*Armor Expert: Reduce armor check penalty by 1
*Dragonfoe: +1 dodge bonus AC vs dragon subtype; +2 trait bonus to Reflex vs breath weapon (temp replaces Armor Expert)
*Iron Liver: +2 Fort vs poison/drugs; +4 vs alcohol
*Relentless: +2 to bull rush and overrun. This replaces stability
*Stubborn: +2 Will vs Charm and Compulsion. Reroll next rnd if failed. This replaces hardy
Fast Movement +10'
Rage 7 rnds +4 Str and Con, +2 Will, -2AC
DR: Not Yet!
The echo from the fallng Orb of Justice had not faded before Madgar Dragonbreaker resumed his judgement.
"For the crime of slovenly workmanship, contributing to the death of no less than four kinsmen, for choosing form over function, and the hubris of believing your innovation supercedes the tried and true method of craftsmanship, this court sentences you thus:"
"Forthwith, you will surrender all wealth, holdings and means, as weregilt payment to the families of those who have lost their lives."
"You will submit yourself to the ministers of both Angradd and Magrim. You will have your head shaven and the Tattoos of Woe placed on your face, shoulders and arms, so that all may know your crimes"
"And finally Grimnir, your surname shall be stricken with the suffix "-slag". Henceforth you shall be CAST OUT, until you can regain your honor and a place here."
A hush fell over the witnesses as this was spoken. It had been 300 years since the last banishment occurred.
"As a mercy, in deference to our almighty father Torag, you shall be allowed to keep your prized weapon which He has placed in your hand, and a shirt of armor on your back. You shall be given no more than 20 gold and then you shall be turned out."
"This court is adjourned. Bailiff, take the convict to his sentence."
As the Bailiff led Grimnir away, the gathered throng slowly turned their backs to Grimnir, symbolically shunning the convict.
Bitter tears of shame rolled down the craggy face of Grimnir as he was led away in chains. But as counterpoint to the tears, a fiery rage burned in his heart. His family would be given over to his younger brother to care for, his business too, would be dispersed to the other guild members, never to be regained. Even if he could return, he would be penniless, and without means to support himself, much less a new family. Outside of his clan holding, this far north, all that awaited him was a brutal death, either by the elements, or blade of man, or claws of beast.
Outside, on the cold north-facing edge of Kalsgard, overlooking the Rimefow River, Grimnir swore and oath, that he would regain his honor, even if it meant his own death.
Meat an' Potatoes
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Iron Liver: Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.