Wound Die Type 1d12
Racial Chakra Modifier +0
+2 Constitution
+2 Wisdom
-2 Charisma
Size: Medium
Base Speed: 20 feet
However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions).
Medical Class: Group I-b (Near Human)
Low-light vision
A dwarf can see twice as far as a human in areas of dim illumination.
Greed
Members of this race gain a +1 Financing Party Ability Point
Automatic Languages: Common, Dwarven, and Terran.
RP: 12
Ability Scores; Standard
Attributes; Enhanced Woundpoints +1 RP
Slow: -1 RP
Tremorsense: 4 RP
Craftsman: Chromium Alloy: 2 RP
Craftsman: Gold and Iron: 1 RP
Low-light Vision: 1 RP
Stability: 1 RP
Stone-cunning: 1 RP
Greed: 2 RP
Gold dwarves, also known as hill dwarves, are the aloof, confident and sometimes proud subrace of dwarves that predominantly come from the Imperial Provence of Faynemarsh. . They are known to be particularly stalwart warriors and shrewd traders.
Found largely in the South of the empire in the immediate vicinity of the mountainous regions that divide Na'varin from Faynemarsh and Faynemarsh from the Great Desert of Kala Karama, gold dwarves are the dominant southern branch of the Stout Folk. Renowned not only for their smithwork and craftsmanship but also for their military prowess and legendary wealth, gold dwarves have maintained their empire for millennia, unbowed by the passage of time. For generations, the Deep Kingdom of the gold dwarves has stood unconquered, dominating the surface lands and subterranean caverns that surround the Great Desert of the empire.
Appearance:
Averaging 4 feet tall and weighing as much as an adult human, gold dwarves are stocky and muscular. The skin of a gold dwarf is light brown or deeply tanned, and her eyes are usually brown or hazel. Both genders wear their hair long, and males (and some females) have long, carefully groomed beards and mustaches. Hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses.
Relations:
Like their northern kin, gold dwarves harbor a great deal of pride, both in their own accomplishments and those of their ancestors. They also share the philosophy that anything worth doing is worth doing well, and that the natural world is but raw material to be worked into objects of great beauty. Unlike the long-beleaguered shield dwarves, gold dwarves have not faced a serious challenge to their way of life for thousands of years. Confident and secure in their isolated realm, gold dwarves do not share the pessimism or fatalism of their shield dwarven brethren. To the contrary, having seen the rise and fall of countless elven, human, and shield dwarven empires, their endurance has fostered a deep-seated belief that their kingdom is unassailable and will never fall.
Stonecunning:
This ability grants a dwarf a +2 racial bonus on Perception 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 Perception check as if he were actively searching, and a dwarf can use the Perception 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).
Dwemer Craftsmen
+2 racial bonus on Techie checks that are related to Gold, Iron, and Chromium Alloy(Aka Dwemerite)
Tremorsense:
Gold Dwarves are deeply in tune with the earth and can sense the vibrations of movement of other creatures. A Gold Dwarf in contact with the ground can sense the location of any creature also in contact with the ground regardless of concealment in a 60 foot radius.