Dwarf — Will of the Dawi
The pulse of the Earth rises through whatever stone a dwarf stands on, and it asks only that he stop. When his hands fall idle the old invitation comes: be still, settle, be rock again. Work holds it off. Stillness lets it in.
A dwarf tracks Set, a value from 0 to 5, starting at 0.
Setting: At the end of any turn on which a dwarf did not voluntarily move at least 5 feet, he gains 1 Set. Outside combat, he gains 1 Set for each full period of rest or idleness — sleeping, keeping watch, etc. He does not gain Set for working without completing anything.
Stirring: Voluntarily moving 5+ feet on his turn resets combat Set to 0. Outside combat, a dwarf sheds 1 Set whenever he completes a piece of making or a goal he cares about (a finished Craft project, a quest beat), and sheds all Set after a day spent working alongside another of the Dawi.
While Set is at least 0, for each point, he gains a +2 natural armour bonus to AC, and DR 1/—. He also suffers a - −1 penalty to initiative, Dodge AC, and Reflex saves for each point of Set.
In addition, so long as Set is at least 3, his speed is halved and he suffers a -2 penalty to all attack rolls and the DCs of his abilities are reduced by 2.
At Set 5: the bonuses cap and he gains immunity to being moved against his will, but his speed is 5 ft. Whenever Set would rise above 5, the dwarf must make a Will save (DC 15, +1 per consecutive save) or be Petrified — set fully, a statue among statues. This petrification is not magical and it ends if a dwarf is roused to a purpose worth standing up for, according to GM judgement, such as the defence of kin or the start of a great work.
Dwarren