Shield Dwarf Racial Traits

Shield dwarves are for the most part just like Hill dwarves except they are not originally native to the world of Tellene. Tellene has portals that open and pull in races from other realms and plans. Even thou Shield 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 Gray Dwarves, this history is keep a secret.

    • Shield Dwarves are stout and tough, but tend to be gruff and reserved. +2 Constitution, -2 Charisma.

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

    • Shield 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: Shield Dwarves can see in the dark up to 60 ft. Darkvision is only black and white, but it is otherwise like normal sight, and Shield dwarf can function just fine with no light at all.

    • Stuncunning: Stonecunning grants Shield 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 Shield Dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching and a Shield Dwarf can use the Search skill to find stonework traps as a rogue can. A Shield Dwarf can also intuit depth, sensing his approximate depth underground as normally as a human can sense which way is up. Shield 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: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

    • 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.

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

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

    • Shield 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, goblinoid, trolls, and gaints.

    • This bonus represents a special training that Shield 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 dodge bonus, too. +4 dodge bonus against gaints.

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

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

    • Automatic Languages: Dwarven and Merchant's Tongue. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Shield 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.