Dwarf

To Norse Monsters

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Dwarf
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A dwarf is a short, stocky humanoid creature dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. Here they have accumulated treasures of gold, silver, and precious stones, and pass their time in fabricating costly weapons and armour. They are famed miners and smiths although, like humans, they specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, usually sporting full beards. Though slow runners and poor riders, dwarves are said to be excellent warriors and defenders of their strongholds. Stories also ascribe to dwarves the ability to forge magical items. In Norse mythology, dwarvish smiths created some of the greatest and most powerful items of power, including the magic chain Gleipnir that bound the wolf, Fenris as well as Mjolnir, the hammer of Thor.

They are mostly seen as selfish, greedy, and cunning. They are skilled metal-workers and the makers of most of the artifacts of the gods, both Aesir and Vanir.

The dwarves are rather ugly to the human eye. They fear sunlight, which might even turn them into the stone they sprang from.

Their dwelling place is the underground realms of Nidavellir and Svartalfheim, two of the nine worlds fixed to the world-tree Yggdrasil.

The creation of dwarves in Norse mythology

The dwarves came into existence while Odin and his brothers Vili and Vé made the world from the corpse of the cosmic giant Ymir. They spontaneously generated, like maggots in the dead flesh (i.e. earth or stone). The gods later gifted them with Intelligence and human-like appearance.

"Then the gods set themselves in their high-seats and held counsel. They remembered how the dwarves had quickened in the mould of the earth like maggots in flesh. The dwarves had first been created and had quickened in Ymir's flesh, and were then maggots; but now, by the decision of the gods, they got the understanding and likeness of men, but still had to dwell in the earth and in rocks. Modsogner was one dwarf and Durin another.

Roleplaying

Dwarves in the Worlds

Norse Dwarves

Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Troll to better interrogate and spy on those evil denizens of the deep caves.

Most dwarves encountered outside their home are warriors.

Dwarf
Dwarf, 1st-Level Warrior
Medium Humanoid (Dwarf)
Hit Dice 1d8+2 (6 hp)
Initiative +0
Speed 20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple +1/+2
Attack Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Full Attack Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Space/Reach 5 ft./5 ft.
Special Attacks  
Special Qualities Darkvision 60 ft., dwarf traits
Saves Fort +4*, Ref +0*, Will -1*
Abilities Strength 13, Dexterity 11, Constitution 14, Intelligence 10, Wisdom 9, Charisma 6
Skills Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2
Feats Weapon Focus (dwarven waraxe)
Environment Temperate mountains
Organization Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating ½
Treasure Standard coins; double goods; standard items
Alignment Often lawful good Usually lawful neutral or neutral
Advancement By character class
Level Adjustment +0

Combat

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

Illustration to Alfred Smedberg's The trolls and the gnome boy in the childrens' stories collection Among pixies and trolls, 1909

Illustration to Alfred Smedberg's The trolls and the gnome boy in the childrens' stories collection Among pixies and trolls, 1909

Dwarf Traits (Ex): Dwarves possess the following racial traits.

- +2 Constitution, -2 Charisma.

-Medium size.

-A dwarf 's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

-Darkvision out to to 60 feet.

-Stonecunning: This ability grants a 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

-Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

-Stability: Dwarves are exceptionally stable on their feet. A dwarf has 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).

- +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.

- +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.

- +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).

- +4 Dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

- +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.

-Automatic Languages: Common, Dwarven. Bonus Languages: 6 others

-Favored Class: fighter.

Relics & Rituals: Excalibur

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By Evan Jamieson, Lizard, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Excalibur team
Full netbook can be found on the followng website

Scribd. Relics & Rituals: Excalibur

Celtic Dwarves

As near human, dwarves should not dwell wholly underground. Perhaps they used to, but now live on the surface, or perhaps they are “merely” skilled miners, so skilled that humans who don’t know better think they live underground. Dwarves of this type live on the surface world, and often take the place of an appropriate human culture the Norse make an excellent model for a near-human dwarven culture. Fierce warrior dwarves in kilts, brandishing axes and swords seemingly too large for them, but with consummate skill, charging down a hill screaming war-cries, is a sight not soon forgotten by those who survive. Outside of war, these dwarves are boisterous, loud, boastful and prone to seeing a challenge to their honor in any minor slight. Their knights ride well-bred war ponies, and some have managed to master the art of horse-back riding, provided they have a
“tall fellow” to help them into the saddle. A dwarf at the table of the High King is not at all out of place, though he is a bit weak on the courtly manners and a bit quick to get drunk at festivals. While it is rare, some dwarves are smitten with humans and go to extreme lengths to win them, performing deeds of honor and valor such as few can imagine. A careless promise to an ardent dwarven suitor (
“ I shall not love thee, unless thou can’st bring me the heads of a dozen dragons!”), can send such a one off for years, only to return covered in blood and glory, and lugging dragon heads, and expecting his chosen to keep her word.

