Yep, I like my lady Dwarves with facial hair (and I don’t mean partial mutton chops with the rest fair and bare, either!) We could argue all day long, but honestly, I’ve always allied myself with the notion that most dwarves resemble each other, the main difference being skin/hair colours between clans and reproductive organs. I don’t feel that gender is any real distinction amongst them and like to believe most couldn’t easily tell the difference anyway.) Also, short of only a few inches difference, Pathfinder describes both genders as “taking pride in the length of their hair” with no specifications on female facial hair presence. Also, I love the “Home, Family, Motherhood” type Gods. They need more love and representation, so I tried to explore a bit of that here.
Game: Pathfinder by Paizo.
Books Needed: Pathfinder Role Playing Game Core Book First Edition, and D20PFSRD (Dwarf and Paladin pages primarily.)
Recommended Setting: Mountainous or cold climate, Dwarven relations, child oriented, or high glory campaigns. Suited to any level one adventuring party, will not ally with evil alignments.
Name: Judea Brightbottle
Level (+Adjustment): One (+0)
Alignment: Lawful Good
Languages: Common, Dwarven.
Attributes (bonuses included in final score)
STR (MOD): 13 (1)
DEX (MOD): 12 (1)
CON (MOD): 16 (+2 racial) (3)
INT (MOD): 11 (0)
WIS (MOD): 19 (+2 racial) (4)
CHA (MOD): 14 (-2 racial) (2)
Health Points: 10 (+1D10/level)
Speed: 20ft (not affected by encumberance/armour/etc.)
Armor Class (10 + Armour Bonus + Shield Bonus + DEX MOD + Size Mod + Special Bonuses): 19
Base Attack/Grapple: +1/+0
Penalties: Not applicable.
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell like abilities.
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.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Surface Survivalist Some Dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and cold climates as one step less severe.
Stonecunning Dwarves 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.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblonoid subtypes because of their special training against these hated foes.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “Dwarven” in its name as a martial weapon.
Fortitude: +2 (class) +CON MOD
Reflex: +DEX MOD
Willpower: +2 (class) +WIS MOD
Religion: Folgrit (Mothers, Children, Hearth)
Description: Black hair, full, braided facial hair, often squinty green eyes, dark tan skin that is weather worn and starting to wrinkle (noticeable crow’s feet.) Thick muscles from years of training, some light slash type scarring on her face seen obviously through her hair (cut through left eyebrow and right side of her chin.) Used to cold, mountainous climates, she is often wearing her grey and white winter gear and armour, complete with a grey, hooded winter cloak and a set of goggles to ward off the wind.
Class Skills (Skill Ranks [Modifier +Bonuses not included in rank]) (+ 2+INT MOD skill points/lvl, +3 bonus applies to all Class Skills with ranks.)
Diplomacy 1 (CHA)
Handle Animal (CHA)
Knowledge: Nobility (INT)
Knowledge: Religion (INT)
Sense Motive 1 (WIS)
Other Skills (Skill Ranks [Modifier +Bonuses not included in rank])
Breadth of Experience (Requires Gnome, Dwarf, or Elf race and 100+ years old.) You get a +2 bonus on all Knowledge and Profession checks and can make checks with those skills untrained.
Aura of Good This spell functions like Detect Evil, except that it detects the auras of good creatures, Clerics or Paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. The power of a Paladin’s Aura of Good is equal to her Paladin level.
Detect Evil At will, a Paladin can useDetect Evil as a spell. A Paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Paladin does not detect evil in any other object or individual within range.
Smite Evil Once per day, a Paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the Paladin chooses one target within sight to smite. If this target is evil, the Paladin adds her CHA bonus (if any) to her attack rolls and adds her Paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the Paladin possesses. Regardless of the target, Smite Evil attacks automatically bypass any damage reduction the creature might possess. In addition, while Smite Evil is in effect, the Paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the Paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the Paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Paladin may Smite Evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Equipment (all equipment in backpack unless stated otherwise)
Winter Blanket x2
Maps (varying areas and details, purchased from travelers and towns) x10
Silk Rope x50ft
Heavy Mace One handed, 1D8, blunt damage.
Dwarven Waraxe One handed, 1D10, x3 critical, slicing damage.
Heavy Steel Shield One handed, +2 armour bonus, -2 armour check penalty, 15% arcane spell failure.
Chainmail +6 armour bonus, +2 max DEX bonus, -5 armour check penalty, 30% arcane spell failure.
Background Born into a Mountain Dwarf clan, Judea found her calling as a protector and upholder of Dwarven law and justice for most of her life; she took up her Mother’s legacy and teachings and became a Paladin. She eventually became a Mother herself, and once her twin boys reached adulthood, she sought to enrich the lives of families, especially Mothers and children, in other Dwarven communities (or otherwise.) This is partially due to her witnessing of Human sexism, as well as spousal and child abuse during her travels in training (which she absolutely will not stamd for.) She worships and lives by Folgrit’s teachings, seeking gentleness when and where ever possible, though still proving fiercely protective of those in need. Does not like violence, but is certainly unafraid to draw her weapons. Hates to see children cry, will help a family in need to the ends of her money, services, and life if necessary.