出典 Heroes from the Fringe 4ページ
In southern peaks of the Shattered Range, near Geb and the Screaming Jungle, clans of nomadic dwarves live and travel through ancient tunnels by day, moving to the surface only at night. Though there are no known dwarven cities in this region, the Garundi dwarves claim the extensive tunnels and caverns they move through are the remains of a once=powerful dwarven kingdom, which was struck down by the gods for some long-forgotten offense. These dwarves travel in caravans of 40 or so family units(though the largest caravans can contain more than 300 families) and engage in sporadic clan-based trade or warfare, but they all respect the neutrality of hidden settlements of dwarves who dwell in underground oases within the mountains. Desert dwarves often have the craftsman, mountaineer, and rock stepper alternate racial traits. Most also have the desert delver alternate racial trait described below.
出典 Heroes from the Fringe 4ページ
Two tribes of dwarves reside in the Mwangi Expanse:the Mbe’ke and the Taralu. The Mbe’ke build cities in the mountains of the Terwa Uplands, while the Taralu live in small clans in the eastern jungle. Although there is little contact between the two groups, they share a reverence for and affinity with dragons—most especially cloud dragons— as well as any draconic creature that can be reasoned with, including wyverns. Mwangi dwarves often take the magic resistant or surface survivalist alternate racial traits. Those who form the strongest spiritual bonds to some form of dragon sometimes also have the breath weapon alternate racial trait described below.
出典 Heroes from the Fringe 4ページ
The Ouat caste dwarves are a sect of the Pahmet dwarves of Osirion who pursue self-perfection in the style of Irori. Ouat caste dwarves seek to become closer to divinity by overcoming their mortal limitations. They train themselves and others in the monastic city of Tar Kuata, constantly striving to put aside petty material concerns to focus on spiritual growth. The Ouat’s focus on the power of will and self-improvement causes many of them to take the relentless and stubborn alternate racial traits. Those who begin the path to inner awareness very early in their lives also sometimes take the iron within alternate racial trait described below.
出典 Heroes from the Fringe 5ページ
The Pahmet have been present in Osirion since ancient days and claim to have been sent by the gods to warn the pharaohs of impending crises and disasters. Though most scholars suspect that claim is more legend than history, the ancient pharaohs of Osirion treated the Pahmet with great reverence. In return, the Pahmet guard Erekrus, a necropolis in the mountains of southern Osirion, where the Pahmet interred the bodies of pharaohs deemed particularly worthy. The Pahmet are a rigid and often mistrusting people; it is common for its members who avoid contact with outsiders to have the xenophobic alternate racial trait. Many Pahmet have the lorekeeper, mountaineer, rock stepper, and surface survivalist alternate racial traits. Those who come from long lines of keepers who dedicate themselves to the guarding of tombs also often have the death’s end alternate racial trait described below.
出典 Heroes from the Fringe 5ページ
The Paraheen are a small but important part of the society of Katheer, where they operate numerous forges and weapon shops within the city. Not quite a clan, the Paraheen are a set of related, family-run businesses respected for their great craftsmanship and work ethic. While most Paraheen are not citizens of Qadira, they are treated as a valued subclass of residents, with enough powerful patrons among the upper ranks of Qadiran society to afford them protection that in some cases is greater than citizenship. The Paraheen have operated as an autonomous community for centuries, avoiding local politics and worshiping a combination of traditional dwarven gods and an aspect of Sarenrae who is aligned with the fire of the forge. Nearly all Paraheen have the craftsman alternate racial trait, but in the case of the Paraheen, it replaces hardy rather than greed. Those Paraheen who are involved in trade by river and sea, common in Katheer, also generally have the saltbeard alternate racial trait. Most Paraheen from older families tend to have the iron citizen alternate racial trait described below.
出典 Heroes from the Fringe 5ページ
When the dwarves successfully completed the Quest for Sky, they set about constructing 10 Sky Citadels, massive fortresses that formed the basis for dwarven kingdoms in the Inner Sea region. While several of those Sky Citadels have been lost or overrun, a few—such as Highhelm, Janderhoff, and Dongun Hold—remain bastions of dwarven tradition and authority. Because these Sky Citadels often have connections to the Darklands, it is common for the dwarves dwelling in their lower reaches to have the ancient enmity or deep warrior alternate racial traits, while those in lands populated by ogres and hill giants often have the giant hunter alternate racial trait, and those in wealthy areas that attract the attention of dragons sometimes have the sky sentinel or wyrmscourged alternate racial traits. Because of the eon-long histories of the Sky Citadels, their citizens also often have the deep tradition alternate racial trait described below.
出典 Heroes of the Wild 5ページ
Many feyborn have low-light vision. Races that normally have darkvision(such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait(and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
出典 Blood of Shadows 4ページ
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
出典 Heroes from the Fringe 4ページ
Desert dwarves have adapted to the extremes of cold and heat that can suddenly occur in both the harsh deserts and the mountain tunnels around their caravan routes. Dwarves with this racial trait gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments.