As other worldly, dwarves dwell deep, deep, underground, and rarely, if ever, see the surface it may be that sunlight turns them to stone, or perhaps they just can’t stand the stuff. Either way, these are not boisterous, fun-loving rowdydwarves, but dark, gloomy, and scheming dwarves. Even if not actually evil, they are suspicious, hostile and insular, viewing humans as invaders or interlopers. The deeper the humans mine, the better the odds that the dwarves take action. Few humans ever see a dwarf, except as a shadow in the darkness or as a deep mutter from far down a mineshaft. There are no dwarven knights as men would understand them and if these dwarves have any code of honor or chivalry, it is one humans do not and cannot ken. They do, however, have one redeeming feature they are master smiths, better than any others in the entire world, and they forge weapons and armor of unearthly power and beauty. The sword of the High King, it is said, is of dwarven-make,and a handful of the bravest knights may seekout the dwarflands, venturing far below the earth, to abase themselves before the dwarf-king’s throne and beg from him a weapon. There is always, of course, a price. The price might besomething as simple as a double handful of emeralds or it might be a drop of blood from a virgin queen or the promise of the firstborn girl-child of the knight making the request. Sometimes, the dwarves present a weapon or other item as a gift in exchange for the promise of a service; such a service is never easy, and usually involves the slaying of something extremely powerful.

Dwarf
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Hellanic Dwarves

Relics & Rituals: Olympus

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team

The dwarves are creatures of fire and metal, seemingly born to the forge. Many legends, including those of the dwarves themselves, describe dwarves as crafted from metal and gemstones on the anvil of Hephaestus. Though dwarves are creatures of flesh and blood like any other mortal, their incredible endurance, remarkable resistance to heat and clearly metallic skin tones certainly hint at a people that was forged rather than birthed.

Most dwarves are reclusive, and rarely seen in largely human lands. But their skill with metalwork is so remarkable that the other races often seek out dwarves for armor, weapons and tools of the highest quality. To all but the most well-traveled humans, a trade expedition to a dwarven forge-city built into a living volcano is almost as wondrous a journey as the quest for the Golden Fleece.

Personality: Dwarves are diligent, hearty people who have a great knack for directing their considerable passion into productive channels. They make disciplined and regimented fighters, and their views tend toward the pragmatic in all things. Despite their ties to the living flame, they can be icy cold toward strangers. However, a dwarf ’s friendship, once earned, will last for the rest of the dwarf ’s life. Multiple generations of human families have been given the finest schooling in craftwork or warfare from dwarves who called the family founder their friend.

Hephaestus is among the most modest and humble of the Grecian gods, and dwarves tend to emulate his humility. A dwarf is likely to take more pride in his work than in his skills, presuming that a particularly well-crafted work is as much due to the blessing of the gods as to his own craftsmanship. This trait is by no means universal to the race, but it is telling that dwarves are among the races least prone hubris. Dwarves seek excellence in things not for the gratification of being recognized as excellent, but because they see excellence as a virtue to compare with (or exceed) any other.

If something can be said to be missing in the dwarven view of life, it is the spirit of eros — dwarves have little belief in romantic love. In part, this may be inspired by the extramarital antics of Aphrodite, the entirely unfaithful wife to the creator of their race. Dwarves prize personal beauty less than other cultures do, and some are bitter enough to presume that the more beautiful a person, the more fickle his or her heart. Dwarven marriages are usually contracted affairs, negotiated by the parents of the bride and groom and finally by the bride and groom themselves. However, a dwarf who falls in love falls hard — some say that a love-struck dwarven sculptor would carve a mountain into a portrait of her beloved if she could but live long enough to complete the task.

Physical Description: Dwarves stand between 4 and 4-1/2 feet tall, and weigh roughly as much as humans of comparable physical condition. Their skin has a distinct metallic tone to it, which becomes more pronounced with exposure to heat; a dwarf who spends most of his time in a human city may have a slightly metallic bronze tan, while a hard-working dwarf smith appears to have skin of burnished brass, bronze or copper. Their hair is typically a deep black, and often quite curly; male dwarves wear beards, which members of the aristocracy often curl into ringlets. Physical imperfections such as hunchbacks, slightly mismatched arms or clubfeet are unusually common among dwarves, although they rarely impede the dwarves’ physical abilities. Dwarves reach maturity at roughly 40, and can live to be over 400.

