Dwarf

  • +2 Constitution, Dwarves are stout and tough.
  • 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 whose speed is reduced in such conditions).
  • 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. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Stability: Dwarves are exceptionally stable on their feet. 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 spells and spell-like effects: dwarves have an innate resistance to magic spells.
  • +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
  • +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. 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. The Monster Manual has information on which creatures are of the giant type.
  • +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
  • +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
  • Automatic Languages: Common and Dwarven.
  • Bonus Languages: See subrace.

Subraces

Hill Dwarf

Players Handbook

In addition to above racial traits, hill dwarves has the following traits:

  • —2 Charisma: Hill dwarves tend to be gruff and reserved.
  • +2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
  • 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.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes (see Chapter 7:Equipment) as martial weapons, rather than exotic weapons.
  • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. (see XP for Multiclass Characters, page 60). Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.
  • Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves are familiar with the languages of their enemies and of their subterranean allies.

Gray Dwarf (Duergar)

Monster Manual

In addition to above racial traits, duegar has the following traits:

  • –4 Charisma.
  • Darkvision: Dwarves can see in the dark up to 120 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.
  • Immunity to paralysis, phantasms, and poison.
  • +2 racial bonus on saves against spells and spell-like abilities.
  • Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
  • Light Sensitivity: Duergar are dazzled in bright sunlight or
    within the radius of a daylight spell.
  • +4 racial bonus on Stealth checks.
  • +1 racial bonus on Perception checks.
  • Automatic Languages: Duergars also speak Undercommon.
  • Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
  • Favored Class: Fighter.
  • Level adjustment +1
  • Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.

Deep Dwarf

Monster Manual

In addition to above racial traits, deep dwarves has the following traits:

  • —2 Charisma: Deep dwarves tend to be gruff and reserved.
  • Darkvision: Dwarves can see in the dark up to 90 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.
  • Weapon Familiarity: Deep dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons rather than exotic weapons.
  • Racial bonus on saves against spells and spelllike abilities increases to +3.
  • Racial bonus on Fortitude saves against poisons increases to +3.
  • Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within
    the radius of a daylight spell.
  • Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves are familiar with the languages of their enemies and of their subterranean allies.

Dream Dwarf

Races of Stone

In addition to above racial traits, dream dwarves has the following traits:

  • -2 Dexterity: Dream dwarves are as tough as other dwarves (and stronger of personality), but they are a bit clumsy and slow to react.
  • Darkvision: Dream dwarves can see in the dark out to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dream dwarves can function just fi ne with no light at all.
  • Weapon Familiarity: Dream dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons rather than exotic weapons.
  • +2 racial bonus on Diplomacy checks made with creatures of the earth subtype: Dream dwarves get along well with earth elementals and similar creatures.
  • Dream Sight (Su): A dream dwarf can see ethereal creatures as easily as she sees material creatures and objects. A dream dwarf can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.
  • Spell Power: When in contact with the ground, a dream dwarf’s effective caster level when casting divination spells or spells with the earth descriptor increases by 1.
    This increase applies when determining level-dependent spell variables and on caster level checks. This increase stacks with other spell power abilities, such as from the hierophant prestige class.
  • Bonus Languages: Draconic, Elven, Gnome, Terran, Undercommon.
  • Favored Class: Druid. A multiclass dream dwarf’s druid class does not count when determining whether she takes an experience point penalty for multiclassing.