Dwarves Dwarves are a short, stocky race, averaging about 4–41_2' tall. They often have ruddy complexions, dark hair, and piercing, dark eyes. The natural life span for a dwarf is about 350 years. They are a serious lot, given rarely to frivolity. They prefer a good, hard day’s work. Though sometimes considered dour or taciturn, few doubt the dwarves’ courage or bravery. They have little talent for magic, but excel at fighting, war craft, and arts such as engineering.

Dwarves typically live in hilly or mountainous regions, enjoying the strength of the earth and rocks that make up their underground homes. Dwarves mine the earth for precious metals and gems, and they are particularly fond of gold.

Because of their resistance to magic, dwarves have difficulty using enchanted items. All magical items not specially suited to the dwarf’s character class have a 20% (on 1d100 roll) to malfunction. A check for malfunction is made every time the dwarf attempts to use the item. If the check is passed, the item works until it is turned off, put away, or its duration expires. If the check fails, the magical qualities of the item cannot be called upon, though the item might function normally the next time the dwarf tries to use it. Malfunction checks apply to magical wands, rods, staves, rings, amulets, potions, horns, and jewels. The checks do not apply to dwarven clerics using clerical magical items, and to weapons, shields, armor, gauntlets, and girdles. If a dwarf possesses a cursed item and it malfunctions, the dwarf will recognize the nature of the item and can safely dispose of it.

The standard dwarven subraces are:
hill, mountain, deep, and gray. A dwarven character might choose to be a fighter, cleric, or thief. A dwarf also can be multi-classed as a fighter/cleric or a fighter/thief.

Players who choose dwarves for their characters have 45 character points to spend on racial abilities. These points can be spent to customize a dwarf from the
general skill list below, or they can be used to purchase a subrace’s skill package. Only 5 points can be retained for use later in the character creation process.

Deep Dwarves

Character point cost: 45

As their name implies, deep dwarves live farther underground than their hill or mountain relatives. They prefer the security and the isolation that living far beneath the earth provides.

The typical deep dwarf is 4–41/2' tall and weighs 120 pounds. They are large-boned, but thinner than their cousins who live closer to the surface. And they can move easily through the narrow tunnels they dig in the bedrock.

Deep dwarves seldom have contact with creatures from the surface—few such creatures can reach remote underground places—and the deep dwarves feel no need to dig tunnels to the surface. Most deep dwarves are neutral, lawful neutral, or chaotic neutral. Players may choose any alignment for their deep dwarf characters.

Languages: Deep dwarves can speak their own racial dialect, gray dwarf, illithid, troglodyte, deep gnome, and undercommon (the trade language of all Underdark races).

Deep Dwarves’ Special Abilities

Infravision, 90'
Saving Throw Bonuses
Melee Combat Bonuses*
Mining Detection Abilities

* Attack bonus applies vs. drow, troglodytes, and orcs.

Deep Dwarf Racial Penalties

Deep dwarves suffer a –1 penalty to all rolls when in bright sunlight or within the radius of a continual light spell. Light spells and all other light sources have no effect on a deep dwarf.

Gray Dwarves

Character point cost: 45

Also known as duergar, gray dwarves live far underground—at times even beyond the deep dwarves. However, since they occasionally reside near each other, gray and deep dwarves tend to come into conflict over the resources of the Underdark.

An average gray dwarf is about 4' tall and weighs 120 pounds. The thinnest of the subraces, gray dwarves almost appear emaciated. Most are bald, and those who are not usually shave their heads. Their beards are white. Gray dwarves rarely venture above ground, as they find sunlight to be painful to their eyes.

Most gray dwarves are lawful evil in alignment, with neutral tendencies. Player character gray dwarves can be of any alignment.

Languages: Duergar begin play with knowledge of their own tongue, deep dwarf, dark elf, illithid, kuo-toa, troglodyte, and undercommon.

Gray Dwarves’ Special Abilities

Infravision, 120'
Saving Throw Bonuses
Melee Combat Bonuses*
Stealth
Mining Detection Abilities

* No attack bonus applies , the character receives only the defensive benefits.

Gray Dwarf Racial Penalties

Gray dwarves suffer a –1 penalty on all rolls when exposed to bright sunlight or continual light spells. Other light sources do not impair them. Other types of dwarves distrust duergar, and as such, duergar suffer an initial –2 penalty to reaction rolls from their cousins.

Hill Dwarves

Character point cost: 40

Hill dwarves live in areas of rolling headlands—often dwelling underground, though they are known to have outposts on the surface.

A typical hill dwarf stands 4' tall and weighs about 150 pounds. He is well-muscled and stocky, with tan or brown skin, dark hair, and bright eyes. Hill dwarves prefer earth tones and seldom wear jewelry. They are the most common of all the dwarven varieties, as they adapt well to life above and below ground. Most hill dwarves are lawful good, but player characters can be of any alignment.

Languages: Hill dwarves can speak their own tongue as well as other dwarven dialects. In addition, hill dwarves can speak gnome, goblin, orc, and gnoll.

Hill Dwarf Special Abilities

Hill dwarves have the following racial abilities: the dwarven saving throw bonuses versus poison and magical attack; the dwarven melee combat bonus; infravision to a range of 60 feet; and the dwarven mining detection abilities.

