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Duergar Racial Class

(Complete Psionic variant, p. 144)

The duergar, or gray dwarves, lead lives of neverending toil in great underground foundry-cities.

Hit die

d0

Class Features

Class Level: The Class Level column of the duergar racial class table indicates whether a duergar gains a standard class level at any given racial level. Some racial levels provide a standard class level, some racial levels provide a duergar specific ability, and some grant both. Class levels grant all the benefits normally associated with a level increase. This includes granting another Hit Die, gaining other class abilities, and advancement in base attack bonus, base saves, and ability scores.

Duergar Base Traits: Duergar have the following base racial traits.

+2 Constitution, —4 Charisma.

Medium size: Duergar have no special bonuses or penalties due to their size.

Duergar base land speed is 20 feet. Gray 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).

Stonecunning: This ability grants a duergar 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 so forth. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they have plenty of opportunity to practice and hone in their underground homes.

Stability: Duergar are exceptionally stable on their feet. A duergar receives 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 saves against poison. This ability is superseded by a 2nd-level duergar's immunity to poison.

+2 racial bonus on saves against powers, spells, psi-like abilities, and spell-like effects.

+1 racial bonus on attack rolls against orcs (including half-orcs) 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).

Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.

Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.

Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.

Favored Class: Fighter.

Darkvision: At 1st level, duergar gain darkvision out to 60 feet. A duergar who takes the 2nd duergar racial level increases the range of his darkvision ability to 120 feet.

Naturally Psionic: At 1st level, duergar gain 1 bonus power point. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Power points do allow a character to make use of psionic feats and attempt to gain psionic focus.

Feat: Like every other character, a duergar character gains one feat at 1st level and another at every Hit Die divisible by 3. These feats are in addition to any bonus feats granted as class features or any other bonus feats.

Bonus Power Points: At 2nd level, a duergar gains 2 bonus power points.

Expansion (Ps): At 2nd level, a duergar gains the use of expansion (EPH 105) as a psi-like ability once per day (manifested level equal to 1/2 Hit Dice, minimum 1st).

Invisibility (Ps): At 2nd level, a duergar gains the use of invisibility as a psi-like ability once per day (manifester level equal to 1/2 Hit Dice, minimum 1st).

Immunities: At 2nd level, a duergar gains full immunity to paralysis, phantasms, and poison.

Ability Score Increase: Upon attaining any Hit Die divisible by 4, a duergar character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent.

Advancement

Racial Level Class Level Special
1st 1st Duergar base traits, naturally psionic, feat, darkvision 60 ft.
2nd 1st Bonus power points, psi-like abilities (1/day—expansion, invisibility), immunities, darkvision 120 ft.
3rd 2nd
4th 3rd Feat
5th 4th Ability score increase
6th 5th
7th 6th Feat
8th 7th
9th 8th Ability score increase
10th 9th Feat
11th 10th
12th 11th
13th 12th Ability score increase, feat
14th 13th
15th 14th
16th 15th Feat
17th 16th Ability score increase
18th 17th
19th 18th Feat
20th 19th

Class skills

Skill name Key ability Trained only Armor check penalty

Spells for Duergar Racial Class