{
	"ancestry": [
		{
			"name": "Dwarf",
			"source": "CRB",
			"page": 34,
			"otherSources": {
				"Expanded": [
					"LOCG|16"
				]
			},
			"hp": 10,
			"size": [
				"medium"
			],
			"speed": {
				"walk": 20
			},
			"boosts": [
				"constitution",
				"wisdom",
				"free"
			],
			"flaw": [
				"charisma"
			],
			"languages": [
				"{@language Common}",
				"{@language Dwarven}",
				"Additional languages equal to your Intelligence modifier (if it's positive). Choose from {@language Gnomish}, {@language Goblin}, {@language Jotun}, {@language Orcish}, {@language Terran}, {@language Undercommon}, and any other languages to which you have access (such as the languages prevalent in your region)."
			],
			"traits": [
				"dwarf",
				"humanoid"
			],
			"features": [
				{
					"name": "Darkvision",
					"entries": [
						"You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white."
					]
				},
				{
					"name": "Clan Dagger",
					"entries": [
						"You get one {@item clan dagger|CRB} for free, as it was given to you at birth. Selling this clan dagger is a terrible taboo and earns you the disdain of other dwarves."
					]
				}
			],
			"flavor": [
				"Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils."
			],
			"info": [
				"Dwarves are slow to trust those outside their kin, but this wariness is not without reason. Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron.",
				"If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom\u2014or at least dogged conviction\u2014you should play a dwarf.",
				{
					"type": "pf2-h3",
					"page": 34,
					"name": "You Might...",
					"entries": [
						{
							"type": "list",
							"items": [
								"Strive to uphold your personal honor, no matter the situation.",
								"Appreciate quality craftsmanship in all forms and insist upon it for all your gear.",
								"Don't waver or back down once you've set your mind to something."
							]
						}
					]
				},
				{
					"type": "pf2-h3",
					"page": 34,
					"name": "Others Probably...",
					"entries": [
						{
							"type": "list",
							"items": [
								"See you as stubborn, though whether they see this as an asset or a detriment changes from one person to the next.",
								"Assume you are an expert in matters related to stonework, mining, precious metals, and gems.",
								"Recognize the deep connection you have with your family, heritage, and friends."
							]
						}
					]
				},
				{
					"type": "pf2-h3",
					"page": 34,
					"name": "Physical Description",
					"entries": [
						"Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of masculinity and honor among the dwarves, and thus a clean-shaven male dwarf is considered weak, untrustworthy, or worse.",
						"Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming of age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old."
					]
				},
				{
					"type": "pf2-h3",
					"page": 34,
					"name": "Society",
					"entries": [
						"The ancient surface empire the dwarves once ruled fell long ago, overwhelmed by orc and goblinoid enemies. Today's dwarves today retain many of the qualities that propelled their people to greatness in ancient times: fierceness, gumption, and stubbornness in endeavors ranging from battle and craftsmanship to forging ties with family and friends.",
						"While the distance between their mountain Sky Citadels can create vast cultural divides between various dwarf clans, most dwarven societies share a number of similarities. Nearly all dwarven peoples share a passion for stonework, metalwork, and gem-cutting. Most are highly skilled at architecture and mining, and many share a hatred of giants, orcs, and goblinoids.",
						"Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and bears the gemstone of their clan. A parent uses this dagger to cut the infant's umbilical cord, making it the first weapon to taste their blood."
					]
				},
				{
					"type": "pf2-h3",
					"page": 35,
					"name": "Alignment and Religion",
					"entries": [
						"Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder\u2014especially when strong ale is involved.",
						"The typical dwarf is lawful good or lawful neutral and prefers to worship deities of those alignments. {@deity Torag}, god of dwarvenkind, is the dwarves' primary deity, though worship of Torag's family members is also common."
					]
				},
				{
					"type": "pf2-h3",
					"page": 35,
					"name": "Names",
					"entries": [
						"Dwarves honor their children with names taken from ancestors or dwarven heroes, and it's quite rare to invent a new name or to borrow a name from another culture for a child. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics. Dwarven names usually contain hard consonants and are rarely more or fewer than two syllables."
