Ability Score Modifiers

Constitution Modifiers

Dwarves are nonmagical and gain the following bonuses to saving throws against poisons and magical attacks.

Saving Throw Bonuses Table


Constitution
Save Bonus

3
-

4-6
+1

7-10
+2

11-13
+3

14-17
+4

18-19
+5

Deep dwarves add a +1 to all above bonuses.

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.

Underground Detection Abilities

Since dwarves are essentially creatures of the underground, they gain certain detection abilities automatically:

Detect or Determine . . .
Roll 1d6
Grade or slope in passage
1-5
New tunnel/passage construction
1-5
Sliding/shifting walls or rooms
1-4
Stonework traps, pits, and deadfalls
1-3
Approximate depth underground
1-3

Combat Bonuses

All dwarves, unless otherwise specified in the sub-class section, gain a +1 bonus to attack orcs, half-orcs, goblins, and hobgoblins. 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.

Character Class Maximum Levels

The maximum levels dwarves can achieve are restricted and are listed according to subrace. Multi-classed characters may advance to the maximums of each class.

Standard Class Limit Table


Character Class
Subrace
Warrior
Priest
Thief
Hill
15
10
12
Mountain
16
10
12
Deep
14
12
10
Duergar
12
12
14
Sundered
14
10
15
Gully
8
8
16

Exceeding Level Limits

Characters may exceed the maximum levels and advance to any level, but they must earn two, three, or even four times the amount of normal experience points required for each level. This is an optional rule.

Alternatively, a character may exceed maximum level limits if he has extremely high ability scores in his prime requisites. For example, a hill dwarf warrior is limited to 15th-level. With a Strength of 18, he may be allowed three bonus levels and advance to 18th-level. Bonus levels required are as follows:

Bonus Levels Table

Prime Requisite
Bonus Levels
14-15
+1
16-17
+2
18
+3
19
+4

Movement Rates and 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 on page 78 of the Player's Handbook, 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.

Thieving Skill Adjustments

The Thieving Skill Subracial Adjustment Table gives adjustments to be made to a character's thieving skills by subrace. Those for hill and mountain dwarves are the same as in the
Player's Handbook.

Sub-racial Thieving Skill Adjustments Table

Skill
Hill
Mtn.
Deep
Duergar
Sundered
Gully
Pick Pockets
---
---
+5%
+5%
---
+10%
Open Locks
+10%
+10%
---
---
+5%
-5%
Find/Remove Traps
+15%
+15%
+10%
+10%
+10%
+5%
Move Silently
---
---
---
+10%
+5%
---
Hide in Shadows
---
---
+5%
+5%
+5%
-5%
Detect Noise
---
---
---
+10%
---
---
Climb Walls
-10%
-10%
-10%
-10%
---
-5%
Read Languages
-5%
-5%
-15%
-15%
-10%
-25%

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