Pathfinder 2e - The Dwarf Handbook
Last Updated: September 1st, 2020
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.
- : Bad, useless options, or options which are extremely situational.
- : OK options, or useful options that only apply in rare circumstances
- : Good options.
- : Fantastic options, often essential to the function of your character.
Dwarf Racial Traits
- : The most hit points of any race.
- : Medium. Medium and small size have few functional differences in Pathfinder 2e.
- : At just 20 ft., the Dwarf has the lowest speed of any published ancestry. Strongly consider the Fleet feat.
- : Constitution and Wisdom work great for Clerics, Druids, and Monks, and the Charisma Flaw has little impact for most classes. Any class which doesn't directly depend on Charisma works great with the Dwarf's ability boosts.
- : Racial language plus Common is standard.
- : Darkvision is really good, and since it's part of the base race you don't need to spend your Heritage or a feat to get it.
- : A +1 bonus that never scales and requires you to use your Reaction to activate it, so you can't count on it if you're using your Reaction for other things or if you can't take actioins for some reason. It's a Circumstance Bonus, and those are rare for most saving throws (Take Cover can grant a Circumstance Bonus to Reflex saves, but I can't think of other go-to examples outside of some Class Feats) so it will stack with nearly anything, but I'm not convinced that a +1 bonus will remain meaningful at all levels in a game where bonuses in excess of +30 are not only possible but totally normal.
- : Situational
- : Scaling resistance to fire damage. Fire damage is common, so any amount of resistance is excellent.
- : Too situational, and being pushed or knocked prone is rarely a significant hindrance.
- : Resistance to poison damage and better recovery from the additional effects of poison.
- : Situational, but fear is common and if your Will saves are low this could help mitigate a common debuff.
- : Proficiency in Crafting, Religion, and Dwarven Lore. Crafting is useful for a variety of classes like the Alchemist and the Ranger (if you're using Snares), and Religion is just a generally important skill in Pathfinder 2e.
- : The Dwarven Waraxe is tempting for a Duelist fighter, but otherwise dwarven weapons are terrible. The Clan Dagger is a worse Main-Gauche (though you do get one for free, and it's a Simple weapon rather than Martial like the Main-Gauche), and the Dwarven Waraxe is only useful so you can have a Battleaxe and Greataxe in one weapon. Still, if you're limited to Simple weapons but still want to use weapons, access to the Dwarven Waraxe can be a meaningful improvement over your existing options.
- : Too situational.
- : Difficult terrain imposed by rubble is common in many environments.
- : Situational, but dungeons with stone walls are commonplace in Pathfinder, and without DnD's concept of "Passive Perception" you're normally forced to Seek constantly.
- : Dwarves seeking to fight in melee are heavily hindered by their 20 ft. speed, and any reduction to that already limited mobility is a serious problem.
- : Not a lot of damage, but if you make a lot of attacks (monks, rangers, rogues) it might be worthwhile after you suffer a critical hit.
- : This isn't significantly better than using Athletics to Shove the target, and Shove only takes one action. Both Shove and Boulder Roll pit your Athletics against the targets Fortitude, so mathematically they're the same. However, Boulder Roll doesn't require a free hand and has the potential to deal damage, which might be enough to make this appealing if you don't typically have a hand free.
- : Even if you personally swear off using magic, your allies are still free to use it. The ability to capitalize on magical darkness without blinding your entire party is a massive tactical advantage that's effective at every level.
- : Some critical specialization effects are worthwhile, but I don't know if they're worth taking two feats to get this if you weren't already going to benefit from Dwarven Weapon Familiarity.
- : Too situational.
- : Situational. The effect is good, but you can't always count on having a suitable wall around, and if you're the sort of front-line melee character who would consider this, spending a fight backed against a wall means that you're abandoning one of your biggest tactical responsibilities: standing between big, scary, toothy things and your soft, squishy friends which the toothy things want to eat.
- : Certainly better than trying to Seek if you're facing hidden or invisible enemies, but Tremorsense is still very limited in a game where magical flight exists, and the fact that this only works on stone/dirt is very limiting.
- : Combined with Toughness you'll have a huge pile of hit points and you'll be able to stabilize easily while dying.
- : A Returning Rune costs just 55gp and doesn't require an extra Action to attack.
- : Only a 1-in-5 chance, but if you're a front-line martial character you'll suffer a lot of critical hits over the course of your career so you'll get plenty of chances for this to pay off.
- : Hide inside a rock to cast buff spells or rest, then dismiss the spell to exit on the other side of a wall.
- : If you took Dwarven Weapon Familiarity and don't already get better proficiency from your class, you'll want this so that your dwarven weapon proficiencies don't fall behind all of your other weapon options.
- : Not a lot of damage, and at this level you may frequently find yourself fighting in weird places like on sand or in mid-air.
- : Walls are a real pain, and the ability to walk through them makes it very hard to keep you out of places. This won't be as effective as casting the spell, but it's still great for getting through castles, dungeons, and similar structures.