Duervan Game Statistics

All Duervar have the following standard abilities:

  • Medium Size: Duervar are Medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady: Duervar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Duervar can see in the dark up to 60 feet. Darkvision is black and white only but it is otherwise like normal sight, and duervar can function just fine with no light at all. However, much can be discerned with normal light, so Duervar prefer to use firelight whenever they can.
  • Defensive Training: Duervar gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hardy: Duervar receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Duervar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Duervar gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Duervar gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Stonecunning: Duervar gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Duervar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" or "duervan" in its name as a martial weapon.

+2 Constitution, +2 Wisdom, –2 Charisma: Duervar are both tough and wise, but also a bit gruff.

Languages: Duervar begin play speaking Verosian (Common) and Dwarven. Duervar with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Each Lineage of Duervar also have their own special abilities:

Duumdravar:

  • Attribute Bonuses: +2 Constitution, +2 Wisdom; Duumdravar are a stout and enduring race, whose long life and appreciation for history gives them great insight.
  • Attribute Penalties: -2 Dexterity; Duumdravar have a stocky build and proportionately short legs that make them less agile then the other races.
  • Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
  • Stonecunning: Stonecunning grants Duumdravar a +2 racial bonus on Perception 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 Duumdravar who merely comes within 10 feet of unusual stonework can make a check as if he were actually searching, and a Duumdravar can use the Perception skill to find stonework traps as a rogue can. A Duumdravar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duumdravar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Mineral Affinity: Duervar receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Duervar are familiar with the value of items created from the natural materials of the earth.
  • Stoneworking: Duervar receive +2 racial bonus on Craft checks that are related to stone or metal, as they are especially capable with stonework and metalwork.
  • Giant Fighting: Duervar have trained since creation on how to battle giants. They receive a +1 racial bonus on attack rolls and a +4 dodge bonus to armor class against giants and giant-kin. Anytime a duervar loses his Dexterity bonus to Armor Class he loses this bonus as well. This applies to giants, titans, cyclops, ettins, and ogres.
  • Weapon Familiarity: Duervar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with all Duervan Weapons as martial weapons.
  • Languages: Duervar begin play speaking Verosian and Duervik. Duervar with high Intelligence scores can choose from the following: Baragog, Gallanik, Gullarik,Mordrang, Nallarik, and Telani.

Bormdravar:

  • Attribute Bonuses: +2 Constitution; Bormdravar are as stout and enduring as their brethren, but have less of an interest in history, and thus don't gain the same bonus to wisdom as Duumdravar.
  • Stonecunning: Stonecunning grants Bormdravar a +2 racial bonus on Perception 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 Bormdravar who merely comes within 10 feet of unusual stonework can make a check as if he were actually searching, and a Bormdravar can use the Perception skill to find stonework traps as a rogue can. A Bormdravar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Bormdravar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Mineral Affinity: Duervar receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Duervar are familiar with the value of items created from the natural materials of the earth.
  • Stoneworking: Duervar receive +2 racial bonus on Craft checks that are related to stone or metal, as they are especially capable with stonework and metalwork.
  • Giant Fighting: Duervar have trained since creation on how to battle giants. They receive a +1 racial bonus on attack rolls and a +4 dodge bonus to armor class against giants and giant-kin. Anytime a duervar loses his Dexterity bonus to Armor Class he loses this bonus as well. This applies to giants, titans, cyclops, ettins, and ogres.
  • Weapon Familiarity: Duervar are proficient with battleaxes, heavy picks, and warhammers, and treat all Duervan Weapons as martial weapons.
  • Languages: Duervar begin play speaking Verosian and Duervik. Duervar with high Intelligence scores can choose from the following: Baragog, Gallanik, Gullarik,Mordrang, Nallarik, and Telani.

Delvdravar (Deep Duervar):

  • Attribute Bonuses: +2 Strength, +2 Constitution; Delvdravar are a stout and enduring race, but not as stocky as their brethren. They are in fact rather nimble. Their halls far beneath the earth are connected by narrow natural caverns that are very difficult to climb through. Delvdravar are very distrustful of outsiders and living in such a harsh environment gives little chance to deal with other races. They keep to themselves and treat most everyone like an enemy.
  • Attribute Penalties: -2 Dexterity, -2 Charisma
  • Stonecunning: Stonecunning grants Duumdravar a +2 racial bonus on Perception 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 Duumdravar who merely comes within 10 feet of unusual stonework can make a check as if he were actually searching, and a Duumdravar can use the Perception skill to find stonework traps as a rogue can. A Duumdravar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duumdravar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Mineral Affinity: Duervar receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Duervar are familiar with the value of items created from the natural materials of the earth.
  • Stoneworking: Duervar receive +2 racial bonus on Craft checks that are related to stone or metal, as they are especially capable with stonework and metalwork.
  • Giant Fighting: Duervar have trained since creation on how to battle giants. They receive a +1 racial bonus on attack rolls and a +4 dodge bonus to armor class against giants and giant-kin. Anytime a duervar loses his Dexterity bonus to Armor Class he loses this bonus as well. This applies to giants, titans, cyclops, ettins, and ogres.
  • Weapon Familiarity: Duervar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with all Duervan Weapons as martial weapons.
  • Languages: Duervar begin play speaking Verosian and Duervik. Duervar with high Intelligence scores can choose from the following: Baragog, Gallanik, Gullarik,Mordrang, Nallarik, and Telani.

Keldravar (Nomadic Duervar):

  • +2 Constitution, -1 Charisma: Keldravar are as stout and enduring as their brethren, but since they are the tallest of their kin they are also the most agile. In fact, since they are usually around 5 ½ feet tall or even more they are often mistaken for humans. They are, however, just as gruff and disdainful as the Bormdravar. They encounter and trade with other races often, but this doesn’t mean they like them.

Bormdravar are more gruff and reserved then their brethren. They do not have the protection of the mountain around them and so they don’t feel as safe with outsiders. Their culture is more likely to trade with other races, but also more likely to be rude to them. This has given other Duervar a “bad reputation”.

  • Keldravar base speed is 30 feet. Keldravar are also the only Duervar who regularly ride horses.
  • +1 racial bonus to attack rolls against orcs and goblinoids (goblins, hobgoblins and bugbears). Bormdravar encounter these races more than the other Duervar and so have learned special skills to battle them that they have passed down through the ages.
  • Automatic Languages: Common and Duervan. Bonus Languages: Bamorian, Darktongue, Draconic, Gelvan, Giant, Gnome, Goblin, Orc and Terran (the language of natives of the element of earth). They also commonly know the languages of the humans living near them. Keldravar know the languages of their people and the races they most commonly encounter.
  • Favored Class: Fighter. A multi-class Keldravar’s Fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB P.56). Figh
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