Midgard Dwarf

Small Outsider (Native)
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 21 (+1 size, +3 natural, +1 deflection +1 ring of protection, +6 +2 mithral shirt), touch 12, flatfooted 21
Base Attack/Grapple: +8/+7
Attack: +2 battleaxe +15 melee (1d6+5/×3), or +1 light crossbow +10 ranged (1d6+1/19–20)
Full Attack: +2 battleaxe +15/+10 melee (1d6+5/×3), or +1 light crossbow +10 ranged (1d6+1/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse
Special Qualities: Alternate form, darkvision 60 ft., dwarven blood, magic items, master smith, outsider traits, spell resistance 16
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 16, Dex 11, Con 20, Int 14, Wis 15, Cha 11
Skills: Appraise +2 (+4 with armor, gems, or weapons), Bluff +11, Craft (armorsmithing) +21, Craft (gemcutting) +21, Craft (weaponsmithing) +21, Diplomacy +4, Disguise +0 (+2 acting), Hide +15, Intimidate +2, Listen +13, Search +13, Sense Motive +13, Spot +13, Survival +2 (+4 following tracks), Use Magic Device +15
Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Improved Sunder, Power Attack, Weapon Focus (battleaxe)
Environment: Cold hills
Organization: Solitary, family (3–10 plus 1 winter wolf), or clan (11–30 plus 1 8th-level wizard chieftain plus 1–6 winter wolves plus 3–12 megaloceros pack animals)
Challenge Rating: 5
Treasure: Standard plus magic items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4
Dressed in a shirt of gleaming mail, this stocky person is only as tall as a halfling, but far more powerfully built. He carries a battleaxe thrust through his broad leather belt, and his hair and beard are white.

Midgard dwarves are a powerful, semimythical race capable of forging priceless magical treasures and even artifacts. Their magical ability is limited to crafting items, but they are also skilled warriors, capable of defeating giants and heroes alike. Unlike most other dwarves, they are relatively solitary, living in small groups of no more than 30 individuals.

Midgard dwarves stand about 3–1/2 feet high, with large heads and big hands. Their shoulders are broad and their arms stout—the result of wielding hammers and tongs over anvils and fires for decades. They craft masterwork items almost as a matter of course. In winter, they work tirelessly in homes below the earth; in summer, they farm the surface, or travel to trade their gold, silver, and steel for food and cloth from humans, trolls, elves, and others.

Midgard dwarves are responsible for the manufacture of a number of divine items and artifacts, such as Thor’s hammer, Sif’s golden hair, Sigfried’s magical ring, and the chain that bound Fenris, the divine wolf that will destroy the world. Their hoards of gold sometimes rival those of small dragons, and they compete with dragons for gold.

Midgard dwarves are extremely suspicious and skeptical of the Norse deities, and indeed of deities and priests in general, for good reason. Many Midgard dwarves, such as Andvari, have been killed or robbed by the Aesir. Midgard dwarves speak Dwarven and Celestial.

COMBAT
The dwarves have traditionally been for the dwarves, unwilling to fight for any cause except their own. That said, in Norse legends and sagas, dwarves were willing to fight the gods themselves if necessary. This stubbornness serves them well, as do their magic weapons, rings, and armor.

Curse (Su): Once per year as a standard action, a Midgard dwarf can lay a powerful curse on someone who has wronged him (usually by stealing from him, injuring him, or killing a close relation). This functions like bestow curse (DC 16, CL 20th), except that the range is unlimited, and the spell is dismissible. The save DC is Wisdom-based. The dwarf must be able to see or describe his target (for example, “the thief who took my gold, wherever he is” or “the one who killed Snorri”) and the target must be guilty of the injury the dwarf specifi es. Dwarves on the brink of falling in battle have been known to forego an attack in order to curse the enemy who is about to defeat them.

A dwarf can sometimes be persuaded to lift his curse with an offer of weregild—money to compensate the dwarf for the injury or wrong he suffered. Generally, this requires at least 1,000 gold pieces.

Alternate Form (Su): Midgard dwarves have the ability to assume the form of one specifi c animal of Small or smaller size—typically a badger, otter, raven, or weasel. A Midgard dwarf can shift between its humanoid and animal form as a standard action. This ability works much like the polymorph spell, except that the Midgard dwarf is limited to the one specifi c animal he knows how to turn into, and he does not regain hit points for changing form.

Dwarven Blood: For all effects related to race, a Midgard dwarf is considered a dwarf.

Magic Items: All Midgard dwarves equip themselves with magic arms and armor. The dwarf described here uses a +2 chain shirt, +2 battleaxe, +1 light crossbow, and +1 ring of protection, but other dwarves may have different possessions. Few seek to take their wealth from Midgard dwarves, since they are notoriously unforgiving. Midgard dwarves will carry a grudge or grievance for generations, even passing it down in clan and family lines.

Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor, Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.

Native Outsider Traits: Unlike most outsiders, Midgard dwarves can be raised or resurrected normally. They have darkvision out to 60 feet.

Skills: Midgard dwarves have a +8 racial bonus on Craft checks, and a +4 racial bonus on Use Magic Device checks.

Midgard Dwarf

Far Secrets, Northern Visions Aphaia