage to his consort, Tyani, or to Gulzek. Dwarven warriors sometimes offer a prayer to Kayal as well, and their crafstpeople commonly revere Zokthis in one aspect or another.

Art

The dwarves are famous for their crafts, and for good reason. Dwarven art is usually plain and functional, but beautifully and perfectly made. Every dwarven weapon is given a name by the dwarf who forged it, and it is not uncommon to see dwarven smiths tearing up and exhorting their customers to bring back a favorite weapon (or shovel or pick) for free repair if ever it becomes damaged. Dwarves pride themselves on their craftsmanship, and it's not common for anyone to take their smiths up on these offers: dwarven armaments last.

Dwarves prefer simple patterns, straight lines, and geometric shapes in their art and their architecture. They snort in derision when presented with the elaborate filigree and etching common to elvish works, preferring a few simple runes that get the point across (if there is one). Dwarven artists, despite their mastery of their crafts, rarely refer to themselves as artists. They refer to themselves as stonemasons or smiths or leatherworkers, even if their products is placed on display in the dining chambers of nobles.

Customs

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