Gray Dwarf Racial Traits

Tellene has races from other realms and plans and the Duergar are not originally native to this world. Even thou Gray Dwarf history dates back to the earliest of Tellenes timeline, they have an even older history from their other realm which they share with the Gold and Shield Dwarves, this history is kept a secret by all except the Gray Dwarves. They are the only dwarven race to openly talk about what happened in their early pre-Tellene history, unlike their brethren the Gold and Shield Dwarves.

    • Duergar are typically stout figures, but tend to be bad-tempered and standoffish. +2 Constitution, -4 Charisma

    • Medium-sized: As medium-sized creature, Gray Dwarves have no special bonuses or penalties due to their size.

    • Gray Dwarf base speed is 20, and they can move at this speed even if they are wearing medium or heavy armor, or if they are carrying a medium or heavy load.

    • Darkvision: Gray Dwarves can see in the dark up to 90 ft. Darkvision is only black and white, but it is otherwise like normal sight, and hill dwarf can function just fine with no light at all.

    • Stuncunning: Stonecunning grants Gray Dwarves a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as normally as a human can sense which way is up. Hill dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes:

    • Weapon Familiarity: Gray Dwarves receive no weapon familiarity, for their remote living habits make them less picky about their weapon of choice.

    • 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 firmly on the ground.

  • Gray Dwarves are hardy and resistant to toxins. +2 racial bonus on saving throws against normal poison.

    • Gray Dwarves have an innate resistance to magic spells. +2 racial bonus on saving throws against spells and spell-like effects.

    • This bonus represents a special training that Gray Dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his loses his dodge bonus, too. +4 dodge bonus against gaint types.

  • Gray Dwarves are trained in special combat techniques that allow them to fight their traditional enemies more effectively. +1 racial bonus on attacking rolls when fighting orcs, and goblinoid.

    • +4 racial bonus Move Silently and +1 racial bonus on Listen and Spot checks. Generations of enslavement from such races as mind flayers and illithids have taugh them to avoid these perceptive creatures.

  • Immunity: Immunity to paralysis, phantasms, magical & alchemical poisons, not normal poisons.

  • Spell-Like Abilities: standard Gray Dwarves have the following traits, these abilities affect only the Gray Dwarf and whatever it carries; 1/day—enlarge person and invisibility as a wizard of twice the Gray Dwarves class level (minimum caster level 3rd).

    • Light Sensitivity: Gray Dwarves are dazzled in bright sunlight or within the radius of a daylight spell, -1 circumstance penalty to attack rolls, Search checks, and Spot checks when within sunlight, and this penalty is always present when travelling outdoors day or night.

  • +2 racial bonus on Appraise checks that are related to stone or metal items, Gray Dwarves are familiar with valuable items of all kinds.

  • +2 racial bonus on Craft checks that are related to stone or metal, Gray Dwarves are especially capable with stonework and metal.

    • Automatic Languages: Dwarven, Undercommon and Merchant's Tongue. Bonus Languages: Draconic, Giant, Goblin, Orc, and Terran. Gray Dwarves are familiar with the languages of their enemies and of their subterranean allies.

    • Favored Class Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarves culture extols the virtues of battle, and the vocation comes easily to dwarves.