Dwarves

Dwarves are short, stocky folks, easily identified by their size and shape. Each subrace share certain characteristics.

They average 4 to 41/2 feet tall, have ruddy cheeks, dark eyes, and dark hair, and generally live for 350 years.

Dwarves tend to be dour and taciturn, aty least from the point of view of "outsiders" ("They hate us because they ain't us!)". They are given to hard work and care little for the humor of the "outsiders." They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they consider unnatural). Dwarves love the earth and dislike the sea. While not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it. but revel in fighting, warcraft, and scientific arts such as engineering.

Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.

Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground. They have several special abilities that relate to their underground life, and they are noted for being particularly resistant to magics and poisons.

Available Classes

Dwarves may be:

Fighter

Priest

Thief

Bard

Dwarves are eligible for the following multi-class combinations:

fighter/priest

fighter/thief

If you choose a multi-class character, familiarize yourself with their benefits and limitations in the Multi- & Dual-Classing section.

You can determine your character's class in several ways. You may choose which class or multi-class combination you want to play or you may generate the character's attributes and decide which character to play according to the die rolls; or your DM may assign you a character class.

Note the dwarven bards may be limited in the bard class, and have only one kit available to them.

The advantages and limitations of each character class will be further modified by the subrace of your character.

Bonus Proficiencies

Dwarves gain the Endurance and Dwarf Runes proficiencies at no cost.

Dwarven thieves of any kit can take the Locksmithing proficiency to fill one slot at no cost, because of the tradition of craftsmanship and mechanical things in their cultural heritages.

Recommended Languages

From living underground, dwarves have found it useful to learn the languages of several of their neighbors, both friendly and hostile. The initial languages a dwarf can learn are given in The Dwarven Subraces article. The actual number of languages is limited by the non-weapon proficiency slots he allotted to languages.

Additionally, the languages dwarves may learn should determined by the campaign background. If a character lives in a stronghold that has had no contact with goblins, he is unlikely to have learned goblin. The languages for dwarves listed should be considered as suggestions only. Dwarves may learn any language that suits their background. Suggested languages are: deep tongue, drow, elf, gnome, goblin, local human common tongue, kobold, orc, troll, ogre.

Saving Throw Bonuses

By nature, dwarves are nonmagical and never use arcane magical spells (divine clerical spells are allowed however), This gives a bonus to dwarves' saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 1/2 points of Constitution score. Thus, for example, if a dwarf has a Constitution score of 7 he gains +2 on saving throws. These bonuses are summarized on the table.

Dwarven Saving Throw Bonuses Table

Bonus against attacks from magical wands, staves, rods, spells, and poison

Deep dwarves add a +1 to all listed bonuses.


ConstitutionSave Bonus
3-
4-6+1
7-10+2
11-13+3
14-17+4
18-19+5

Similarly, dwarves have exceptional resistance to toxic substances. All dwarven characters make saving throws against poison with the same bonuses that they get against magical attacks.

Magical Malfunctions

Although they gain some benefits from being nonmagical, dwarves suffer from it as well. If a magical item is not specifically created for the dwarf's class, there is a 20% chance (40% for gully dwarves) that the item will malfunction when it is used. A check is made each time the dwarf uses the item and affects only the current use; it may work properly the next time. This applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and most other magical items. Also, DMs should note that a malfunction is not usually just a simple failure to function. The item usually does something dramatic and colorful, at the DM's discretion.

Dwarves have learned to master some magical items. Weapons, shields, armor, gauntlets, and girdles always work.

Dwarf priests and warrior/priests may use clerical items without malfunction.

Dwarves also recognize cursed magical items that malfunction in their hands. They may dispose of malfunctioning items.

Combat Bonuses

In melee. dwarves add 1 to their dice rolls to hit any creature listed as having Racial Enmity. Additionally, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.

If the campaign background makes it possible, this bonus may be changed. Instead, the object of their hatred may be any other monster. The character may come from a stronghold that has never fought orcs, but does have a long history of warfare against drow and duergar. In that case, give the +1 attack bonus against drow and duergar instead.

If this option is used, bonuses gained from character kits are added to it.

Dwarven Underground Detection Abilities


Detect or Determine. . .Roll 1d6
Grade or slope in passage1-5
New tunnel/passage construction1-5
Sliding/shifting walls or rooms1-4
Stonework traps, pits, and deadfalls1-3
Approximate depth underground1-3

Underground Detection Abilities

Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).

Note that the dwarf must deliberately try to make these determinations; the information does not simply spring to mind unbidden.