Dwarves tend to wear clothing made of heavy, durable materials, even in the summer heat. Dwarven warriors favor heavy armor, usually brightly polished and often decorated with relief-work. Although dwarves are not particularly vain (save for some aristocrats), they do not like to wear shabby or poorly-made goods, or to appear “disreputable.”

Relations: Dwarves have respectable, if not warm, relations with most of their neighbors. They get along well with Gnomes, who possess a similar work ethic (if applied to different pursuits). Humans, spartes, Halflings and sea elves are all reliable trade partners, and therefore as well-received as any. Dwarves get along only tolerably with the less disciplined fauns, and most have yet to be convinced that wild elves and half-orcs are much more than savages.

Alignment: Dwarves have a slight social bias toward law, largely from the pragmatic view-point of keeping a community in reliable repair. There are perhaps more good dwarves than evil, although the margin is not great.

Dwarven Lands: Dwarves favor mountainous, rocky regions, and have a particular preference for areas with active volcanoes; the molten blood of the earth fuels the greatest dwarven forges. Those dwarves who live above ground are typically herders by trade, and the various breeds of goat they specialize in provide everything from meat and milk to hair practically as fine and strong as silk. Dwarven lands are a nightmare to would-be invaders, often accessible only through small passes where a mere handful of dwarves could stand off an army.

The forge-citadels built into volcanoes are masterful testaments to dwarven ingenuity; the dwarves manage to survive where others would swear only the gods and their chosen servants could live. These citadels are even more defensible than the already mighty dwarven fortresses, sometimes even with complicated mechanisms that can divert flows of lava onto a besieging army. However, these citadels are also very vulnerable to volcanic eruption. As a result, a volcano forge- citadel houses the most scrupulously religious dwarves to be found.

Dwarves are relatively rare in human lands, though it is easy enough for them to find work as smiths and craftsmen. Some hire themselves out as mercenaries, though they have a reputation for breaking contracts if they feel that their employers are wicked enough to draw the wrath of the gods.

Religion: Dwarves claim a powerful tie to Hephaestus, and the lame smith-god is the favored cult in most dwarven communities. Dwarves also hold Hades in great reverence, primarily in his role as god of caverns and wealth, but also in his death-god aspect. Although dwarves are unlikely to go so far as to practice actual ancestor-worship, they often make rich offerings to Hades, hoping that he will see to it that their deceased forebears are treated well in the Underworld. Athena is somewhat more popular among militant dwarves than Ares, as her emphasis on strategy and discipline mirrors their own philosophies. Demeter also receives much respect as an honored earth goddess.

Dwarven temples are among the most beautiful structures in all the land. While most dwarves keep their own dwellings tasteful but modest, their temples are grand works of art with marvelous vaulted ceilings, intricate bas-reliefs and impressive statues, all made of the finest stone. Unlike most other races, the dwarves dislike painting their sculptures in realistic colors; they prefer to let the natural beauty of the stone shine through. The results are temples that some criticize as feeling too cold and distant, but that none can argue are creations of utter majesty. Worship ceremonies are usually dignified and reserved (although that depends on the deity in question), with temple acoustics rather than fiery passion magnifying the dwarves’ prayers that they may reach the gods.

Language: Dwarves speak Dwarven, which seems to be related to the Giantish language that derives from the Titans. The grammatical style is close enough to Hellenic that dwarves have little difficulty learning the common tongue, and Hellenic speakers can learn Dwarven with relative ease.

Names: Dwarves choose their own names when they come of age; dwarven children are given simple “child names” for use before then. Most dwarves choose names that symbolize some form of aspiration or ambition; a dwarf who dies without “earning” the name he chose is disgraced, and his soul is unlikely to rest easily.

Male Names: Aurikallos, Crememnon, Ferrugion, Glaumros, Hedrion, Malkadres, Nykeutheus, Thaugrion, Tybarratos, Zaugrimos.

Female Names: Augmenea, Corundemia, Crithrata, Deinodrix, Dremmeris, Heranterix, Nephmedrix, Orasteria, Phykelina, Thaemedra.

