Half-dwarf Player Race


Homebrew and House Rules


Pathfinder Rulebook Subscriber

I am working on a campaign where there are no elves. This means that the playable race list has dropped a bit, so I am trying to add a decent hybrid race for my players. I decided on half-dwarves. I know that there are other half-dwarf races, like the Mul, but i wanted something that was really more of a normal hybrid race like the half-elf, or half-orc. Please let me know what you think.

Half-Dwarves: On the foothills of the great mountains dwell hearty human tribes, many of whom share the same rugged spirit as the dwarves. Sometimes the camaraderie of the two species becomes true affection and, though rare, a child is born of the union.
+2 to One Ability Score: Half-dwarf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-dwarves have a base speed of 30 feet.
Darkvision: Half-dwarves can see in the dark up to 60 feet.
Hardy: Half-dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Tenacity: Half-dwarves gain a +2 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation they also may sleep in light or medium armor without becoming fatigued.
Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.
Weapon Familiarity: Half-dwarves are proficient with battleaxes, heavy picks, and war hammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Too strong, IMO. A bonus feat is about equal to darkvision, but Hardy is worth far more than the bonus skill... And after that, there's tenacity AND weapon familiarity.

I'd drop Hardy and think it was fine. Or at the very least, drop it to a +1 bonus. Or keep the +2, but it only counts towards poison with no bonus against spells.

Hardy is basically +2 to all savees. It's worth two to three feats.


Pathfinder Rulebook Subscriber

Makes sense. Changing hardy, dropping Weapon Familiarity.

Hardy Stock: Half-dwarves receive a +1 racial bonus on saving throws against poison, spells, and spell-like abilities.

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