Editing Norrathians: Dwf Traditions

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You can always choose a +2 attribute bonus in place of the traditions otherwise given for your race. Traditions that may only be taken once are denoted by an asterisk.  
 
You can always choose a +2 attribute bonus in place of the traditions otherwise given for your race. Traditions that may only be taken once are denoted by an asterisk.  
  
==Dwarf==
 
 
=====Bound to Stone:=====
 
 
You gain the Steadfast feat.  You also gain a +2 racial bonus to avoid being tripped, bull rushed, or knocked prone. (doubling: bonus stacks)
 
 
=====Brell’s Warriors:=====
 
 
You gain +1 Constitution and +1 Wisdom.  Additionally, you gain a bonus to your mana pool equal to your character level. (doubling: stacks)
 
 
=====Drive it Deep*:=====
 
 
It’s hard to believe they even call it a backstab over in Kelethin, with as little as they put into it.  If you have the ability to deal Backstab damage, when flanking an opponent or when attacking an opponent who is denied their Dodge bonus to AC, apply your Strength bonus x2 to your initial damage roll.  Every 10 levels after this ability is chosen, the multiplier doubles (So, 20 levels after you choose this ability, you would apply your Strength bonus x4.)
 
 
=====Underfoot Champion*:=====
 
 
Caverns are your preferred battle-ground.  When underground, you gain a +2 circumstance bonus to attack and damage.  Also, you gain a racial attack bonus of +1 when using pick weapons.
 
 
=====Naturally Armored:=====
 
 
You were born in armor, and hopefully, you’ll die in armor.  Reduce the armor check penalty of any armor (but not shields) you wear by 1. (doubling: stacks)
 
 
=====Rockslide Ready:=====
 
 
In the mines, cave-ins are common, and you either shrug it off or you don’t make it.  You gain +1 natural armor and DR 1/slashing. (doubling: stacks)
 
 
=====Shrug it off:=====
 
 
You can take a serious beating.  You can convert 2 points of physical, non-magical lethal damage per round into an equal amount of non-lethal damage. (doubling: stacks)
 
 
=====Social Courage*:=====
 
 
Everyone starts drinking before they’re out of short pants, right?  Don’t they?  You gain a +2 modifier on Fortitude saves made for Alcohol Tolerance checks.  Additionally, if you fail your Alcohol Tolerance check, you gain a +1 metabolic bonus to Charisma.  If you succeed your Alcohol Tolerance check, this bonus increases to +4.
 
 
=====Stormhammer*:=====
 
 
Once per day for a duration of 1 round per character level, all of your melee attacks deal +1 divine damage, and you gain a racial bonus of magic resistance (2) and +1 to saves against effects with the [Magic] descriptor.  Every ten levels after this ability is selected the bonuses and duration doubles.  That is, if you select this ability at level 10, then at level 20 it would last two rounds per level and grant resistance (4), +2 to saves, and +2 divine damage.
 
 
=====Tough as Iron:=====
 
 
You gain poison and disease resistance (2) and +1 racial bonus to saving throws against poison and disease effects. (doubling: stacks)
 
  
  

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