Dwarves; Valerick specific PF2e Ancestry Information and Feats

One might immediately notice the lack of the Clan Daggers being mentioned. This is because this is not truly a tradition or cultural normality for Dwarves on Valerick. That is not to say you cannot still have that be in your Pathfinder 2e game in the setting for dwarves, it simply isn't a cultural normality it would be unique to a given great clan or subculture within the families under one particular clan's umbrella.

Heritages: Though dwarves receive no new heritages within Valerick it is worthy of note that the heritage Elemental Heart would be exceedingly rare and odd given the nature of dwarves. Basically it would be naturally restricted to those whom choose to only have Aethyr Sight, choosing to have been, from a narrative perspective, born with the Arcanis-Touched condition and therefore not having the much more common side of that base ancestry trait, the Magick Resistance.

New Ancestry Feat Options: Dwarves



Valerick will come with some extra Ancestry Feat options, though not every Ancestry will have the same number of additional options and such of course. Those for dwarves are presented below;

Level 1 Ancestry Feats



Relentless

Feat 1



Traits: Uncommon, Dwarf

Source: Adventures in Valerick

Access: Be a Dwarf or a Koltani Heritage Human

Dwarven battle tactics are oft compared to an Avalanche and for good reason. You gain +2 to attack and damage rolls if your attacking a target that you dealt damage in the previous round of combat.

Level 5 Ancestry Feats



Dwarven Resilience

Feat 5



Traits: Uncommon, Dwarf

Source: Adventures in Valerick

Access: Be a dwarf with Magick Resistance side of their initial racial trait

As you've been exposed, like its some sort of immune system response, your resistance to magick continues to advance and grow. You may reroll any critically failed save against magick effects, spells (Arcane, Primal, Occult). You must stick with the new result regardless if it is worse. You may utilize this ability a number of times per day equal to 1/4 your character level.

Push the Advantage!

Feat 5



Traits: Uncommon, Dwarf

Source: Adventures in Valerick

Access: Be a Dwarf with the Relentless Feat

Continuing to master the more advanced tactics of your culture, you learn to really push your advantage. Whenever a creature tries to attack you in melee and fails to inflict damage (so they missed or the damage was somehow brought to 0) you may spend your Reaction to strike back at them. This attack is made at your full bonus, and at a +4 if they happened to critically miss you with their attack.

Level 9 Feats



Anti-Magick Presence

Feat 9



Traits: Manipulation, Aura, Uncommon, Dwarf

Source: Adventures in Valerick

Access: Dwarf who has the Magick Resistance side of their base trait.

Your mere presence, if someone is to close to you, directly interferes with their ability to access the Aethyr and to weave manna. Any Spell-Weaving roll made within 15 feet of you for Spell-Weaving (Arcane), Spell-Weaving (Primal), or Spell-Weaving (Occult) are at a penalty equal to 1/2 your character level.

Over-Bearing Assault

Feat 9



Traits: Uncommon, Attack, Dwarf

Source: Adventures in Valerick

Access: Dwarf with Relentless Feat

Your dwarven training serves you well indeed, as you understand the value of focusing on one foe at a time. Whenever you make more than one attack in a round, if you are attacking the same creature, as you did with the first attack, you reduce your multiple attack penalty by 2 (so -5 becomes -3 or -4 becomes -2) for the second attack. The penalty reverts to normal should you attempt a third attack.

Level 13 Feats



Surpressing Presence

Feat 13



Traits: Dwarf, Rare

Source: Adventures in Valerick

Access: Be a dwarf with the Magick Resistance side of their base trait.

Your mere presence continues to negatively impact the efforts of those around you to utilize magickal means. You naturally have a 15 foot aura that attempts to surpress enchantments such as those upon magickal gear, provided the enchanted items in question were born of Arcane, Primal or Occult means. Every round an item is within this emanation you seem to naturally possess, the item has to roll a flat DC check equal to 5+1/2 your character level. If it fails, the item ceases to function for a round. If it succeeds, it carries on as normal but if its in the area next round it must roll again. If it critically fails, it ceases to function until it is somehow moved out of the range of your presence. If it critically succeeds it is immune to your presence entirely for 24 hours.

Full Commit

Feat 13



Traits: Mental, Dwarf, Rare

Source: Adventures in Valerick

Access: Be a Dwarf with Relentless Feat

You've truly embraced the nature of dwarven warfare. You embody the avalanche to your foes, burying them in violence. Every time you successfully strike the same creature (without breaking the chain to strike another creature, or by missing) you increase the damage of future attacks by +1, and this stacks up to an upper limit of your 1/2 your character level.

Level 17 Ancestry Feats



Silencing Presence

Feat 17



Traits: Rare, Dwarf

Source: Adventures in Valerick

Access: A Dwarf who has taken Anti-Magick Presence Feat

By 17th level a dwarven character has had whatever strange genetics and weird supernatural energies effect their kindred and themselves manifest at their most oppressive. A dwarven character has a 15 foot presence but they can now alter it for a limited time. 1/hour for up to 1 minute they may simply, as a free action, declare they are tapping into their own control of their strange magebane biology and alter their Anti-Magick Presence, empowering it greatly. It becomes a 15 foot Silencing Emanation, the DC of which is your class DC.

All-Out Assault

Feat 17



Traits: Rare, Dwarf

Source: Adventures in Valerick

Access: Be a Dwarf with the Over-Bearing Assault Feat

By 17th level, you are a paragon of dwarven warcraft and have mastered your own discipline and internal focus and will, able to just ignore all comers until your chosen target is vanquished. 1/hour, you may spend 1 free action to declare your intention to launch an All-Out Assault against a target you can see. This does grant you a few small negatives. Other creatures are at +2 to attack you, and you take a -2 to saving throws to resist, avoid or otherwise negate effects and damage from other sources. However you gain +6 to your AC and to saving throws to resist damage, magick, effects and otherwise from the target. In addition you suffer no Multiple Attack Penalty when you attack that target so long you dealt them damage and you have not dealt damage to any other target since last round. Furthermore, you gain Damage resist 6 to all incoming damage from any source other than the target of your All-Out Assault. If the target should fall or break line of sight or otherwise escape your ability to attempt to engage them, the ability fades. If the target should die or fall unconscious, the ability also fades.


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