OPTIONAL: Dwarven Underground Detection Proficiencies

Not all dwarves have the same ability to detect underground phenomena, some are better than others. Detection proficiencies may be used as an alternative to the system described on page 21 of the Player's Handbook to detect slopes, new tunnels, sliding walls, stonework traps, pits, deadfalls, and depth underground. Like nonweapon proficiencies, it is an optional system. If you don't use nonweapon proficiencies in your game, then detection proficiencies may be ignored. If you do use them, detection proficiencies will adapt the abilities more smoothly to your game.

Dwarven Detection Proficiencies Table


Detect or Determine. . .# of Slots RequiredRelevant AbilityCheck Modifier
Grade or Slope in Passage1Wisdom+4
New Tunnel/Passage Construction1Wisdom+4
Sliding/Shifting Walls or Rooms1Wisdom+2
Stonework Traps, Pits, and Deadfalls1Wisdom0
Approximate Depth Underground1Wisdom0

Number of Detection Proficiencies

A dwarf character receives his standard number of nonweapon proficiency slots according to his character class. In addition, he receives another five slots solely to buy detection proficiencies. The initial number of proficiencies increases if he is of high Intelligence. Detection proficiency slots must be used to purchase detection proficiencies, but may be spent on any the player wishes.

Any dwarven subrace that is not allowed underground detection skills do not receive these additional nonweapon proficiency slots.

Using Detection Proficiencies

Detection proficiencies may be used any time a dwarf is underground, within 10 feet of the particular phenomena. Determining depth underground is the exception to this rule and may be attempted any time.

To use a detection proficiency, a dwarf must concentrate for one melee round. Any modifier for the proficiency listed in the Detection Proficiency Table is added to the appropriate ability score. A +1 modifier is acquired if the dwarf is actually touching stonework. Detection proficiencies are checked by rolling 1d20. If the character rolls his adjusted ability score or less, he is successful, otherwise he fails. A roll of 20 always fails.

If successful, the dwarf sees the phenomenon or becomes aware of his approximate depth underground. If he fails, he cannot try again within that 10-foot area.

Improving Detection Proficiencies

The Proficiency Slots Table shows the number of levels the character needs to attain to acquire new detection proficiency slots. These slots may be spent on any detection proficiency, but not nonweapon or weapon proficiencies. However, nonweapon proficiency slots may be spent to improve detection proficiencies.

Movement Rates & Encumberance

All dwarf subraces have a base movement rate of 6. If the optional encumbrance rules are used, these may be adjusted for dwarf characters. Because they are stocky and sturdy folk, they are more adept at carrying heavy loads than other races. To simulate this with the encumbrance category rule, allow dwarves to reduce the movement penalty as follows: Light encumbrance has no effect on movement, Moderate reduces movement by one-third, Heavy by one-half, and Severe by two-thirds

If the optional system is used, the character's movement rate is determined using Table 48 in the Encumbrance section, except that the modified movement rate is read from the next column to the left. Cross reference the character's Strength with his encumbrance. At the top of the column is the movement rate, shift one column to the left and use the modified movement rate. For example, a dwarf with a Strength of 16, carrying 100 pounds, has a movement rate of 5.

Dwarven Subraces

The Dwarven Subraces

This article covers all of the adjusments and information for each subrace, as well as thieving skill adjustments, height and weight, and starting age and lifespan.

Appearance

Now decide on the appearance of the character's hair and beard color, eyes, skin, and so forth. Look at the typical appearances given for each subrace of dwarf for an idea of what the character might look like. Each of the optional character kits contains a suggested distinctive appearance to further flesh out any dwarf character.

Dress

Dwarven folk love shades of brown, red, and gray contrasted with a bright splash of color and picked out with as much precious metal as they can possibly wear. Leather is a favorite material, with wool being popular also. Dwarves wear clothing similar to that of The Oeridians.

Role-Playing Dwarves

Farondil, an Elf, Speaks of Dwarves

Let's get one thing straight, I have nothing against dwarves personally. It's just that they're so different from regular folk. They really are a bit freakish. Just look at them. Four foot six at best, often just as wide. The proportions are all wrong. And that hair! It grows all over the place. Most of them look like they've rugs stuck to their faces. And the smell! The less said about that, the better.

I'm really not prejudiced, but I do believe in calling a squat a squat. And that's just what they are, squat and ugly things, the victims of a mean joke of the gods. No wonder they live below ground. No one takes them seriously, except themselves. And they do take themselves seriously. A few have even had the nerve to call me flighty, if you can believe that.

