The strange and taboo creation of a Dwarf and Orc, Dweorco are universally despised by both parent races and by the rest of Illumire. Dwarves are generally perceived as xenophobic and gruff, lending them a negative reputation amongst most races. Orcs are despised for the natural bloodlust and brutal nature as well as their hostility towards others. The Dweorco inherited both sides of this unfortunate coin. The social perception as being brutish and rough while generally ostracized if not killed by their own communities. While they may be adamantly disliked, Dweorco do not always follow in their parent’s footsteps, usually rejected by their society they customarily live alone or in small settlements with other Dweorco and usually live fulfilling lives away from the centers of civilization. Other Dweorco pursue acceptance among their races, determined to reject their other hated half, these Dwarf-orcs or Orc-dwarves live lives of ridicule and deviance among their kin and generally reject their non-native heritage and pursue a life of independence from their lineage.
Defensive Racial Traits
Offense Racial Traits
Senses Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
Arcanist: Add +1/4 to the arcanist’s effective class level when determining the effects of the arcane barrier and arcane weapon arcanist exploits.
Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).
Cavalier: Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.
Fighter: Add +2 to the Fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearmbelow 1.
Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground.
Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap senseability regarding stone traps.
Kineticist: Add 1/3 point of damage to earth element blasts that deal damage. Source
Magus: Select one known magus arcana usable only once per day. The magusadds +1/6 to the number of times it can be used per day. Once that magus arcanais usable twice per day, the magus must select a different magus arcana.
Medium: Gain a +1/2 bonus on saving throws against possession and a +1/2 bonus on saving throws to end haunt channeler, location channel, and spacious soul.
Mesmerist: Increase painful stare’s damage by 1/4 point.
Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Occultist: Gain a +1/3 bonus on Appraise and Use Magic Device checks involving stone and metal objects.
Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
Paladin: Choose a creature type (and subtype, if necessary) from the ranger’s favored enemies list. Add a +1/2 bonus on Knowledge checks to identify creatures of that type. You can choose the same creature type up to six times; if you choose the same creature type six times, add 1 point of damage when smiting creatures of that type.
Psychic: When casting psychic abjuration spells, add 1/2 level to the effective caster level of the spell, but only to determine the spell’s duration.
Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Shaman: Add +1/4 to the natural armor bonus of the shaman’s spirit animal.
Skald: Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).
Slayer: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.
Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
Spiritualist: Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
Spiritualist: Add a +1/4 bonus on weapon damage rolls with the slam attacks from ectoplasmic bonded manifestation.
Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.
Swashbuckler: Add +1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
Vigilante: Increase the bonus from social grace on Craft skills by +1/2.
Warpriest: Add +1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.