Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave, but they also enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They also enjoy gems, of course, particularly those of opaque nature (except pearls which they do not like) and diamonds. They like the earth and dislike the sea. Considering that their women tend to be bearded too, it is not surprising that some dwarves are somewhat forward in their behavior towards females not so adorned. If dwarves are a trifle suspicious and avaricious, they generally make up for such faults by their courage and tenacity.
The race of dwarves typically dwells in hilly or mountainous regions. As player characters, both dwarves and their cousins the “mountain dwarves” can be considered.
A character of the dwarven race can be a fighter (maximum of 9th level), a thief, or an assassin (maximum of 9th level). It is also possible for a dwarven character to opt to work simultaneously in the fighter and thief classes; in the latter event the dwarf will be limited to the armor permitted a thief when performing any functions of that class. Experience will always be divided between the two classes also, even though the dwarf may no longer advance upwards in fighting ability level.
Rocky hills are the favorite abode of these sturdy creatures. Dwarves typically band together in clans which are not mutually exclusive or hostile but are competitive. These creatures are able to operate in two or more classes simultaneously, so fighter/clerics, for example, are possible. Note also that the level of proficiency may vary between the two or more classes one of these creatures is capable of performing in. (MM, p.35.)
[Cleric = 8th]
Fighter = 7th; Str 17 = 8th; Str 18+ = 9th
Thief = U
Assassin = 9th
Str 8/18/99 (17)
Int 3/18
Wis 3/18
Dex 7/17
Con 12/19 [+1]
Cha 3/18 {16}
[Cleric]
[Cleric/Fighter]
Fighter
Fighter/Thief
Thief
Assassin
Dwarves are typically deep tan to light brown of skin, with ruddy cheeks and bright eyes (almost never blue). Their hair is brown, black or gray. They favor earth tones with small bits of bright color in their clothing. Although only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky muscular build. They live for no less than 350 years on the average.
Mountain Dwarves: These creatures are similar to their cousins, the hill dwarves, detailed above. The only differences are size (4½-ft+ tall), hit dice (1 + 1), and coloration (typically lighter with brown hair). They employ fewer crossbows (20% maximum) and more spears (30%). Mountain dwarves with 16 Strength can work up to 7th level, with 17 Strength to 8th level, and with 18 Strength to 9th level. Mountain dwarves have a life span of 400 or more years. (MM, p.36)
Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws against attacks by magic wands, staves, rods and spells. This bonus is +1 for every 3½ points of Constitution ability. Thus, if a dwarf had a Constitution of 7 he or she would gain a +2 on dice rolls made as saving throws, at 14 Constitution the bonus would be +4, and at 18 Constitution the bonus would be the maximum normally possible, +5.
Similarly, dwarves have exceptional Constitutional strength with regard to toxic substances, ingested or injected. Therefore, all dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells.
Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60-ft. in the dark noting varying degrees of heat radiation. This ability is known as "infravision".
In melee combat, dwarves add +1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs.
When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents’ “to hit” dice rolls because of the dwarves’ small size and combat ability against these much bigger creatures.
Dwarves are miners of great skill. They are able to detect the following facts when within 10-ft. or less of the particular phenomenon (except determination of approximate depth, which can be done at any distance):
— Detect grade or slope in passage, upwards or downwards. 75% probability (or use a d4, score 1-3);
— Detect new construction or passage/tunnel. 75% probability (or use a d4, score 1-3);
— Detect sliding or shifting walls or rooms. 66⅔% probability (or use a d6, score 1-4);
— Detect traps involving pits, falling blocks and other stonework. 50% probability (or use a d6, score 1-3);
— Determine approximate depth underground. 50% probability (or use a d6, score 1-3);
Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden.
All dwarves are able to speak the following languages: dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the “common tongue” of all humankind. However, except for their alignment language, they are unable to learn more than two additional languages regardless of their Intelligence ability.
Chance Of Hearing Noise: 2 in 20 (10%)
Dwarves are typically armored with chainmail and shield. They have the following typical weaponing: sword & light crossbow (15%), [short] sword & pole arm (10%), sword & spear (20%), axe & heavy crossbow (10%), axe & hammer (25%), axe & mace (10%), hammer & pick (10%). (MM, p.35)
As has already been noted, dwarven characters get a bonus of 1 added to their initial Constitution ability, and a penalty of 1 on their Charisma score due to racial characteristics. It is very important to note the actual Charisma score prior to racial adjustment, however, for dwarven characters do not suffer Charisma penalties, nor are they limited to a 16 Charisma maximum with regard to their own race. For example, let us suppose a player who has rolled a Charisma score of 18 decides to have a dwarven character, thus reducing Charisma score by 1 due to racial characteristics. However, the highest score possible for a dwarf is 16, so the character’s Charisma score is recorded as 16 (18), the parenthetical number being the actual score rolled. With regard to non-dwarven henchmen, the character is limited to a maximum of 8, but with regard to dwarves, the character has a score of 18 Charisma, so up to 15 henchmen would serve the character if the additional servitors (over and above 8) were themselves dwarves.