Duergar
Mistveil → Races → Duergar
Native to the Depths, the Duergar are a subterranean race of Dwarves. Physically Duergar look very similar to their Dwarven cousins except their skin tone ranges from light greys to dark blacks. There are many different settlements, nations, and clans of Duergar in the Depths all with varying cultures but what they tend to have in common is a sense of superiority, often presenting as extreme narcissism, delusions of grandeur, or even bigotry towards perceived "lesser races". Duergar culture is usually very militaristic and disciplined with a strong sense of duty and responsibility. This focus on strictness also reflects in their cruel punishments for breaking tradition, normally involving painful public demonstrations or capital punishment.
Duergar Racial Traits
- Ability Score Racial Traits: Duergar are hearty and intelligent, but can be abrasive and hard to get along with. They gain +2 Constitution, +2 Intelligence, and –2 Charisma.
- Size: Duergar are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Duergar are humanoids with the dwarf subtype.
- Base Speed: (Slow and Steady) Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Languages: Duergar's native language is Undercommon.
- Hardy: Duergar gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Duergar gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Tireless: Duergar begin play with Endurance as a bonus feat. If they gain the Endurance from another source such as a class feature, they instead gain the Diehard feat.
- Magic Resistant: Duergar have a natural resistance to magic and gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action.
- Rock Stepper: Duergar 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.
- Enlarge Person (Sp): A Duergar can use enlarge person once per day, using its character level as its caster level and affecting itself only.
- Superior Darkvision: Duergar have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
- Light Sensitivity: Duergar are dazzled in areas of bright light.
- Weapon Familiarity: Duergar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
- Age:
- Adulthood: 40 years
- Middle Age: 125 years
- Old: 188 years
- Venerable: 250 years
- Maximum Age: 450 years
Duergar Alternate Racial Traits
- Invisibility (Sp): A Duergar can use invisibility once per day, using its character level as its caster level and affecting itself only. This racial trait replaces Enlarge Person.
- Daysighted: The cruel light of the sun harms some Duergar less than others. Such Duergar lack the light sensitivity racial trait, but have normal darkvision and of only 60 feet.
- Deep Magic: Duergar spellcasters labor long to overcome the inborn spell resistance held by so many of their underground neighbors. Duergar with this racial trait receive a +2 racial bonus on caster level checks made to overcome spell resistance. This racial trait replaces the enlarge person spell-like ability.
Duergar Favored Class Bonuses
- Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
- Druid: Add a +1/2 bonus on wild empathy checks made against burrowing animals and gain a +1/2 bonus on Handle Animal skill checks.
- Fighter: Add +2 on rolls to stabilize when dying.
- Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
- Magus: Add a +1/4 circumstance bonus on critical hit confirmation rolls when using spell combat (to a maximum of +4). This bonus does not stack with Critical Focus.
- Paladin: Add +1/2 point of acid damage to the paladin’s lay on hands ability when used to deal damage.
- Rogue: Add a +1/2 bonus on Bluff checks to feint and Intimidate checks.