Adventurers: Dwarves are a militant culture at heart — not as warlike as the spartes, or as some human city-states, but still a culture that honors the deeds of great warriors. Some take to adventuring as a means of gathering glory, while others seek to do their gods’ will by seeking out sacred quests and challenges. Pious worshippers of Hephaestus are particularly given to chasing down enchanted items of all sorts, whether relics of their god or simply useful enchanted tools.

In addition, dwarves of high status and wealth are of course inclined to arranging the best matches possible for their heirs. As a result, the dwarven bride-quest (or groom-quest) is a familiar convention — although the dwarves are by no means the only people who practice this tradition, they certainly do so the most frequently. The dwarf who wins a bride or groom by accomplishing the difficult task (or tasks) set by prospective in-laws not only gains a mate and a healthy inheritance, but also a good measure of renown.

There are relatively few dwarf sorcerers or wizards; dwarf culture entertains a slight prejudice against arcane magic, which they see as the stuff of witches and crossroads and moonlight. Most dwarves who walk the path of the arcane spellcaster tend to specialize in conjurations and transmutation spells that affect inanimate objects, though some exploit their nearness to the earth in an unconventional way and become necromancers.

DWARF RACIAL TRAITS

• +2 Constitution, –2 Charisma: Dwarves have remarkable reserves of endurance, and a high threshold for punishment, but are slightly lacking in social graces or force of presence. Some elves note that if Hephaestus created them, he must have done so in his own image.

• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

• Dwarf base land speed is 20 feet However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Darkvision: A dwarf can see in the dark up to 60 feet. The vision is in black and white only, but it is otherwise like normal sight, and dwarves can function well even with no light at all.

Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when Climbing, riding, flying or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison: A dwarf ’s great constitution grants him
extra resistance to toxins.

+2 racial bonus on saving throws against spells and spell-like effects: Dwarves seem to be naturally resistant to magical spells, which they attribute to being forged out of sterner stuff than other races are made of.

+4 dodge bonus to Armor Class against monsters of the giant type: Dwarves preserve a number of ancient combat techniques that are said to date back to the gods’ wars with the Titans and then with the giants.

• Heat resistance: A dwarf can comfortably exist in temperatures up to 140 degrees Fahrenheit without having to make Fortitude saves. His equipment is likewise protected. Dwarves can still be adversely affected by other environmental hazards, such as smoke inhalation, and they have no innate ability to exist in colder than normal temperatures.

• +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are particularly familiar with stone and metal crafts.

• +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are renowned for their skill with stonework and metalwork, particularly smithing harder metals such as iron or bronze.

• Automatic Languages: Common (Hellenic) and Dwarven. Bonus Languages: Celestial, Draconic, Elvish, Giant, Gnomish, Goblin, Halfling, Ignan, Orcish, Terran.

• Favored Class: Fighter. A multiclass dwarf ’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Pragmatism drives dwarves to teach their children to defend themselves, and the desire for excellence makes dwarven warriors great.

PRESTIGE CLASS

The Dwarven Bear Rider

Originally Posted by

Epic Scotsman of the Wizards Community forums.

On this Thread

Upon the field of battle, the massive armies stood. The all too classic tale of Trolls and Dwarves, battling in the mountain passes, far too steep for any horse to travel. The combatants stood at the ready and suddenly surged forward, clashing into a mighty fray.

"All right lads! Bring in the calvary!" Yelled a stout Dwarven commander.

A Troll looked up and saw, to his horror, a troup of Dwarves riding down the mountain path atop a mass of grizzlies. Within seconds, the bears and their riders descended on the Trolls, tearing them apart with axe and claw. The Trolls tried desperately to cut the legs out from under these ursine destroyers, but the blows simply glanced out of the bear's mighty limbs.

The commander looked up at his troops with a glint in his eye. "Aye lads, a horse is quick but a bear be thick!"

A Human stands tall and statuesque and so he rides the tall and stately horse. The Dwarf is slow and stout and so he rides the wide, lumbering bear.

The Dwarven Bear Rider is the peak of Dwarven calvary technology. He can charge into battle as well as any horseman, but his mount has vicious fangs and claws with thich to tear his enemies asunder. He sits atop his bear on a wide, specialy made saddle, ready for combat. Steady as the bear goes, so too goes the Bear Rider.

Requirements

Race: Any Dwarven
BAB: +6
Feats: Mounted Combat, Trample, Skill Focus (Ride)
Skills: Ride (Dexterity)(6 ranks), Handle Animal (6 ranks), Animal Empathy (4 ranks)
Speical: Must succesfully Ride (Dexterity)and tame a wild bear.

