Notes |
***Magic Resistance*** - Dwarves are highly resistant to magic from non-divine sources (some exceptions their save checks are 2 grade easier when used to resist. Resist save checks must be made even if it is beneficial; substituting for resist save checks with unmodified willpower if the spell does not normally have a resist save. They may not use any magical items not specifically designed for dwarves; with the exception of items of divine nature. Because of this magic resistance, dwarves may not be magic-users with the exception of Theism and other specialised disciplines.
***Dwarven-sight*** - Dwarves have nightsight and treat partial darkness as illuminated and darkness as partial darkness up to 40m. In addition Dark sight up to 20m only for non-magical darkness.
***Tunnel Sense*** - Due to their subterranean nature dwarves can detect within 5m, certain underground phenomena by succeeding at an Perception or Easy Navigation (Underground) skill roll. Tunnel Sense may be used to detect stonework pits, dead falls, and traps; a slope or grade; approximate depth underground; new tunnel or passage construction; and shifting or sliding walls or rooms.
***Poison Resistance*** - Dwarves are highly resistant to poison, with Endurance checks that relate to poisoning being 1 grade easier.
***Navigation*** is for Underground.
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