Empyrean Dwarf
Empyrean Dwarves are a subspecies of Dwarves but differ in that they have adapted to a vastly different form of life consisting of travel and life on distance heavenly bodies.
Born hundreds of years past from devout clerics of the Skyseer sect, these dwarves seek out the riches, wealth, and proximity to their gods in the various asteroids, moons, and similar that their astronomers reveal to them.
Physical Description: Due to their gravity-touched blood, empyrean dwarves stand up to half a foot taller than their terrestial cousins.
Society: Empyrean society is organized around traveling to asteroids and other objects they see in the sky. Due to this, the society is led by astronomers and conjuration wizards specializing in the teleportation school. Although great empyrean metropolises exist, the majority of the empyrean population is nomadic, roaming from asteroid to asteroid in search of wealth and beyond.
Religion: At first glance it may be thought that the Empyrean dwarves are pantheistic, believing in the many gods of the stars, for they refer to the different great stars, planets, and distant asteroids each by name and as if speaking of a deity. However, they are monotheistic, simply with the belief that all of the heavenly bodies are part of the god known as 'uthtâr (greatest stars).
Relations: Empyreans tend to find most other races of little interest unless they show an interest in the celestial world and what wonders exist in its endless expanse. They have a deep hatred for the various aberrations they often find deep within the astral planetoids they explore and mine.
Alignment and Religion: Akin to their cousins, Empyreans are driven by honor and tradition. Most Empyreans are lawful neutral.
Adventurers: Although empyrean adventurers are rare, they can be found most often involved in both extraplanar and space travel.
Standard Racial Traits
- Ability Score Modifiers: Empyreans gain +2 Constitution, +2 Intelligence, and -2 Charisma if the Citadel variant or +4 Dexterity, –2 Strength, and -2 Charisma if the Explorer variant.
- Size: Empyreans are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Empyreans are humanoids with the dwarf subtype.
- Base Speed: (Slow and Steady) Empyreans have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Languages: Empyreans begin play speaking Common and Dwarven. Empyreans with high Intelligence scores can choose from the following: Auran, Gnome, Aklo, Celestial, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Defensive Training: Empyreans gain a +4 dodge bonus to AC against monsters of the aberration subtype.
- Hardy: Empyreans gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Wanderer: Empyreans gain Endurance as a bonus feat, and Climb and Swim are class skills for them.
Feat and Skill Racial Traits
- Gravity-touched Blood: Empyreans have a constant low-gravity effect upon them and only them at all times, increasing falling distance to 20 feet instead of 10. Additionally, they can jump twice as high and as far when carrying a medium load or less. When under a heavy load, these benefits are removed. Finally, when in zero-g, Empyreans gain a climb speed of 20 feet when adjacent to a rough surface.
- Sense Aberration: Empyreans gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.
Senses Racial Traits
- Darkvision: Empyreans can see perfectly in the dark up to 60 feet.
Offense Racial Traits
- Weapon Familiarity: Empyreans are proficient with manoples, heavy picks, and scizores, and treat any weapon with the word “dwarven” or “empyrean” in its name as a martial weapon.
Alternate Racial Traits
Alternate racial traits may be taken from the Dwarf list, with sense aberration replacing stonecunning and gravity-touched blood replacing greed.
Beyond this, the following alternative traits are available:
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Wanderer’s Magic Empyreans with this racial trait increase the DC of spells of the teleportation subschool they cast by 1. Additionally, if the Empyrean has an Intelligence score of 11 or higher, he also gains the following spell-like abilities: 1/day–false blink, conjure tool, returning weapon. The caster level for these effects is equal to the empyrean’s level. The DC for these spells is equal to 10 + the spell’s level + the empyrean’s Intelligence modifier. This replaces sense aberration and defensive training.
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Planar Knowledge Empyreans with this racial trait automatically gain Knowledge (planar) as a class skill and a +2 racial bonus on Knowledge (planar) checks to identify portals, traps (when applicable), and aberrations. If Knowledge (planar) is already a class skill the racial bonus increases to +4. This replaces sense aberration.
Related
See terminology for additional naming conventions and some common words.