Hill Dwarves’ Special Abilities

Infravision, 60'
Saving Throw Bonuses
Melee Combat Bonuses
Mining Detection Abilities

Hill Dwarf Racial Penalties

Hill dwarves are not accustomed to traveling over water. They suffer a –2 penalty to reaction rolls when they are in or adjacent to rivers, lakes, and seas.

Mountain Dwarves

Character point cost: 40

This variety of dwarf lives beneath the mountains in isolated strongholds. Most mountain dwarves value their privacy and avoid contact with outsiders. A typical mountain dwarf stands 41/2' tall and weighs 170 pounds. Their hair is lighter than their hill dwarf cousins’, and their skin tends to have a reddish tint.

Mountain dwarves are often wary of hill dwarves, as they are suspicious of their cousins’ dealings with the outer world. Most mountain dwarves are lawful good, but player characters can be any alignment.

Languages: Mountain dwarves can begin with their own tongue, hill dwarf, gnome, hill giant, gnoll, bugbear, and common.

Mountain Dwarves’ Special Abilities

Infravision, 60'
Saving Throw Bonuses
Melee Combat Bonuses
Mining Detection Abilities

Mountain Dwarf Racial Penalties

Like hill dwarves, mountain dwarves are not accustomed to traveling over water. However, they are comfortable around rivers and small lakes. They suffer a –2 penalty to reaction rolls only when on board sea-going vessels or when in large bodies of water.

Dwarven Abilities A character with leftover character points may select additional racial abilities after taking one of the standard subrace packages. Or, if the player wishes to create his own customized dwarven character, he can pick and choose from the list of dwarven abilities listed below. Abilities cost either 5 or 10 character points; refer to the descriptions below.

·
Axe bonus (5): +1 to attack rolls with hand or battle axes.

·
Better Balance (10): +1 to the Balance subability score. This allows a dwarven character to have more than a 4 point difference in the Dexterity subabilities.

·
Brewing (5): +2 to the Brewing proficiency score. The dwarf must have this proficiency to gain this benefit.

·
Close to the earth (5): Dwarves with this ability heal faster in subterranean settings. When this character is underground, he heals 2 points of damage overnight rather than the 1 point normally healed by other races. This bonus does not apply if the character is above ground.

·
Constitution/Health bonus (10): A Constitution/Health score bonus of +1, because the dwarf is accustomed to the cold and often damp Underdark.

·
Crossbow bonus (5): Because dwarves favor crossbows, they gain a +1 attack bonus with any crossbow. Hurled weapons are limited in tunnels, and other bows require large pieces of wood which are not readily accessible.

·
Determine stability (5): The character is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rockfall or slide when the character enters an area. The chance of success is 1–4 on 1d6.

·
Determine age (5): By examining a building or ruins, the dwarf stands an excellent chance of determining the approximate age of the structure. The chance of success is 1–5 on 1d6.

·
Dense skin (10): If the dwarf is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.

·
Detect poison (5): By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1–4 on 1d6.

·
Evaluate gems (5): A dwarf with this ability can determine within 10% the value of any given gem.

·
Expert haggler (5): This dwarf drives a hard bargain. Anything he purchases costs 10% less than the listed price.

·
Hit point bonus (10): The dwarf gains an additional hit point each time the character attains a new level.

·
Illusion resistant (5): These dwarves gain a +2 bonus on attempts to disbelieve illusions.

·
Improved Stamina (10): +1 to the Stamina subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.

·
Infravision (10): Dwarves have infravision to 60 feet—the ability to see heat patterns given off by living warm-blooded creatures in the dark.

·
Mace bonus (5): +1 to attack rolls with the footman’s mace.

·
Meld into stone (10): Once a day a dwarf with this ability can meld into stone as a priest of the same level.

·
Melee combat (10): Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a –4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.

·
Mining Detection Abilities (10): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1–3 on 1d6.

Detect any sliding or shifting walls or rooms, 1–4 on 1d6.

Detect any grade or slope in the passage they are passing through, 1–5 on 1d6.

Detect stonework traps, pits, and deadfalls, 1–3 on 1d6.

Detect new construction in stonework., 1–5 on 1d6.

·
More muscles (10): +1 to the Muscle subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.

·
Pick bonus (5): +1 to attack rolls with military picks.

·
Saving Throw Bonuses (10): Dwarves gain bonuses to saving throws vs. poison and against magical attacks from rods, wands, and spells based on their Constitution/Health scores. Determine the dwarf’s Constitution/Health score and consult the chart below:


Score
Bonus

4–6
+1

7–10
+2

11–13
+3

14–17
+4

18–20
+5

·
Short sword bonus (5): +1 to attack rolls with short swords.

·
Stealth (10): If the dwarf is not in metal armor, a –2 penalty is applied to opponent’s surprise rolls if the dwarf is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The dwarf is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.

·
Stone tell (10): Once a day a dwarf with this ability can use the stone tell ability, as a priest of the same level.

·
Warhammer bonus (5): +1 to attack rolls with the war hammer.

(See also
Monstrous Manual, Player’s Handbook, and Arms and Equipment Guide)

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