Dwarves
Dwarves are short, stocky folks, easily identified by their size and shape. Each subrace shares certain characteristics.
They average 4 to 4-1/2 feet tall, have ruddy cheeks, dark eyes, and dark hair, and generally live for 350 years.
Dwarves tend to be dour and taciturn, at 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:
FightersPriests/Clerics
Thieves
Dwarves are also eligible for the following multiclass combinations:
fighter/clerics (specialty priests may not multiclass)
fighter/thieves
If you choose a multiclass character, familiarize yourself with their benefits and limitations in the Multiclassing section.
You can determine your character's class in several ways. You may choose which class or multiclass 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.
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.
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
Bonus against attacks from magical wands, staves, rods, spells, and poison
Deep dwarves add a +1 to all listed bonuses.
Constitution | Save 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.
Movement Rates & Encumbrance
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.
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