					]
				},
				{
					"type": "pf2-h4",
					"page": 35,
					"name": "Sample Names",
					"entries": [
						"Agna, Bodill, Dolgrin, Edrukk, Grunyar, Ingra, Kazmuk, Kotri, Lupp, Morgrym, Rogar, Rusilka, Torra, Yangrit"
					]
				},
				{
					"type": "pf2-sidebar",
					"page": 37,
					"name": "Dwarven Adventurers",
					"entries": [
						"Dwarven adventurers tend to work as treasure hunters or sellswords. They often leave their citadels and subterranean cities in search of wealth to enrich their homeland or to reclaim long-lost dwarven treasures or lands taken by the enemies of their kin.",
						"Typical dwarven backgrounds include {@background acolyte}, {@background artisan}, {@background merchant}, {@background miner}, and {@background warrior}. Dwarves excel at many of the martial classes, such as {@class barbarian}, {@class fighter}, {@class monk}, and {@class ranger}, but they also make excellent {@class cleric||clerics} and {@class druid||druids}."
					]
				},
				{
					"type": "pf2-h3",
					"page": 431,
					"source": "CRB",
					"name": "Dwarves",
					"entries": [
						"For untold eons, the dwarven people dwelled in the lightless reaches of the Darklands. It wasn't until after Earthfall that the dwarves undertook the legendary Quest for Sky, during which the majority of dwarves made a pilgrimage to relocate to the surface of Golarion. In doing so, they not only drove the orcs to the surface before them, but also established several immense Sky Citadels at each location where they emerged from the realm below. Today, three major ethnicities of dwarves exist, each associated with one of three altitude bands: the Grondaksen dwarves (who still dwell in the upper reaches of the Darklands), the Ergaksen dwarves (the most widespread heritage, and those who dwell on or adjacent to the surface world), and the Holtaksen dwarves (the least populous\u2014dwarves who dwell only among the highest mountain reaches)."
					]
				},
				{
					"type": "pf2-h2",
					"page": 16,
					"name": "Dwarves",
					"collapsible": true,
					"source": "LOCG",
					"reference": {
						"index": 2
					},
					"entries": [
						{
							"type": "pf2-sidebar",
							"page": 16,
							"source": "LOCG",
							"name": "Five Kings Dwarves",
							"reference": {
								"auto": true
							},
							"entries": []
						},
						"The dwarves of the Inner Sea region are a people known for their hardy builds, extensive history, and strong familial bonds. Dwarves originated from far beneath the ground: dwarven oracles ages ago received a vision of the comforting stone roofs of their home splitting to reveal a \"sky\"\u2014a concept unknown to their populace. When Earthfall occurred, marking the end of the Age of Legend, the shaking earth destroyed countless cities and the dwarven populace was devastated. While they could have rebuilt, dwarves saw this as a sign from their patron deity, {@deity Torag}. They traveled upward for generations, fighting their way through orc tribes and driving their foes ahead of them with each step of the ascent, in a journey now known as the Quest for Sky.",
						{
							"type": "pf2-h2",
							"page": 17,
							"name": "Dwarves of the Inner Sea",
							"source": "LOCG",
							"entries": [
								"While there are countless dwarven ethnicities throughout the Inner Sea region, most can be found on the surface. Many dwarves, however, see dwarvenkind as split into three main ethnic groups\u2014Grondaksen, who live underground and are known for their traditionalist preservation of history; Ergaksen, spread across the surface and known for their adaptability and diverse cultures; and Holtaksen, who live atop mountains and are known for their warrior culture and desire for glory. While underground dwarves and mountain dwarves see all dwarves on the surface as belonging to a single group, surface dwarves themselves do not, almost never using the term \"surface dwarf\" except when communicating with their underground or mountain brethren.",
								{
									"type": "pf2-h3",
									"page": 17,
									"name": "Underground Dwarves",
									"source": "LOCG",
									"reference": {
										"auto": true
									},
									"entries": [
										"Grondaksen are recognizable by their shorter frames, their large and stern eyes, their billowing beards\u2014seen even among some women\u2014and their utilitarian approach to fashion. They traditionally wear plain browns and grays, typically reinforced with metal to keep them safe while they work. Their settlements are built into caves far beneath the earth, with the walls of important buildings such as medical offices and the homes of leaders carved with runic family trees and inset with clan gemstones to commemorate their history. As they live without a sky, underground dwarves have a different biological clock than their relatives, tending to sleep for 12 hours before remaining awake for 20. Because this is the same interval at which their forges are regularly warmed, this cycle of 32 hours is referred to as a forge-day.",
										{
											"type": "pf2-h4",
											"page": 17,
											"name": "Kulenett",
											"source": "LOCG",
											"entries": [
