Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Adventures: Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies.

Characteristics: Dwarves are tough, skilled warriors who are most at home when deep underground. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such many dwarves multiclass as fighters, paladins, and barbarians. Because of their ability with weaponsmithing and other crafts, dwarves are likely to look down upon weapons and gear made by members of other races.

Alignment and Religion: Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved. While dwarves can be of any alignment, their interest in the success of their communities and their ingrained sense of honor ensures that many act in a lawful and good manner. Neutral dwarves are found more frequently in areas where relations with other good races have become strained, or where different races focus more on the interests of their people than on morality.

Society: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids.

Relations: Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun half-orcs. They find halflings, elves, and gnomes to be too frail, flighty, or “pretty” to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans’ industrious nature and hearty appetites come closest to matching those of the dwarven ideal.

Game Rule Information

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp)

Class Skills:
The dwarf’s class skills are Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge [dungeoneering] (Int), Knowledge [relgion] (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).

  • Skill Ranks Per Level: 2 + Int modifier.
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Forged in the Fire, Smite Racial Foes 1/day
2nd +2 +3 +0 +0 Craft Expertise, Weapon Training
3rd +3 +3 +1 +1 Heavy Armor Expertise +1, Improved Stonecunning +4
4th +4 +4 +1 +1 Bonus Feat, Improved Hardiness +1
5th +5 +4 +1 +1 Smite Racial Foes 2/day
6th +6 +5 +2 +2 Secrets of the Forge
7th +7 +5 +2 +2 Heavy Armor Expertise +2
8th +8 +6 +2 +2 Bonus Feat, Improved Darkvision
9th +9 +6 +3 +3 Smite Racial Foes 3/day
10th +10 +7 +3 +3 Uncanny Stability, Improved Stonecunning +6
11th +11 +7 +3 +3 Heavy Armor Expertise +3, Improved Hardiness +2
12th +12 +8 +4 +4 Bonus Feat
13th +13 +8 +4 +4 Smite Racial Foes 4/day
14th +14 +9 +4 +4 One with the Hammer
15th +15 +9 +5 +5 Heavy Armor Expertise +4
16th +16 +10 +5 +5 Bonus Feat
17th +17 +10 +5 +5 Smite Racial Foes 5/day, Improved Stonecunning +8
18th +18 +11 +6 +6 Earth Mastery, Improved Hardiness +3
19th +19 +11 +6 +6 Heavy Armor Expertise +5, Tempered in Blood
20th +20 +12 +6 +6 Bonus Feat, Constitution Boost, Subteranean Bulwark

Weapon and Armor Proficiency: A dwarf is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (excluding tower shields). Dwarves treat the dwarven maulaxe, dwarven waraxe, dwarven dorn-derger, and dwarven urgrosh as martial weapons.

Forged in Fire (Ex): At 1st level, a dwarf becomes inured to the effects of fatigue and exhaustion, and can ignore their effects for a number of hours equal to her class level. At the end of this time, if the condition remains, the dwarf succumbs to the effects.

Smite Racial Foes (Su): Once per day, a Dwarf can call on her inherent hatred to aid her in her struggle against evil. As a swift action, the Dwarf chooses one target within sight to smite. If this target is a creature with the Orc, Goblinoid, or Giant subtype, the dwarf adds her Wisdom bonus (if any) to her attack rolls and adds her dwarf level to all damage rolls made against the target of her smite. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite racial foes is in effect, the dwarf gains a deflection bonus equal to her Wisdom modifier (if any) to her AC against attacks made by the target of the smite. If the dwarf targets a creature that is not an Orc, Goblinoid, or Giant, the smite is wasted with no effect.

The smite effect remains until the target of the smite is dead or the next time the dwarf rests and regains her uses of this ability. At 5th level, and at every four levels thereafter, the dwarf may smite racial enemies one additional time per day, as indicated on the table, to a maximum of five times per day at 17th level.

Craft Expertise (Ex): Dwarves are known for their superior craftsmanship when it comes to metal and stone works. At 2nd level, the Dwarf receives a racial bonus on all Craft or Profession checks that create objects from metal or stone equal to 1/2 his Dwarf level (minimum +1).

