Saturday, December 13, 2014

Racial Feats - Dwarf

Dwarf Feats

The following feats may be taken by dwarven characters in the Three Worlds. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Armored Mage
Feats
Dwarf, any metamagic featYou can increase the casting time of arcane spells to reduce the arcane spell failure chance of armor you are wearing
Artisan
H&H
At least 1 rank in three different Craft skillsYou gain a competence bonus to three Craft skills
Blood of Iron
PotS
DwarfYou gain a bonus to saves against spells and spell-like abilities
Blood of Kings
Feats
DwarfYou gain a bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with dwarves
Boar's Charge
H&H
Strength 13+You can make overrun attempts without moving first
Clanheart Magic
H&H
Dwarf, spellcaster level 1st+You may add the clanheart spells to your class spell list
Deepblood
H&H
Dwarf, Wisdom 11+You gain a bonus to Spot checks when using darkvision
Deepsight
H&H
DeepbloodThe range of your darkvision increases
Divine Flame
H&H
Dwarf, Forgeblood, ability to channel entropic, positive, principled, or negative energy, Charisma 12+You can expend a channel attempt to grant your weapon the flaming ability
Dwarflore
D315
DwarfYou gain a bonus to Knowledge checks and one Craft skill
Ear to the Ground
WS
Dwarf or Khülen with the dreamsight trait, Skill Augmentation (Listen and Spot), Listen 6+ ranksYour close connection to the earth and natural world allows you to detect foes at great distance
Earth Focus
D314
DwarfYour Earth spells are more powerful
Friend of Earth
D314
DwarfYou gain bonuses when interacting with Earth creatures
Giantkiller
D315
DwarfYou gain bonuses to confirm critical hits and your AC when fighting giants
Hardy Soul
D315
DwarfYou gain extra hit points, are immune to death from massive damage, and bonuses to stabilize when rendered unconscious from wounds
Improved Encumbrance
D292
DwarfYour carrying capacity is increased
Improved Endurance
H&H
Endurance and Dwarf or Savage HumanoidYou gain a bonus to Constitution checks to avoid the effects of starvation and dehydration
Increased Carrying Capacity
Dungeons
-You can carry more than someone of your strength normally could
Magical Savant
PoS
Dwarf, Charisma 15+, Skill Augmentation (Disable Device and Use Magic Device), Use Magic Device 6+ ranksYou can activate a magical item with Use Magic Device without knowing what condition you are emulating
Monkeywrencher
PoS
Dwarf, Intelligence 15+, Magical Savant, Skill Augmentation (Disable Device and Use Magic Device), Use Magic Device 10+ ranksYou can rig a magical item with Use Magic Device so someone else not normally allowed to may use it
Mountain Fighter
D315
-You gain a bonus to AC when fighting in mountainous terrain
Stalwart Defender
D315
DwarfYou gain bonuses against bull rush, overrun, and trample attacks
Rockbrother
-
DwarfYou gain a bonus to natural AC
Sturdy
PGtRR
Human or Dwarf, Constitution 13+You gain bonus skill points that can be spent on Constitution-based skills
Unexpected Attack
-
Dwarf, Combat Reflexes, BAB +5Your opponents lose their Dexterity bonus to AC when you make AoOs
Wünd's Flame
H&H
Charisma 12+, ability to channel axiomatic, negative, or positive energy, ForgebloodYou can channel energy to give your weapon the flaming attribute

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