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<blockquote data-quote="DonaldRumsfeldsTofu" data-source="post: 1531830" data-attributes="member: 9008"><p>Half Elf/Half Dwarf</p><p>+1 Dexterity, -1 Charisma. </p><p>Medium size. </p><p>base speed is 25 feet. </p><p>Darkvision: Half Elf/Half Dwarves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. </p><p>Stonecunning: Stonecunning grants Half Dwarf/Half Elves a +1 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A Half Dwarf/Half Elf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Half Dwarf/Half Elves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. </p><p>Weapon Proficiency: Half Dwarf/Half Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. They also treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p>+1 racial bonus on saving throws against poison.</p><p>+1 racial bonus to magic sleep spells and effects </p><p>+1 racial bonus on saving throws against spells and spell-like effects. (+2 to enchantment spells and effects)</p><p>+2 dodge bonus against giants. </p><p>+1 racial bonus on Appraise checks that are related to stone or metal items. </p><p>+1 racial bonus on Craft checks that are related to stone or metal. </p><p>+1 racial bonus on Listen, Search, and Spot checks. A Half-Elf/Half Dwarf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. </p><p>+2 racial bonus on Diplomacy and Gather Information checks.</p><p>Mixed Blood: Because of their mixed heritage, Half Elf/Half Dwarves can use magic items that only function for a user of the Dwarf or Elf race. Similarly, anything that only effects elves or dwarves effects them as well.</p><p>Automatic Languages: Common, Elvan and Dwarven. </p><p>Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Sylvan, Draconic, and Undercommon. </p><p>Favored Class: Wizard.</p></blockquote><p></p>
[QUOTE="DonaldRumsfeldsTofu, post: 1531830, member: 9008"] Half Elf/Half Dwarf +1 Dexterity, -1 Charisma. Medium size. base speed is 25 feet. Darkvision: Half Elf/Half Dwarves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: Stonecunning grants Half Dwarf/Half Elves a +1 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A Half Dwarf/Half Elf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Half Dwarf/Half Elves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Proficiency: Half Dwarf/Half Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. They also treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. +1 racial bonus on saving throws against poison. +1 racial bonus to magic sleep spells and effects +1 racial bonus on saving throws against spells and spell-like effects. (+2 to enchantment spells and effects) +2 dodge bonus against giants. +1 racial bonus on Appraise checks that are related to stone or metal items. +1 racial bonus on Craft checks that are related to stone or metal. +1 racial bonus on Listen, Search, and Spot checks. A Half-Elf/Half Dwarf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. +2 racial bonus on Diplomacy and Gather Information checks. Mixed Blood: Because of their mixed heritage, Half Elf/Half Dwarves can use magic items that only function for a user of the Dwarf or Elf race. Similarly, anything that only effects elves or dwarves effects them as well. Automatic Languages: Common, Elvan and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Sylvan, Draconic, and Undercommon. Favored Class: Wizard. [/QUOTE]
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