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Dwarf

Prime Requisite: Strength. Other Requirements: Constitution 9 or better.

Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18.

Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, + 3 hp per level and Constitution adjustments no longer apply.

Maximum Level: 12.

Armor: Any; shields permitted.

Weapons: Any Small or Medium melee weapon; short bows and crossbows permitted, but longbows forbidden.

Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); half damage from spells at 1,400,000 XP; infravision; extra languages (dwarf, gnome, goblin, kobold); 1 in 3 chance to detect traps, sliding walls, sloping corridors, new construction.

 

 

 

 

A dwarf is short and stocky, standing about 4' tall and weighing about 150 pounds. Male dwarves wear long beards. Their skin is ruddy or earth-colored and their hair is dark brown, gray, or black. Stubborn but practical, dwarves are fond of good food and drink. They value craftsmanship and love gold. Dwarves are sturdy fighters and are resistant to magic.

  Although the dwarf class is different from the fighter class in many ways, their tasks are the same. Dwarves are only able to attain a maximum of 12 experience levels at best. However, this is balanced by the dwarf’s special abilities, such as the ability to see in the dark, detection abilities, and better saving throws. Dwarves are formidable fighters, no matter what their level.

  Dwarven families are organized in Clans.

 

Dwarf Experience Table

Level

XP

Attack Rank

1

0

 

2

2,200

 

3

4,400

 

4

8,800

 

5

17,000

 

6

35,000

 

7

70,000

 

8

140,000

 

9

270,000

 

10

400,000

 

11

530,000

 

12

660,000*

C

 

800,000

D

 

1,000,000

E

 

1,200,000

F

 

1,400,000**

G

 

1,600,000

H

 

1,800,000

I

 

2,000,000

J

 

2,200,000†

K

 

2,400,000

L

 

2,600,000

M

* Gain Fighter Combat Options. Two attacks are possible at this level.

** Automatically takes half damage from Damage causing spell or spell-like effect.

† Three attacks per round possible at this level.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Class Details

 

  Prime Requisite: A dwarf’s prime requisite is Strength. If a dwarf has a Strength score of 13-15, the character gains a 5% bonus to experience points earned in every adventure; if his Strength is 16-18, the bonus is 10%.

  Minimum Scores: A dwarf character must have a Constitution score of 9 or greater when first played.

  Hit Dice: Roll an 8-sided die (1d8) to determine a dwarf’s hit points. A dwarf starts with Ids (1-8) hit points (plus Constitution bonus, if any) and gains 1d8 more hit points (plus bonus) with each experience level. Three hit points are gained per level after 9th level.

  Armor: A dwarf may wear any kind of armor, and may use a shield.

  Weapons: A dwarf may use any small or medium melee weapon. (If you're unsure as to whether a weapon is small or medium, see the Weapons Table in Chapter 4.) They may not use longbows, but can use short bows and crossbows.

 

Dwarf Saving Throws Table

Levels

1-3

4-6

7-9

10-12

Death Ray or Poison

8

6

4

2

Magic Wands

9

7

5

3

Paralysis/Turn to Stone

10

8

6

4

Dragon Breath

13

10

7

4

Rod/Staff/Spell*

12

9

6

3

* At 1,400,000 XP, dwarves automatically take only half damage from spells, or one-quarter damage if the saving throw is successful.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Special Abilities

 

Special Attacks

  Dwarves are good fighters. Like fighters, they know the Lance Attack and Set Spear vs. Charge maneuvers.

 

Fighter Combat Options

  When the dwarfs experience points total reaches 660,000, he gains Ěthe Fighter Combat Options (see "Combat Maneuvers" in Chapter 8).

  With the multiple attacks combat option, the dwarf can make two attacks at 660,000 experience points, and three at 2,200,000 experience points. He can use the smash and parry combat options, but cannot use the disarm option against a giant-sized opponent. (A giant-sized opponent is any monster which is described as being a giant, a giant animal, a gargantua, or is otherwise in the DM's opinion enormous.)

 

Special Defenses

  Experienced dwarves become more resistant to magic. When the dwarf reaches the 1,400,000 experience point mark, the dwarf automatically takes only half damage from any damage causing spell or spell-like effect (such as from a magical item or strange monster powers such as beholders' eyes but not including dragon's breath). Divide the rolled damage by 2 and round down. If the effect allows a saving throw, a successful roll indicates that he only takes damage; divide the rolled damage by 4 and round down. (If the result is "/2 point of damage or less, the character takes 1 point of damage.)

 

Infravision

  Infravision is the ability to see heat (and the lack of heat). Dwarves have infravision in addition to normal sight and can see 60' in the dark. Infravision does not work in the presence of normal and magical light. With infravision, warm things appear red, and cold things appear blue. A creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color.

  Characters with infravision can even see items or creatures the same temperature as the surrounding air (such as a table or a skeleton), since air flow will inevitably show the viewer their borders, outlining them in a faint lighter-blue tone. Until they move, they will be very faint to the eye; once they start moving, they become blurry but very obvious light-blue figures.

  Infravision isn't good enough to read by. A character can use his infravision to recognize an individual only if they are within 10' distance . . . unless the individual is very, very distinctive (for example, 8' tall or walking with a crutch).

 

Languages

  In addition to Common and alignment tongues, a dwarf can speak the languages of the dwarf, gnome, goblin, and kobold races.

 

Detection

  Dwarves can sometimes detect traps (specifically, traps built into stone-work or heavy construction, not other types of traps such as rope-traps in the forest or spring-out needles built into a jewelry box); they can also detect sliding walls, sloping corridors, and new constructions.

  If your dwarf character wants to search for such things in an area, tell the DM. You have 1chance in 3 to find them. The DM will roll1d6, and a 1 or 2 will indicate success if there is anything to find; a result of 3-6 means your dwarf detects nothing. You may check once for each trap, sliding wall, sloping corridor, or new construction. You must tell the DM if you want to look for anything; the detection is never automatic.

 

Higher Experience Levels

  When a dwarf reaches Name (9th) level, he is usually referred to as a dwarf lord (or dwarf lady, in the case of female dwarves).

  He may build a stronghold. Unless he has forsaken his dwarven Clan and is living among humans, it should be an underground cavern complex located in either mountains or hills. (If" he is living among humans, he may build any sturdy stone dwelling in the human fashion instead, but will still want for there to be an underground complex connected to it.) The character may hire only dwarven mercenaries, but may hire specialists and hirelings of other races.

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