Wound Die Type 1d12
Racial Chakra Modifier +0
+2 Constitution
+2 Wisdom
-2 Charisma
Dwarves are stout and tough but tend to be gruff and reserved.
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)
+2 racial bonus on craft check involving stone, iron, and Orichalcum.
Bonus Feat: Toughness
Shield Dwarves are constantly battling dangerous invaders to their lands and their population has been battle-hardened as a result.
Automatic Languages: Common and Dwarven.
Darkvision:
Dwarves can see in the dark up to 120 feet. Darkvision is black and white only.
Greed
Members of this race gain a +1 Financing Party Ability Point
RP: 12
Ability Scores; Standard
Attributes; Enhanced Woundpoints +1 RP
Slow: -1 RP
Specific Feat: Toughness 2 RP
Craftsman: Orichalcum: 2 RP
Craftsman: Stone and Iron: 1 RP
Dark-Vision II: 3 RP
Stability: 1 RP
Stone-cunning: 1 RP
Greed: 2 RP
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains,are renowned for the marvelous treasures that they produce as gifts or for trade.
Personality:
Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is “If I’m lying, may I cross a dwarf.”
Physical Description:
Dwarves stand only 4 to 4-1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves’ skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.
Relations:
Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, “The difference between an acquaintance and a friend is about a hundred years.” Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendships are between a human and a dwarf who liked the human’s parents and grandparents. Dwarves fail to appreciate elves’ subtlety and art, regarding elves as unpredictable, fickle, and flighty. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls. Through many such joint campaigns, the elves have earned the dwarves’ grudging respect. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the opportunity to prove themselves.
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).