												"A society of underground dwarves that make their homes beneath the mountains of Geb, Kulenett dwarves are known for maintaining an intricate network of tunnels that stretch across the entirety of the nation. Kulenett have deep tawny skin tones, their reddish-orange eyes framed by dark hair that grows straight and thick. They typically wear light armor and travelers' vestments, usually including a pair of goggles to keep the sand out of their eyes when they travel aboveground."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"page": 17,
									"name": "Surface Dwarves",
									"source": "LOCG",
									"reference": {
										"auto": true
									},
									"entries": [
										"Making their homes aboveground and adapting at a comparatively rapid rate, the various Ergaksen peoples are known for their diversity. These are the dwarves who have spread across the Inner Sea region and laid roots, mingling with different cultures while developing their own, and they are the group most other ancestries encounter on a daily basis. They are physically distinguished from their underground and mountain cousins not through their commonalities with other surface dwarves, but by their differences from their underground and mountain kin.",
										{
											"type": "pf2-sidebar",
											"page": 18,
											"source": "LOCG",
											"name": "Kulenett Homelands",
											"reference": {
												"auto": true
											},
											"entries": []
										},
										{
											"type": "pf2-sidebar",
											"page": 18,
											"source": "LOCG",
											"reference": {
												"auto": true
											},
											"name": "Mbe'ke and Taralu Dwarves",
											"entries": []
										},
										{
											"type": "pf2-h4",
											"page": 18,
											"name": "Mbe'ke and Taralu",
											"source": "LOCG",
											"entries": [
												"Two distinct but closely related dwarven cultures found in the Mwangi Expanse, Mbe'ke and Taralu are dark-skinned dwarves that revere and honor ancestors, totems, dragons, and draconic creatures."
											]
										},
										{
											"type": "pf2-h4",
											"page": 18,
											"name": "Ouat",
											"source": "LOCG",
											"entries": [
												"Ouat are a sect of the Pahmet dwarves of Osirion who pursue the art of self-perfection in the same manner as the god {@deity Irori}, training their minds and bodies in the monastic city of Tar Kuata."
											]
										},
										{
											"type": "pf2-h4",
											"page": 18,
											"name": "Pahmet",
											"source": "LOCG",
											"entries": [
												"Residents of Osirion since ancient times, bronzeskinned Pahmet dwarves claim to have been sent by the gods to assist the nation. They often live in rock plateaus or near tombs, and some have learned to command the sand of the deserts to aid them."
											]
										},
										{
											"type": "pf2-sidebar",
											"page": 20,
											"source": "LOCG",
											"reference": {
												"auto": true
											},
											"name": "Vahird Dwarves",
											"entries": []
										},
										{
											"type": "pf2-sidebar",
											"page": 21,
											"source": "LOCG",
											"reference": {
												"auto": true
											},
											"name": "Pahmet Tomb Guardians",
											"entries": []
										},
										{
											"type": "pf2-h4",
											"page": 18,
											"name": "Paraheen",
											"source": "LOCG",
											"entries": [
												"Paraheen dwarves are a small but important autonomous community in Katheer that operates numerous forges and shops within the city and is a respected part of Qadiran society."
											]
										},
										{
											"type": "pf2-h4",
											"page": 18,
											"name": "Vahird",
											"source": "LOCG",
											"entries": [
												"A culture of surface dwarves found in the Eternal Oasis of Rahadoum, Vahird are monastic followers of Rahadoum's Laws of Mortality, acknowledging the existence of the dwarven pantheon but believing that the gods are no better than mortals."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"page": 17,
									"name": "Mountain Dwarves",
									"source": "LOCG",
									"reference": {
										"auto": true
									},
									"entries": [
										"Holtaksen tend to be a few inches taller than other dwarves. Their hair grows quickly and is commonly worn braided, and their eyes have larger-thannormal pupils. Their traditional clothing is mostly made up of dark and muted colors, but almost every outfit bears a single small garment in a bright color, matching the color of their clan gem. This garment, typically a scarf or bandanna, is known as a glory ribbon and serves as a badge of honor and token of remembrance. When a mountain dwarf dies in battle, their comrades take the glory ribbon of the fallen, tear it up, and weave a bit of it into their own outfits. Some older mountain dwarves bear countless battle scars and have dozens of colorful scraps reminding them why they fight.",
										"While underground dwarves rarely adventure and surface dwarves adventure out of necessity, mountain dwarves embrace the prospect of traveling and questing. As they search for glory and thrive on battle, it is almost unheard of to meet a mountain dwarf who has never gone on an adventure."
									]
								}
							]
						}
					]
				}
			],
			"heritageInfo": [
				"With their long family lines and hardy physiologies, dwarves take great pride in the resilience their bloodlines provide. Choose one of the following dwarven heritages at 1st level."
