Post by Stix on Jul 6, 2008 22:29:05 GMT -5
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.
Deep Dwarves
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.
Deep Dwarves’ Special Abilities
Infravision, 90’
+1 bonus to attack rolls vs. drow, troglodytes, orcs, and half-orcs, +4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
–1 to all rolls in bright sunlight or continual light spell
Gray Dwarves
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.
Gray Dwarves’ Special Abilities
Infravision, 120’
+4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
If not in metal armor,–2 to opponent’s surprise rolls
+2 to surprise rolls
–1 to all rolls in bright sunlight or continual light spell
–2 reaction penalty with dwarves
Hill Dwarves
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.
Hill Dwarves’ Special Abilities
Infravision, 60'
+1 bonus to attack rolls vs. orcs, half-orcs, goblins, and hobgoblins, +4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
–2 reaction penalty when in next to rivers, lakes, and seas.
Mountain Dwarves
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.
Mountain Dwarves’ Special Abilities
Infravision, 60'
+1 bonus to attack rolls vs. orcs, half-orcs, goblins, and hobgoblins, +4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
–2 reaction penalty on sea or large body of water
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.
Deep Dwarves
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.
Deep Dwarves’ Special Abilities
Infravision, 90’
+1 bonus to attack rolls vs. drow, troglodytes, orcs, and half-orcs, +4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
–1 to all rolls in bright sunlight or continual light spell
Gray Dwarves
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.
Gray Dwarves’ Special Abilities
Infravision, 120’
+4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
If not in metal armor,–2 to opponent’s surprise rolls
+2 to surprise rolls
–1 to all rolls in bright sunlight or continual light spell
–2 reaction penalty with dwarves
Hill Dwarves
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.
Hill Dwarves’ Special Abilities
Infravision, 60'
+1 bonus to attack rolls vs. orcs, half-orcs, goblins, and hobgoblins, +4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
–2 reaction penalty when in next to rivers, lakes, and seas.
Mountain Dwarves
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.
Mountain Dwarves’ Special Abilities
Infravision, 60'
+1 bonus to attack rolls vs. orcs, half-orcs, goblins, and hobgoblins, +4 AC vs. ogres, half-ogres, ogre magi, trolls, giants, or titans
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.
Saving Throw Bonuses vs. poison, rod/staff/wand, spell based on Constitution score
7–10 +2
11–13 +3
14–17 +4
18–20 +5
–2 reaction penalty on sea or large body of water