Dwarf

Dwarf
Dwarves are a race of crafters and artisans adapted to life underground.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids.

Standard Racial Traits

 * Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
 * Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
 * Type: Dwarves are humanoids with the dwarf subtype.
 * Base Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
 * Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores gain bonus starting languages.
 * Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
 * Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
 * Cave Dweller: Dwarves gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
 * Master Tinker: Dwarves gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are treated as proficient with any weapon they have personally crafted.
 * Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
 * Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
 * Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Alternate Racial Traits

 * Craftsman: Dwarves are known for their superior craftsmanship. Dwarves with this racial trait receive a +2 racial bonus on all Craft checks. This racial trait replaces master tinker.
 * Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
 * Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
 * Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces cave dweller.
 * Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
 * Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
 * Saltbeard: Dwarves occasionally leave their mountain homes for port cities, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +2 dodge bonus to AC against creatures with the aquatic or water subtype. This racial trait replaces cave dweller and stonecunning.
 * Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against flying creatures, as well as a +2 bonus on Perception checks. This racial trait replaces cave dweller, master tinker, and stonecunning.
 * Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
 * Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
 * Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary,supernatural, and spell-like abilities of dragons. This racial trait replaces cave dweller and stonecunning.

Favored Class Options

 * Alchemist: Add +1/4 to the alchemist's natural armor bonus when using his mutagen.
 * 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 +1/2 to the cavalier's bonus to damage against targets of his challenge.
 * 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: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
 * Fighter: Add +1 to the Fighter's CMD when resisting a bull rush or trip.
 * Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 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 sense ability regarding stone traps.
 * Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
 * 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).
 * 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.
 * Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
 * 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.
 * 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.
 * 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 +1/4 natural armor bonus to the AC of the witch's familiar.
 * 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.

Half-Dwarf
The half-dwarf often acts as liaison between their human and dwarven kin.

Physical Description: Half-dwarves are taller than dwarves, but shorter than humans. Like their dwarven parents, they tend to be stocky and dense, but with the varied coloring of their human lineage.

Standard Racial Traits

 * Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.


 * Type: Half-dwarf are humanoid creatures with both the human and dwarf subtypes.
 * Size: Half-dwarf are Medium creatures and have no bonuses or penalties due to their size.
 * Base Speed: Half-dwarves have a base speed of 30 feet, but they treat their armor or Load as one step lighter for the purposes of movement and run speed.
 * Languages: Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores gain bonus starting languages.
 * Unencumbered: A half-dwarf wearing Medium or Heavy armor or carrying a Medium or Heavy load treats that armor and/or load as one step lighter for the purposes of movement and run speed.
 * Hardy: Half-dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
 * Integrated: Half-dwarves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks
 * Master Tinker: Half-dwarves gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are treated as proficient with any weapon they have personally crafted.
 * Stability: Half-dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
 * Darkvision: Half-dwarves can see perfectly in the dark up to 60 feet.
 * Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.

Alternate Racial Traits

 * Dual-minded: The dual nature of the some half-dwarves' ancestry give them resistance to mental attacks. Half-dwarves with this racial trait gain a +2 racial bonus to Will saves. This racial trait replaces integrated.
 * Cave Dweller: Half-dwarves raised primarily in their dwarven parent's underground halls gain insight into living underground. Half-dwarves with this racial trait gain a +1 to Knowledge (dungeoneering) and Survival checks made while underground. This racial trait replaces integrated.
 * Ambassador: Many half-dwarves consider their assumed role of liaison between dwarves and the other races a thing of honor. Half-dwarves with this racial trait gain a +1 to Diplomacy and Linguistics, and these skills are always class skills. This racial trait replaces master tinker.
 * Sprinter: Some half-dwarves find that their humanlike quickness mixes well with their dwarven burst of strength. Half-dwarves with this racial trait gain a +10 to their base movement speed when using the charge, run, or withdraw actions. This racial trait replaces unencumbered.


 * Magic Resistant: Some dwarven clans are particularly resistant to magic. Half-dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Half-dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
 * Minesight: Half-dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.


 * Stonesinger: Some half-dwarves' affinity for the earth grants them greater powers. Half-dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental or shaitan bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces integrated.
 * Stubborn: Like their dwarven parents, many half-dwarves are renowned for their stubbornness. Half-dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the half-dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
 * Weapon Familiarity: Some half-dwarves prefer fighting to talking and train in the weapons of their kin. Half-dwarves with this racial trait are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. This racial trait replaces integrated.

Favored Class Options

 * Alchemist: Add +1/4 to the alchemist's natural armor bonus when using his mutagen.
 * 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: Add +1 to the bard's total number of bardic performance rounds per day.
 * 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 +1/4 to the cavalier's banner bonus.
 * 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: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
 * Fighter: Add +1 to the Fighter's CMD when resisting a bull rush or trip.
 * Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 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 sense ability regarding stone traps.
 * Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
 * Monk: Add +1/4 point to the monk's ki pool.
 * Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
 * Paladin: Add +1/4 to the bonus the paladin grants her allies with her aura of courage and aura of resolve special abilities.
 * Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
 * Rogue: Add a +1/3 bonus on Disable Device checks, trap sense, and reflex saves regarding non-magical traps.
 * Shaman: Add +1/4 to the natural armor bonus of the shaman's spirit animal.
 * Skald: Increase the skald's total number of raging song rounds per day by 1.
 * Slayer: Add a +1/2 bonus on Stealth checks made while underground and a +1/2 bonus to Survival checks made to track underground.
 * Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
 * Summoner: Add +1/4 to the eidolon's evolution pool.
 * Swashbuckler: Add +1/4 to attack rolls to parry and riposte when using the Opportune Parry and Riposte deed.
 * 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.