Gully Dwarves

Gully dwarves are stupid. They are master scavengers and have raised groveling to an art form. They do not fight very effectively. Players should bear these restrictions in mind when considering playing a gully dwarf character.

Ability Score Adjustments: The initial ability scores are modified by a B2 penalty to Charisma and +1 bonuses to Strength and Dexterity. The minimum and maximum ability scores are as shown.

Gully Dwarf Ability Scores


Ability
Minimum
Maximum
Strength
6
18
Dexterity
6
18
Constitution
8
16
Intelligence
3
12
Wisdom
3
14
Charisma
3
12

Languages: Gully dwarf, common, gnome, orc, goblin.

Infravision: 60 feet.

Special Advantages: A gully dwarf may attempt to grovel. Any time he is in a dangerous situation and is not immediately engaged in melee, he may throw himself on the mercy of his attacker, or faint in the hope that he will be ignored in the ensuing melee. This causes his opponents to make a saving throw vs. magic. If they are successful they may attack the gully dwarf. If they fail they may not attack him for 1d6 rounds, but they may restrain him or tie him up. The saving throw is modified by the gully dwarf's level as shown on the Groveling Table.

Groveling Table
Level
Modifier
1-4
0
5-8
-2
9-12
-3
13+
-5

Special Disadvantages: Gully dwarves are usually stupid. A player character gully dwarf is an exception to the rule, being superior to others of his kind by virtue of his ability to think. However, players should not abuse this ability and allow their characters to concoct clever plans and schemes. Intelligence checks may be requested to see if the character could actually come up with such ideas.

The chance of a magical item failing in the hands of a gully dwarf is increased from 20% to 40%.

Racial Enmities: Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack gully dwarves.

Additional Experience Cost: None.

Life Expectancy: 250 years.

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