Besides, they are so obsessed with work they never laugh, never have any fun. Work, work, work, that's all they do besides sleep, drink vast quantities of alcohol, and smell. Mind you, it's hardly surprising given their repressive society. Those guilds are nothing short of legalized slavery.

Underground is the best place for them. Down there, they can't go 'round depressing other folk. You can tell how bad it is down there by the number of them who escape every year. You know the type, either greedy merchants or homicidal killers. Have you ever tried discussing philosophy with a dwarf? They're not at all interested in life, stars, flowers, or freedom. One rude little beast had the effrontery to tell me to shut up with my "mindless pansy drivel," or he'd hack my legs off. Ha! The stumpy little runt couldn't reach any higher, my legs were all he could hit!

Oh, they're all right from a distance, I suppose. Just keep them in their holes, away from decent folk, and everything will be fine. I'm not prejudiced, but I still don't want any living in my woods!

Other races tend to stereotype dwarves, lumping them all together as suspicious, avaricious, taciturn, obstinate, grumpy, grim, and humorless creatures. They see them as rigid and unyielding as stone, while grudgingly admitting that dwarves are hardy and tenacious fighters.

While all that is true, it is a gross generalization. Many dwarves will not fit neatly into another race's conception of them. No two are exactly alike. They may have the same character kit, but each has his own goals, interests, quirks, and flaws setting him apart from his fellows. There are, however, certain discernible qualities shared by the entire race.

Dwarven Personalities

"Humph! Get lost!"
— --Dwarven Maxim

Dwarves are not humans with short legs, broad torsos, and long beards. They are another race entirely, with distinctive personality traits and beliefs that set them apart from humans. Playing a dwarf is more challenging than playing a human warrior, cleric, or thief. As humans, we know our basic traits, and portray them easily in a game. It is more difficult to make dwarves believable and fun, but the potential reward is worth the effort.

Basic Personality

Dwarven personality is molded by many factors. They see themselves as a proud and noble race, maintaining their own ways. This is not because they are stubborn, but because experience has taught them that their ways are best. They do not understand why other races consider them dour and taciturn. Believing that there is a time and place for everything, dwarves approach work seriously, with an attitude of commitment. Dealing with other races is always seen as work and dwarves always work solemnly. While this has led to false portrayals, dwarves don't care. They know they are superior to all other races. If others fail to recognize this, it is not the dwarves' loss. They are content to leave others alone, unless they are in direct conflict or competition for living space or resources. When attacked, the entire stronghold will fight.

Knowing how the race generally feels about most things helps to define individual player characters. Even if the character's personality is entirely different from the norm, it can be defined by noting the differences.

The Dwarven Personalities

The following personalities are provided as spurs to the imagination. They are intended as concepts to be used and developed by players with dwarf characters. Each personality provides a framework for the character's role playing personality, and can be amended, added to, or combined with other personalities.

Players are encouraged to alter and modify the personality types in any way they like. Characteristics can be combined to create new types.

A player may wish to change his character's personality. In the course of adventuring, he may have experiences that cause him to change and grow. Such changes should be rare, and should mark a major turning point in life. A personality should not be changed just for the sake of trying something new. The change should develop naturally out of the events of the campaign, perhaps as a result of a catastrophic event.

Each personality description includes the following information:

It starts with a general description of the character's attitudes, motivations, and outlook. It suggests how he is likely to function in a typical campaign. In some cases, recommendations are made as to what type of player may find a particular personality the most enjoyable to play.

Best Suited For: Some personality types are more appropriate for certain alignments than others, and some are more appropriate for certain kits. These are recommendations, not hard and fast rules. Novice players are advised to remain within the alignment and kit recommendations.

Combat Situations: Each personality type approaches combat situations differently. Some might charge straight ahead with weapons swinging, while others might hold back to size up the enemy before committing themselves.

Role Playing Situations: How is a character likely to react to NPCs? These suggestions should be used as guidelines when role-playing conversations, small talk, interrogations, and interviews. There are also ideas about how the character might interact with other PCs.

The Decadent

The Glory Seeker

The Grumbler

The Hoarder

The Optimist

The Paragon

The Phobic

The Pragmatist

The Statesman

Jump to:

Available Classes
Bonus Proficiencies
Recommended Languages
Saving Throw Bonuses
Magical Malfunctions
Combat Bonuses
Underground Detection Abilities
OPTIONAL: Dwarven Underground Detection Proficiencies
Movement Rates & Encumbrance
Subraces
Thief Skill Adjustments
Height & Weight
Appearance
Age & Life Span
Dress
Role-Playing Dwarves
Dwarven Personalities

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