Dwarfs

Dwarfs are a stout and reliable people somewhat shorter than a human with similar appearance. Their people are famous for their tenacity and physical toughness, and often develop great skill as craftsmen due to their willingness to set aside frivolity for the simple pleasure of a job well done. Despite frequent accusations that dwarves are curmudgeons, they have a deep appreciation for all things beautiful and are quick to adopt new technologies and innovations. Most Dwarfs come up in clans — the core of dwarven society — and wear their clan name as a badge of great pride. Their deep familial ties ensure they're quick to honor debts and avenge slights against their ancestors. Through the heat of battle and the chill of conflict, you’ve also forged strong bonds with your companions, and remain a stout and true-hearted friend to the bitter end.

Common Personality Traits: Brave, gruff, persistent,reliable, stubborn

Common Physical Traits: Beard, barrel chest, sturdy build, heavy brow, incredible endurance

Example First Names: Hrothgar, Durik, Snori, Baldar, Mordn, Gulid

Example Clan Names: Fireheart, Stonehand, Silvermine

## Clans

### **Stone Dwarf (No Clan)**

Type: Medium biped folk with a Reach of 1.

Wounds: equal your Constitution score.

Attributes: +4 Constitution, –2 Dexterity

* Base Speed: 20 ft.
* Darkvision I: You ignore the effects of dim and faint light.
* Enlightened Crafting: Your maximum Crafting rank increases

to your Career Level + 5. Only the highest bonus from any
single enlightened ability may apply to each skill.

* Improved Stability: You’re considered 1 Size category larger

for carrying capacity, Trample attacks, and resisting Bull
Rush and Trip attempts so long as you are standing firmly on
the ground and not climbing, flying, or riding.

* Iron Gut: You gain a +2 insight bonus with saves against

disease and poisons.

* Restricted Actions: Kick attacks, as well as Jump and Swim

checks you make are considered untrained (see page 63).

* Thick Hide 2: You’re considered to be wearing partial armor

that provides Damage Reduction 2. This DR does not stack
with other armor (only the best protection applies). If you
gain thick hide from multiple sources, your hide offers the
highest single DR value + 1 per additional hide benefit (e.g.
## thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

### **Hill-Dwarf**

*Not every stone is buried deep in the Earth; Hill-Born dwarves dwell above the ground, traveling far and wide in search of adventure and illumination.*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes. Also, you gain 2 additional Studies and when taking the Basic Skill Mastery feat you have access to a new skill pair: Hill-Dwarf (Haggle & Ride).

#### **Hill Clan**

*You’ve shared meals and conversations in many exotic lands.*

* **Prerequisites:** Hill-Born
* **Benefit:** You gain 2 additional Languages and 20 Reputation that must immediately be spent to create or improve a contact.

### **Mountain-Dwarf**

*The mountain stones rise high above the rest — and crash down with killing force!*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** You gain the Unarmed proficiency and Kick attacks are no longer restricted for you. Also, you gain the Trample I natural attack. If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
* **Note:** Due to your improved stability quality, you may Trample characters just 1 Size smaller than you (rather than 2).

#### **Mountain Clan**

*You’ve mastered a rolling, tumbling, and crushing battlestyle inspired by the avalanches that shake your home.*

* **Prerequisites:** Mountain-Born
* **Benefit:** Jump checks are no longer restricted actions for you and your Mountain-Born Trample attack increases by 1 grade (e.g. Trample I becomes Trample II). Also, each time you suffer attribute impairment, it decreases by 1 (minimum 0).

### **Cliff-Dwarf**

*Dwarves born where stone meets the sea are comfortable around water in ways most of their kinsmen cannot fathom.*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** You gain the Ride (Water Vehicles) focus, and Swim checks are no longer a restricted action for you. When taking the Basic Skill Mastery feat you have access to a new skill pair: Sea Trader (Haggle & Ride)

#### **Cliff Clan**

*The waves have delivered you to many distant ports and made you many friends.*

* **Prerequisites:** Cliff-Born
* **Benefit:** You gain 2 additional Contacts, each with a Reputation value of 15 or less, who don’t count against the number of Prizes you may keep.

### **Crag-Dwarf**

*Your nimble clan takes refuge in maze-like mountain chasms, isolated by geography and intent.*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** Your base Defense increases by 1, Jump checks are no longer restricted actions for you, and you are always considered to have climber’s gear.