Weapon Training (Ex): Starting at 2nd level, a dwarf can select one group of weapons, as per the fighter ability weapon training. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
The Dwarf is limited to the Axes, Flails, Hammers, or Spears groups. For the purposes of this ability only, the following weapons are added to these groups:

  • Axes: Dwarven Maulaxe, Dwarven Urgrosh (axe head only)
  • Flails: Dwarven Dorn-Derger
  • Spears: Dwarven Urgrosh (spear head only)

Heavy Armor Expertise (Ex): No armor fits so well as that created by a dwarf for her own use. When wearing heavy armor that she has crafted herself, a dwarf of 3rd level or higher gains a +1 sacred bonus to Armor Class.
This bonus increases by +1 for every four levels beyond 3rd, to a maximum of +5 at 19th level.

Improved Stonecunning (Ex): At 3rd level, the Dwarf’s racial bonus on Perception checks to notice unusual stonework increases to +4. The range at which he receives an automatic check increases to 20 feet. Also, the dwarf can intuit where true north lies in relation to himself when underground.
This bonus increases to +6 at 10th level, and +8 at 17th level.

Bonus Feats: At 4th level, and every four levels thereafter (8th, 12th, 16th, 20th), the Dwarf may take one of the following feats as a bonus feat. The Dwarf must meet all the feat’s prerequisites. Additional Traits, Alertness, Blind-Fighting, Breadth of Experience, Cleave, Diehard, Dodge, Drunken Brawler, Endurance, Fight On, Great Fortitude, Improved Sunder, Iron Will, Ironguts, Ironhide, Power Attack, Steel Soul, Stone-faced, or Toughness.

Improved Hardiness (Ex): At 4th level, the dwarf’s racial bonus on on saving throws against poison, spells, and spell-like abilities increases by 1 (to +3). This bonus increases by 1 additional point at 11th and 18th levels.

Secrets of the Forge (Ex): At 6th level, the dwarf learns some of the great dwarven secrets of forging weapons and armor. The dwarf receives Master Craftsman and
Craft Magic Arms and Armor as bonus feats.

Improved Darkvision (Ex): At 8th level, a dwarf’s darkvision range increases by 30 feet.

Uncanny Stability (Ex): Starting at 10th level, a dwarf improved his racial resistance to being moved from his position. He gains an additional +4 on Combat Maneuver Defense when resisting a bull rush or trip attempt while standing in a low or narrow space (see Subterranean Bulwark for definitions of low and narrow spaces).

One with the Hammer (Ex): A dwarf’s long hours at the forge grant her a special bond with his weapons. When wielding a weapon that she has crafted herself, a dwarf of 14th level or higher adds her Wisdom bonus as a bonus to the damage dealt by the weapon.

Earth Mastery (Ex): At 18th level, the dwarf gains adds his Wisdom bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the dwarf takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the dwarf is initiating or resisting these kinds of attacks.

Tempered in Blood (Ex): Once per day, a 19th-level dwarf can attempt to resist the damage from a single blow. The dwarf can attempt a Fortitude save (DC 10 + damage dealt) when struck and damaged by a melee attack with a weapon or natural attack (but not by a spell or other effect). If the save succeeds, the dwarf takes only half damage from the blow; if it fails, she takes normal damage. The dwarf must be aware of the attack and able to react to it to use this ability. If she is denied her Dexterity bonus to AC, she can’t use this ability.

Constitution Boost (Ex): At 20th level, the dwarf gains an additional +2 racial bonus to his Constitution score.

Subteranean Bulwark (Ex): Starting at 20th level, when a dwarf is in an enclosed area he becomes a stalwart bastion of defense. In a narrow or low space, the dwarf gains DR 3/-, as well as a +1 bonus on attack rolls and a +2 bonus on damage rolls. A narrow space is an area no wider than 5 feet, while a low space is shorter than the dwarf (but at least half his height). The dwarf ignores the penalties to Armor Class and attack rolls for squeezing.


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