This replaces defensive training.
出典 Blood of Shadows 5ページ
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison(see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save 難易度 for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
胃殺しの毒/Mawbane Poison—摂取型; セーヴ 上記の頑健セーヴ; 頻度 4ラウンドの間1/ラウンド; 効果 1d2【耐久力】ダメージ; 治癒 1回のセーヴ
ドワーフは防御修練および頑丈と置き換える。エルフはエルフの魔法および武器精通と置き換える。ノームは防御修練、ノームの魔法および幻術抵抗と置き換える。ハーフエルフはエルフの耐性および鋭き五感と置き換える。ハーフオークはオークの凶暴性および武器精通と置き換える。人間は熟練と置き換える。ハーフリングの生態はこの特徴をとることを妨げる。ドラウはドラウの耐性、光による盲目化、呪文抵抗および武器精通と置き換える。ワヤンは光と闇、潜伏者および影の抵抗力と置き換える。
出典 Heroes from the Fringe 5ページ
Some Pahmet come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to アーマー・クラス against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead.
This replaces defensive training and hatred.
出典 Heroes from the Fringe 5ページ
While some dwarves focus their early years on training against one specific foe of the dwarven kingdoms, others know that there are many enemies who would destroy dwarvenkind if given the opportunity. A dwarf with this racial trait gains a +1 bonus on melee attack rolls and a +1 bonus to アーマー・クラス against attacks of opportunity made by drow, duergar, creatures of the aberration type, or creatures of the giant or orc subtype.
This replaces defensive training and hatred.
出典 Heroes from the Fringe 4ページ
Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to アーマー・クラス for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation.
This replaces defensive training and hatred.
出典 Inner Sea Races 210ページ
Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
出典 Inner Sea Races 210ページ
Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas such as the Kodar Mountains. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.
出典 Inner Sea Races 210ページ
Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred.
出典 Inner Sea Races 210ページ
Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession(merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
出典 Blood of Shadows 5ページ
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
出典 Inner Sea Races 210ページ
Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration(healing) spells upon allies. This racial trait replaces greed and hardy.
出典 Inner Sea Races 210ページ
Dwarves who make their homes in the Sky Citadels are trained to outlast sieges and serve as vigilant guards. They gain Endurance as a bonus feat. In addition, during rounds in which they have not moved, they gain a +1 racial bonus on attack rolls against foes who also did not move since their last turn. This racial trait replaces greed, hardy, and hatred.
出典 Heroes from the Fringe 4ページ
Dwarves with this racial trait can call upon the spirit of a sacred dragon to channel a fraction of that dragon’s power. Upon taking this trait, the dwarf must select cold, electricity, or fire as the breath weapon’s damage type and either a 15-foot cone or a 20-foot line as the breath weapon’s shape. Once these selections are made, they cannot be changed. Once per day, the dwarf can make a supernatural breath attack in the selected shape, dealing 1d4 points of damage of the chosen damage type, plus 1d4 points of damage of that type for every 2 levels above 1st the dwarf has(to a maximum of 5d4 at 9th level). Targets in the area can attempt a Reflex save(難易度 = 10 + half the dwarf ’s level + the dwarf ’s Constitution bonus) for half damage.
This replaces greed, hatred, stonecunning, and weapon familiarity.
出典 Blood of Shadows 4ページ
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
出典 Heroes of the Wild 5ページ
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The 難易度 for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
出典 Inner Sea Races 210ページ
Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
出典 Legacy of the First World 4ページ
Freed from the confines of duty, certain fey-touched dwarves are stricken with wanderlust. These dwarves are often considered untrustworthy vagabonds by other dwarves but excel at the rigors of traveling. They gain Endurance as a bonus feat, and Climb and Swim are class skills for them. This racial trait replaces hardy.
出典 Heroes of the Wild 5ページ
The character sees the world more like a native of the First World. Select two of the following skills:Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge(nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait(and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
出典 Rival Guide 35ページ
Kneecapper dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
出典 Heroes from the Fringe 5ページ
Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
This replaces stability.
出典 Legacy of Dragons 10ページ
Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals(copper, silver, and gold) and creatures primarily made of such materials. This trait replaces stability and stonecutting
出典 Blood of Shadows 4ページ
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
出典 Heroes of the High Court 14ページ
A dwarf can embrace predictable traditions to avoid social missteps. A dwarf with this racial trait can rely upon conservative tactics when attempting a Diplomacy check; this choice must be made before the Diplomacy check is attempted. The dwarf treats any roll of less than 5 on such a Diplomacy check as though she had rolled a 5, but she treats any roll higher than 15 on such a check as though she rolled a 15. This racial trait replaces stonecunning.
出典 Rival Guide 35ページ
Kneecapper dwarves 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.
出典 Blood of Shadows 5ページ
前提条件:Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.
出典 Blood of Shadows 5ページ
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons(including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day(rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.