Kingmaker in Eberron
Dwarves are natural miners and smiths, and they control most of the previous metals found naturally across the continent of Khorvaire. Powerful Dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout Khorvaire, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.
Dwarf Lands: The dwarven homeland is the Mror Holds, a loose-knit federation of otherwise unconnected dwarf clans in the mountainous terrain in the east of Khorvaire. The dwarves have never had a unified empire and thus have never risen to the prominence of the elves or humans or even the goblinoids, though their control of mineral wealth has always made them important allies of the greater powers. The Mror clans were subject to the King of Galifar before the Last War, but they seceded from Karrnath early in the war, marking the greatest degree of unity and independence the dwarves haves ever possessed.
Dragonmarks: The dwarven House Kundarak carries the Mark of Warding, enabling the house to protect its vast stores of wealth and provide security for businesses and precious goods. House Kundarak works closely with the gnomes of House Sivis in the production and verification of important documents.
- +2 Con, +2 Wis, -2 Cha
- Slow and Steady: Base Speed of 20 feet, but their speed is never reduced due to encumberance.
- Darkvision: 60 Feet
- Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition they receive a +2 bonus on Perception skill 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.
- Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hardy: Dwarves receive a +2 bonus on saving throws vs. poison, spells, and spell-like abilities.
- 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.
- Stability: Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Alternate Racial Traits
- Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the Greed racial trait.
- 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 the Hardy racial trait.
- 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 the Stability racial trait.
- Stubborn: Dwarves are renowned for their being stubborn. 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 can try one on the second round if the first reroll ability fails). This racial trait replaces the Hardy racial trait.