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  PRODUCT NO. AR813 
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  ABANDONED ARTS©
   PRESENTS: 
   
  NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  RACIAL FEATS AND RACIAL CHARACTER TRAITS 
   
   
   
   
   
   
   
  Several new feats are featured below for members of the dwarf race. These feats list the race in their 
  prerequisites, prohibiting other races from taking them. Also presented below are a number of racial 
  character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DWARVEN FEATS 
   
  BONDED CRAFTSMAN 
  You can more easily augment your arcane-bonded object. 
  PREREQUISITES: arcane bond (object), dwarf 
  BENEFIT: When adding magical abilities to your bonded object, 
  you count your class level in the relevant class (usually wizard) 
  as though it were 2 levels higher for the purposes of qualifying 
  for the relevant item creation feat. If your bonded object is 
  lost or destroyed, you may replace it with a ritual that costs 
  100 gold pieces per class level, plus the cost of the masterwork 
  item. Finally, you gain a +4 bonus on Craft and Profession (but 
  not Spellcraft) skill checks when attempting to add abilities to 
  your own bonded object, and when creating or adding abilities 
  to magic items of the same type. 
  NORMAL: Replacing a lost or destroyed bonded object requires 
  a ritual which costs 200 gold pieces per class level, plus the 
  cost of the masterwork item. 
   
  DWARVEN RINGSMITH 
  You can imbue magical rings with a unique spiritual signature. 
  PREREQUISITES: Forge Ring, dwarf 
  BENEFIT: You can imbue magical rings with a unique signature 
  which responds only to your own personal power. As long as 
  you wear only magical rings that you craft yourself, you may 
  wear up to three magical rings while simultaneously gaining 
  the benefits of all three. This personal signature also makes it 
  immediately and empathically apparent to you when you don 
  a magical ring that you did not create, no matter how finely-
  crafted a forgery of your own it might be. 
     Finally, if you also possess the Master Craftsman feat, you 
  may count your skill ranks in the chosen skill as your effective 
  caster level when creating magical rings. 
  NORMAL: You may wear and gain the benefits of two magical 
  rings at once. 
   
  DWARVEN CHARACTER TRAITS 
   
  DWARVEN ARTISAN 
  Your studies imparted you with a keen eye for craftsmanship. 
  BENEFIT: You gain a +1 trait bonus on Appraise and Craft skill 
  checks, and Appraise is always a class skill for you. 
   
  FROSTHOME MOUNTAINEER 
  You hail from the frost-capped crowns of the world. 
  BENEFIT: You gain cold resistance 1. This energy resistance does 
  not stack with cold resistance from other sources. 
   
   
   
   
  DWARVEN VITALITY 
  You are remarkably resistant to disease. 
  PREREQUISITES: hardy racial trait, dwarf 
  BENEFIT: You gain a +2 bonus on saving throws against disease. 
   
  GOLEM ENGINEER 
  You can repair constructs reliably and quickly. 
  PREREQUISITES: Craft Construct, dwarf 
  BENEFIT: As long as you have the relevant tools on hand, you 
  can repair all damage to a single construct that you created. 
  Repairing a construct in this way takes 8 hours of work. 
   
  IMPROVED SMITH’S SIGHT 
  You gain special insights into the nature of artifice. 
  PREREQUISITES: 5 ranks in any Craft skill, Smith’s Sight, dwarf 
  BENEFIT: You gain a +4 insight bonus on Craft skill checks made 
  to identify the properties of a magic item. 
   
  SMITH’S SIGHT 
  You can discern the properties of magic items without spells. 
  PREREQUISITES: 3 ranks in any Craft skill, dwarf 
  BENEFIT: You can identify the properties of magical items by 
  making a successful Craft skill check in place of a Spellcraft skill 
  check. The type of the Craft check must be the same type 
  required to create the item (for example: Craft [weapons] for 
  a sword, Craft [armor] for a shield, and so on). You do not 
  need to cast the detect magic spell to identify the properties 
  of an item in this way, but identifying an item with this feat 
  takes a little longer than it would otherwise, requiring one 
  minute of concentration per item examined. 
  NORMAL: Identifying a magic item requires a Spellcraft skill 
  check and the use of a detect magic spell or similar magic. 
   
   
   
  MASTER OF THE MOLTEN FORGE 
  Life amid vast volcanic foundries has made you tough. 
  BENEFIT: You gain fire resistance 1. This energy resistance does 
  not stack with fire resistance from other sources. 
   
  WARSONG WARDEN 
  You keep the ancient songs and stories of the dwarves. 
  BENEFIT: You gain a +1 trait bonus on Perform skill checks and 
  on bardic knowledge checks. 
   
  
  3 
   
  ALTERNATE RACIAL TRAITS 
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow 
  you to exchange standard racial traits for new ones, such as those presented below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DWARVEN PRIDE:  Dwarves with this racial trait may suppress 
  most of the effects of the shaken condition as long as at least 
  one ally can see them. The incurred penalty to saving throws 
  still applies while the condition is suppressed, except against 
  further fear effects. 
     This racial trait replaces the greed and hatred traits. 
   
  SCHOLAR OF WAR: Dwarves with this racial trait gain a +2 bonus 
  on all Knowledge (local) and Knowledge (history) skill checks 
  made to answer questions about or identify those humanoid 
  enemies of dwarvenkind: the drow, derro and duergar, goblins 
  and goblinoids, giants, and orcs. 
     This racial trait replaces the greed trait. 
   
   
  RACIAL ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. Racial archetypes are typically available only to members of the indicated race, 
  though such options rarely interact with the racial traits of that race. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE GOBLINMASHER  (DWARVEN RANGER ARCHETYPE) 
   
  Fast-breeding goblins pose a terrible threat to dwarvenkind, necessitating constant patrols of rangers and warriors dedicated to 
  culling local goblinoid population levels, lest a veritable tide of green-skinned foes overwhelm the dwarves’ mountain-homes. 
   
  A goblinmasher has the following class features. 
   
  Class Skills: Goblinmashers add Knowledge (local) to their list of class skills. 
   
  Goblinfoe (Ex): A goblinmasher must choose Humanoid (goblinoids) as his first favored enemy, and may apply the bonuses of 
  that class feature to attack rolls and the usual skill checks against barghests and greater barghests, goblin dogs, goblin snakes, 
  worgs and winter wolves, and any other creature directly affiliated with or related to goblins or goblinoids. If the goblinmasher 
  possesses the hatred racial trait, he may apply the bonus granted by that trait to attack rolls against such creatures as well. 
     This ability alters the ranger’s first favored enemy and replaces wild empathy. 
   
  Scent Goblins (Ex): At 3rd level, a goblinmasher gains the ability to detect goblinoids by scent, as though he possessed a limited 
  version of the scent ability with a range of 10 feet. This ability does allow the goblinmasher to track goblinoids by scent. 
     This ability replaces Endurance. 
   
  Goblinhunter’s Bond (Ex): At 4th level, the goblinmasher must choose to form a hunter’s bond with his allies, and not with an 
  animal companion. When the goblinmasher uses this ability to grant his allies a favored enemy bonus against goblinoids, those 
  allies also gain the benefits of the ranger’s goblinfoe class feature and his hatred racial trait, if he possesses it. 
     This ability alters hunter’s bond. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Amazing Races: Dwarves! © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
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