Half-Bear, Half-Dwarf (3.5e Race)
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- +4 Strength, +4 Constitution, -4 Intelligence, -4 Charisma: Bear-Dwarves are naturally strong and resilient, like their parents. However, they don't always think fast, often show animalistic tendencies, and can be quite gruff with others.
- Bear-Dwarves base land speed is 20 feet: When on all fours, can run 40 feet. Also, Bear-dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Scent: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
- Darkvision: Bear-dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Bear-dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a bear-dwarf a +2 racial bonus on Search 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 bear-dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a bear-dwarf can use the Search skill to find stonework traps as a rogue can. A bear-dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Bear-dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A bear-dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge
- +2 racial bonus on Listen checks.
- +2 racial bonus on Swim checks.
- +4 racial bonus on Intimidate checks (due to being a combination of bears and dwarves. Think about that. That's terrifying).
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- +1 Natural Armor bonus
- Natural Weapons: 2 claws (2d4) and bite (1d6).
- Dwarven Blood: For all effects related to race, a Bear-Dwarf is considered a Dwarf.
- Ursine Blood: For all effects related to race, a Bear-Dwarf is also considered a Bear.
- Favored Class: Fighter. A multiclass bear-dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
- Level Adjustment: +2
|Middle Age1||Old2||Venerable3||Maximum Age|
|75 years||125 years||175 years||+2d% years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 4"||+2d6||300 lb.||+(2d6x20) lb.|
|Female||4' 0"||+2d6||200 lb.||+(2d6x20) lb.|