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Age-related flaws and racial feats
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<blockquote data-quote="Gnome" data-source="post: 2668807" data-attributes="member: 27530"><p><strong>Racial Feats</strong></p><p></p><p><strong>Earth Born</strong></p><p></p><p>You have a deep connection to the earth, which makes you more resiliant.</p><p></p><p><em>Benefit</em>: You gain a + 1 natural armor bonus to your armor class and a +1 to all saves when you are in contact with the ground, or on any kind of stone surface (natural or worked).</p><p></p><p></p><p><strong>Favored Dwarven Enemy</strong></p><p></p><p>Your understanding of a particular dwarven foe is greater than that of most dwarves.</p><p></p><p><em>Benefit</em>: You gain the ranger's favored enemy ability verses a traditional dwarven enemy: orcs, goblin-kind, or giants. If you already have the favored enemy ability versus the same creatures, then this feat has no effect.</p><p></p><p><em>Special</em>: A character may gain this feat multiple times. Its effects do not stack. Every time this feat is chosen, it applies to a new creature type.</p><p></p><p></p><p><strong>Greater Spell Resilience</strong></p><p></p><p>Your resistance to spells and spell-like abilities is legendary, even among other dwarves.</p><p></p><p><em>Prerequisite</em>: Greater Spell Resilience</p><p></p><p><em>Benefit</em>: You gain spell resistance equal to 6 + your character level.</p><p></p><p></p><p><strong>Improved Darkvision</strong></p><p></p><p>Due to a lifetime of living in often lightless conditions, you are able to see farther in the dark than most of your brethren.</p><p></p><p><em>Benefit</em>: Darkvision range is increased by 30 feet.</p><p></p><p><em>Special</em>: A character may gain this feat multiple times. Its effects stack.</p><p></p><p></p><p><strong>Improved Spell Resilience</strong></p><p></p><p>You resist spells and spell-like abilities more easily than other dwarves.</p><p></p><p><em>Benefit</em>: Your racial bonus to saves vs. spells and spell-like abilities increases from +2 to +4.</p><p></p><p></p><p><strong>Legendary Weaponsmith</strong></p><p></p><p>Your mastery of weapons and weaponsmithing far surpasses what most dwarves could hope to achieve in their lifetime.</p><p></p><p><em>Prerequisites</em>: Skill Focus (Weaponsmithing), 15 or more ranks in craft (weaponsmithing)</p><p></p><p><em>Benefit</em>: You gain a +1 competence bonus on attack and damage rolls when wielding a weapon you have forged yourself (even if it has been enchanted by someone else). Additionally, your familiarity with weapons gives you the following abilities:</p><ul> <li data-xf-list-type="ul"><em>Find Flaws</em>: By spending a standard action to study an opponent's weapon, you can find its weak points. For the next 3 rounds after having studied the weapon, if you make a sunder attempt against that weapon, you may ignore 5 points of the weapon's hardness. After the 3 rounds expire, the weapon must be studied again in order to gain this benefit.</li> <li data-xf-list-type="ul"><em>Field Appraise</em>: Your familiarity with weapons allows you to determine the total enhancement bonus (if any) on a weapon. To do this, you need to practise with the weapon, uninterrupted, for at least 10 minutes. At the end of this period, make a craft (weaponsmithing) check. If your result is 30 or greater, you are successful. Failure by 5 points or less means that you know whether or not the weapon has a positive or negative enhancement bonus, but are uncertain as to the extent of the bonus. Failure by over 5 points means that you are unable to tell whether or not the weapon has any kind of enhancement bonus at all.</li> </ul><p></p><p><strong>One With the Earth</strong></p><p></p><p>Your connection to the earth becomes stronger.</p><p></p><p><em>Prerequisite</em>: Earth Born</p><p></p><p><em>Benefit</em>: You now have the Earth subtype. You gain damage reduction 5/Adamantine when you are in contact with the ground, or on any kind of stone surface (natural or worked).</p></blockquote><p></p>
[QUOTE="Gnome, post: 2668807, member: 27530"] [b]Racial Feats[/b] [b]Earth Born[/b] You have a deep connection to the earth, which makes you more resiliant. [i]Benefit[/i]: You gain a + 1 natural armor bonus to your armor class and a +1 to all saves when you are in contact with the ground, or on any kind of stone surface (natural or worked). [b]Favored Dwarven Enemy[/b] Your understanding of a particular dwarven foe is greater than that of most dwarves. [i]Benefit[/i]: You gain the ranger's favored enemy ability verses a traditional dwarven enemy: orcs, goblin-kind, or giants. If you already have the favored enemy ability versus the same creatures, then this feat has no effect. [i]Special[/i]: A character may gain this feat multiple times. Its effects do not stack. Every time this feat is chosen, it applies to a new creature type. [b]Greater Spell Resilience[/b] Your resistance to spells and spell-like abilities is legendary, even among other dwarves. [i]Prerequisite[/i]: Greater Spell Resilience [i]Benefit[/i]: You gain spell resistance equal to 6 + your character level. [b]Improved Darkvision[/b] Due to a lifetime of living in often lightless conditions, you are able to see farther in the dark than most of your brethren. [i]Benefit[/i]: Darkvision range is increased by 30 feet. [i]Special[/i]: A character may gain this feat multiple times. Its effects stack. [b]Improved Spell Resilience[/b] You resist spells and spell-like abilities more easily than other dwarves. [i]Benefit[/i]: Your racial bonus to saves vs. spells and spell-like abilities increases from +2 to +4. [b]Legendary Weaponsmith[/b] Your mastery of weapons and weaponsmithing far surpasses what most dwarves could hope to achieve in their lifetime. [i]Prerequisites[/i]: Skill Focus (Weaponsmithing), 15 or more ranks in craft (weaponsmithing) [i]Benefit[/i]: You gain a +1 competence bonus on attack and damage rolls when wielding a weapon you have forged yourself (even if it has been enchanted by someone else). Additionally, your familiarity with weapons gives you the following abilities: [list][*][i]Find Flaws[/i]: By spending a standard action to study an opponent's weapon, you can find its weak points. For the next 3 rounds after having studied the weapon, if you make a sunder attempt against that weapon, you may ignore 5 points of the weapon's hardness. After the 3 rounds expire, the weapon must be studied again in order to gain this benefit. [*][i]Field Appraise[/i]: Your familiarity with weapons allows you to determine the total enhancement bonus (if any) on a weapon. To do this, you need to practise with the weapon, uninterrupted, for at least 10 minutes. At the end of this period, make a craft (weaponsmithing) check. If your result is 30 or greater, you are successful. Failure by 5 points or less means that you know whether or not the weapon has a positive or negative enhancement bonus, but are uncertain as to the extent of the bonus. Failure by over 5 points means that you are unable to tell whether or not the weapon has any kind of enhancement bonus at all.[/list] [b]One With the Earth[/b] Your connection to the earth becomes stronger. [i]Prerequisite[/i]: Earth Born [i]Benefit[/i]: You now have the Earth subtype. You gain damage reduction 5/Adamantine when you are in contact with the ground, or on any kind of stone surface (natural or worked). [/QUOTE]
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