#### **Crag Clan**

*Crag runners are the arteries of their clans, carrying their peoples’ secrets with great speed and caution.*

* **Prerequisites:** Crag-Born
* **Benefit:** You gain the always ready and superior runner II NPC qualities (see Fantasy Craft, pages 230 and 235).

### **Dune-Dwarf**

*The shifting desert sands give birth to dwarves who are not unlike ghosts.*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** You gain a +5 gear bonus with Blend checks in desert terrain, the DCs of Tracking checks to follow your trail increase by 10, and you suffer exactly 1 subdual damage per die from Push Limit checks (no roll required).

#### **Dune Clan**

*Like vengeful wraiths, dune dwarves seemingly appear from nowhere and are near-impossible to stop.*

**Prerequisites:** Dune-Born

**Benefit:** You may ignore the first fatigued or shaken condition you gain in each scene, and you are considered to have 2 additional Covert feats for any ability based on the number of Covert feats you have.

### **Glacier-Dwarf**

*Deep arctic dwarves forgo the earth’s warmth for a bitter, hard-fought life on the ice.*

**Prerequisites:** Dwarf, [Level 1 only]

**Benefit:** You require only 1 common meal a day and are considered to have 2 additional Terrain feats for any ability based on the number of Terrain feats you have. You also gain Cold Resistance 10 and lose darkvision (see Fantasy Craft, page 12).

#### **Glacier Clan**

*Ice dwarf elders are great hunters, hunting and slaying prey many times their size.*

**Prerequisites:** Glacier-Born

**Benefit:** You gain the favored foes (animals & beasts) NPC quality (see Fantasy Craft, page 233).

### **Jewel-Dwarf**

*The First Dwarf spread tears of joy through the vaults of the world, and from those tears sprang the most comely of his descendants*

* **Prerequisites:** Dwarf, Level 1 only
* **Benefit:** Your Panache increases by 1, your Charisma score rises by 2, and your Strength score decreases by 1.

#### **Jewel Clan**

*Your clan’s vaults are filled with all the treasures of the earth.*

* **Prerequisites:** Jewel-Born
* **Benefit:** Your Prudence increases by 1, and you gain a +4 bonus with all treasure rolls (see Fantasy Craft, page 344).

### **Duergar**

*In your homeland the stones never see the light of day…*

**Prerequisites:** Dwarf, [Level 1 only]

**Benefit:** You gain the darkvision II and light-sensitive NPC qualities (see Fantasy Craft, page 233 and 234). Also, each time you gain 1 or more ranks in the Crafting skill, you gain equal ranks in the Sneak skill. This may not increase your Sneak skill
beyond its maximum rank.

#### **Deep Clan**

The craft-masters of the deepholds have taught you well.

**Prerequisites:** Deep-Born

**Benefit:** You gain 2 additional Crafting focuses and the lower of your Dexterity or Intelligence scores increases by 2 (your choice in case of a tie).

### **Lava-Dwarf**

*You hail from the fiery depths of the world, where the stones glow with the heat of the First Dwarf’s forge.*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** You gain Fire and Heat Resistance 5 and each time

you inflict lethal damage with an unarmed or melee attack you may convert it to heat damage without suffering the normal –4 attack penalty

#### **Lava Clan**

*Flowing rivers of molten stone surround your home. Sometimes, they entrust you with their secrets.*

* **Prerequisites:** Lava-Born
* **Benefit:** Your Speed increases by 5 ft. and you gain a +1 bonus to Defense. Also, when you spend an action die to boost unarmed or melee damage, you may convert it to fire damage.

### **Dwarf-Blooded**

Sometimes referred to as Mul, these s*tout half-dwarves are typically mistaken for shorter, hairier members of their progenitor’s race, but also exhibit many common dwarven traits.*

* **Prerequisites:** Non-Dwarf Folk, Level 1 only
* **Benefit:** Your Constitution score rises by 1, your Ground Speed drops by 5 ft., you gain thick hide 2 (see Fantasy Craft, page 13), and you may select feats as if you’re a Dwarf.
* **Special:** You may only have 1 “Blood” feat. When you gain

this feat you may reduce any of your attributes by 2 to gain an
additional Species feat with the requirement “Level 1 only.”

### **Make Me A Stone**

*This simple prayer means endurance in your culture and it was chanted at your birth.*

* **Prerequisites:** Dwarf
* **Benefit:** You gain a +2 bonus with saving throws made during a Dramatic scene and may recover vitality points and wounds during a Refresh action even if attacked before rolling your action die.