			],
			"heritage": [
				{
					"name": "Forge-Blessed Dwarf",
					"shortName": "Forge-Blessed",
					"source": "LOHh",
					"page": 108,
					"entries": [
						"You are from a family in Highhelm that venerates a particular dwarven deity above all others. Your birth was blessed by your family's patron deity, granting you a fraction of their power. Choose one deity from the {@deity dwarven pantheon|LOGM}. You can cast the 1st-level spell they grant {@class cleric||clerics} (such as {@spell soothe} if your family's patron is {@deity Bolka|LOGM}) as an innate {@trait divine} spell once per week."
					]
				},
				{
					"name": "Ancient-Blooded Dwarf",
					"shortName": "Ancient-Blooded",
					"source": "CRB",
					"page": 35,
					"entries": [
						"Dwarven heroes of old could shrug off their enemies' magic, and some of that resistance manifests in you. You gain the Call on Ancient Blood reaction.",
						{
							"activity": {
								"number": 1,
								"unit": "reaction"
							},
							"entries": [
								"Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save."
							],
							"type": "ability",
							"style": "full",
							"name": "Call on Ancient Blood",
							"trigger": "You attempt a saving throw against a {@trait magical} effect, but you haven't rolled yet."
						}
					]
				},
				{
					"name": "Death Warden Dwarf",
					"shortName": "Death Warden",
					"source": "CRB",
					"page": 35,
					"entries": [
						"Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a {@trait necromancy} effect, you get a critical success instead."
					]
				},
				{
					"name": "Forge Dwarf",
					"shortName": "Forge",
					"source": "CRB",
					"page": 35,
					"entries": [
						"You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on)."
					]
				},
				{
					"name": "Rock Dwarf",
					"shortName": "Rock",
					"source": "CRB",
					"page": 36,
					"entries": [
						"Your ancestors lived and worked among the great ancient stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to {@action Shove} or {@action Trip} you. This bonus also applies to saving throws against spells or effects that attempt to knock you {@condition prone}.",
						"In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance."
					]
				},
				{
					"name": "Strong-Blooded Dwarf",
					"shortName": "Strong-Blooded",
					"source": "CRB",
					"page": 36,
					"entries": [
						"Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison."
					]
				},
				{
					"name": "Anvil Dwarf",
					"shortName": "Anvil",
					"source": "LOCG",
					"page": 19,
					"entries": [
						"You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in {@skill Crafting} (or another skill if you were already trained in {@skill Crafting}) and gain the {@feat Specialty Crafting} skill feat, but you can pick two different specialties instead of one."
					]
				},
				{
					"name": "Elemental Heart Dwarf",
					"shortName": "Elemental Heart",
					"source": "LOCG",
					"page": 19,
					"entries": [
						"Whether through a connection to Torag's forge, the azers of the Plane of Fire, or another source, you can exude a burst of energy. Mbe'ke and Taralu dwarves of the Mwangi Expanse believe this heritage is a gift from dragons or elemental spirits. Choose one of the following damage types: acid, cold, electricity, or fire. Once chosen, this can't be changed. You gain the Energy Emanation activity.",
						{
							"activity": {
								"number": 2,
								"unit": "action"
							},
							"traits": [
								"evocation",
								"primal"
							],
							"entries": [
								"Energy bursts forth from your body. You deal {@damage 1d6} damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6."
							],
							"type": "ability",
							"style": "full",
							"name": "Energy Emanation",
							"frequency": {
								"unit": "day",
								"number": 1
							}
						}
					]
				},
				{
					"name": "Oathkeeper Dwarf",
					"shortName": "Oathkeeper",
					"source": "LOCG",
					"page": 19,
					"entries": [
						"Growing up, you never tried to lie to get what you wanted, and even when necessary, lying makes you uncomfortable. The especially faithful might even have thought that you were blessed by the dwarven god of duty, {@deity Kols}. You gain a +1 circumstance bonus to {@skill Perception} checks to {@action Sense Motive} and to {@skill Perception} DCs against attempts to {@action Lie} to you. Furthermore, you gain a +2 circumstance bonus to {@skill Diplomacy} checks to convince others you speak the truth when you are telling the truth, and you take a \u20134 circumstance penalty to {@action Lie} and to your {@skill Deception} DC against {@action Sense Motive}."
					]
				}
			],
			"summary": {
				"text": "Dwarves are a short, stocky people who are often stubborn, fierce, and devoted.",
				"images": [
					"https://2e.aonprd.com/Images/Ancestries/Dwarf01.png",
					"https://2e.aonprd.com/Images/Ancestries/Dwarf02.png"
				]
			}
		}
	]
}