Class Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Ursine Mount
2 +2 +3 +0 +0 Stout in the Saddle
3 +3 +3 +1 +1 Claw Swipe
4 +4 +4 +1 +1 -
5 +5 +4 +1 +1 Heart of the Bear
6 +6 +5 +2 +2 Bloody Roar
7 +7 +5 +2 +2 Ursine Defender
8 +8 +6 +2 +2 -
9 +9 +6 +3 +3 Dire Transformation
10 +10 +7 +3 +3 Axe and Claw

Hit Die: 1D10

Class Skills: Animal Empathy (Charisma), Climb (Strength), Craft (Intelligence), Handle Animal (Charisma), Intimidate (Charisma), Jump (Strength), Profession (Wisdom), Ride (Dexterity)(Dexterity), Swim (Strength)

Skill Points / Lvl: 2 + Intelligence Modifier

Weapon and Armor Proficiencies: The Bear Rider is proficient with all simple and martial weapons, all types of armor and shields.

Ursine Mount (Ex): The mount of the Bear Rider is special companion to be sure. At 1st level, the bear mount of the Bear Rider is counted as a Special Mount determined by the character's level of Bear Rider + 5. This does not stack with the paladin's special mount.

Stout in the Saddle (Ex): It's easy to hit a dwarf on the ground, since they are stout and wide. However, a stout dwarf in the saddle of a bear is a different story. At 2nd level, the Bear Rider learns how to stay stout in his saddle, giving him a +2 Dodge bonus to his AC when he is riding his bear. Furthermore, the Rider gains a +4 competence bonus on all Ride (Dexterity)checks against getting knocked off of his bear mount.

Claw Swipe (Ex): Unlike the horse, the bear has powerful claws attachted to wide reaching arms. He can swipe at an opponent while making an overrun attempt, bringing him to the ground. At 3rd level, the Bear Rider may use the Trample feat when riding on his bear even if the opponent moves out of the way.

Heart of the Bear (Sp): The power of the mighty bear is legendary. The Dwarven Bear rider can tap into this power, making himself and his mount stronger. At 5th level, the Dwarven Bear rider may use the spell Heart of the Bear as a caster of his Bear Rider level. However, he may only use this ability to affect himself and his bear mount. This abilty may be used a number of times per day equal to the Bear Rider's Constitution Modifier (maximum 4 times per day).

Bloody Roar (Su): The bear is a fearsome sight to behold but a more fearsome sound to be heard. At 6th level, the Bear Rider's mount may make a devastating sonic attack as it roars at its opponents. This sonic roar affected all opponents within a 30 ft cone from the bear's mouth and deals 1D4 sonic damage per every two Bear Rider levels (maxium 5D4 damage). There is no save for this sonic damage, however a Will save (DC 15 + Bear Rider level) must be made or the opponent is Paniced for 1D4 rounds. This abilty may be used a number of times per day equal to one third the character's level of Bear Rider.

Ursine Defender (Ex): The Bear Rider and his bear are forever tied together as comrades in arms. At 7th level, the Bear Rider may dismount from his ursine companion to fight on the ground. When this happens, the bear stands upright, ready to fight at the Dwarf's side. The bear goes on his own initiative and attacks of his own accord, however he will not harm the Bear Rider or any of the Rider's comrades. The bear will not flee from his Rider's side, unless affected by a spell or spell-like ability which makes it do so. As such, the bear gains a +4 bonus to saving throws against mind-affecting abilities while standing and fighting at the Dwarf's side. As his upright posture is not easy for the bear to maintain, he reverts to his quadrepedal state after 1D4 rounds + the bear's Constiution modifier, at which point he does not attack futher. However, the bear will defend himself against incoming attacks at this point. If the Dwarf remounts the bear, then the bear continues functioning as per normal. This ability may be used once per combat.

Dire Transformation (Su): The mount of the Bear Rider is as vicious as any wild animal. At 9th level, the Rider's bear may transform into a Dire Bear when using the Ursine Defender ability. When in this state, the bear may remain upright for 1D6 rounds + Constition modifier and reverts to his original form after dropping back to all fours.

Axe and Claw (Ex): The Rider and his mount have become a fluid fighting force. As such, they attack almost in unison and with devastating results. At 10th level, the Bear Rider may make an attack as normal against an opponent. If the attack is successful, then the bear may automatically make a claw attack against the same target. This may be used for all attacks the Bear Rider makes and does not count against the bear's attacks for it's round. This ability may only be used if the Dwarf is mounted on the bear.

__________________________________________

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