Alignment: Any
Hit Die: d10
Class Skills: The dwarf ancestor's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Knowledge: History (Int), Knowledge: The Planes (Int), Listen (Wis), & Spot (Wis).
Skill Points at 1st level: (4 + Int mod) x4.
Skill Points at each additional level: 4+ Int modifier.
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special Ability
1|+1|+2|+0|+0|Ancestor Body, +1 Str, +1 Con
2|+2|+3|+0|+0|Power Attack, +1 Str, +1 Con
3|+3|+3|+1|+1|Ancestoral Spirit, Hardening, +1 Str, +1 Con
4|+4|+4|+1|+1|Cleave, +1 Str, +1 Con
5|+5|+4|+1|+1|Blink Out, Growth, +1 Str, +1 Con
6|+6/+1|+5|+2|+2|Supreme Cleave, Improved Hardening, +1 Str, +1 Con
[/table]
Ancestor Body: The dwarf ancestor loses all other racial traits and becomes an outsider with the native subtype. The dwarf ancestor has the following characteristics:
- Darkvision 60ft
- Proficient with all simple and martial weapons. Not proficient with any type of armor or shields.
- Does not need to eat, sleep, or breath, but can still benefit from the effects of consumable spells and magic items such as heroes' feats and potions. Spellcasters must still rest for 8 hours before regaining spells for the day.
- Natural Armor bonus equal to Constitution modifier
- Damage Reduction (Adamantine) equal to Half Hit Die (minimum DR 1/Adamantine).
- Living Plate
- Light Fortification
Living Plate: The Dwarf Ancestor's body is actually a form of living stone that provides a +4 armor bonus and resembles full plate. This living plate is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). The living plate occupies the same space on the body as a suit of armor or a robe, and thus a dwarf ancestor cannot wear armor or magic robes. Dwarf ancestors can be enchanted just as armor can, though the ancestor dwarf must be present for the entire time it takes to enchant him.
Living plate also provides an dwarf ancestor with a 5% arcane spell failure chance, though any class ability that allows an ancestor dwarf to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
Light Fortification (Ex): When a critical hit or sneak attack is scored on a dwarf ancestor, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Power Attack (Ex): At 2nd level the dwarf ancestor gains Power Attack as a bonus feat.
Ancestral Spirit (Su): Any ally (including the dwarf ancestor) within 30ft of the dwarf ancestor gains a +1 morale bonus on attack rolls and damage rolls.
Hardening (Ex): The armor bonus provided by the dwarf ancestors living plate increases to +6.
Cleave (Ex): At 4th level the dwarf ancestor gains Cleave as a bonus feat.
Blink Out (Su): Once per encounter as a free action the dwarf ancestor can become incorpreal until the beginning of it's next turn. Activating this ability is a free action that does not provoke attacks of opportunity.
Growth (Ex): At 5th level the dwarf ancestor increases in size to Large (tall).
Supreme Cleave (Ex): At 6th level and higher a dwarf ancestor may take a 5ft step before making a cleave attempt.
Improved Hardening (Ex): The armor bonus provided by the dwarf ancestors living plate increases to +8.