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		Dwarves
		 (Base Race- DWARF, Sub Race- Gold Dwarf) Unlike the 
		Shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did 
		not decline in terrible wars against evil humanoids. While they 
		practices some magic, they never acquired the hubris that caused the 
		downfall of some human nations. Confident and secure in their remote 
		home, the gold dwarves gained a reputation for haughtiness and pride.
		 Since the Thunder Blessing, many young gold dwarves have left the 
		Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are 
		aloof and suspicious, for the most part they are forthright warriors and 
		shrewd traders.  * Ability Adjustments: +2 Constitution, -2 Dexterity.  * Darkvision: Dwarves can see in the dark up to 60 feet.  * Stonecunning: +2 bonus to Search checks when inside.  * Lore Affinity: +2 bonus to Lore checks.  * Weapon Familiarity: Dwarven waraxes are treated as martial weapons, 
		rather than exotic weapons.  * Hardiness vs. Poisons: +2 racial bonus to saving throws against 
		poison.  * Hardiness vs. Spells: +2 racial bonus to saving throws against 
		spells and spell-like effects.  * Battle Training vs. Giants: +4 dodge bonus to Armor Class against 
		monsters of the giant type (such as ogres, trolls, and hill giants).  * Battle Training vs. Aberrations: +1 racial bonus on attack rolls 
		against aberrations.  * Favored Class: Fighter. A multiclass gold dwarf's fighter class 
		does not count when determining whether he takes and experience point 
		penalty for multiclassing. Dwarven culture extols the virtues of battle, 
		and the vocation comes easily to dwarves. 
		 
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