Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
Dwarves are lovers of history and tradition, and their long lifespan leads to far less in the way of generational shifts in attitudes, styles, fashions, and trends than shorter-lived races exhibit. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it. Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, dwarves’ meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by dwarves still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that dwarves are a race frozen in time. They are also a race typified by stubborn courage and dedication to seeing tasks through to completion, whatever the risks. These traits have led dwarves to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, dwarves have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments to stand as their legacy. When faced with new circumstances and new needs, they react by applying tried and true tools and techniques systematically, using existing methods whenever possible rather than trying to invent novel solutions for every situation.
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man.
The great distances between dwarves’ mountain citadels account for many of the cultural differences that exist within their society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and their fierce hatred of giants, orcs, and goblinoids.
Racial Abilities and Character Classes. In addition to the class combinations available in Character Races, The Dwarf, NPC dwarves can also become multi-classed fighter/clerics. The cleric class level limit is 7th level. The dwarven racial resistance ability for NPCs without ability scores is replaced by the resistance ability below.
Mountain Dwarves. Mountain dwarves are more xenophobic than typical and dwell deeper in the earth (typically under vast mountains). They are taller (averaging 4½ to 5 ft. tall), and lighter complected, but otherwise share the same statistics as surface dwarves. Mountain dwarf warriors are known for their ferocity (having 1+1 HD; 5 hp, and AAC0 18).
Dwarf Weapons and Armor. Dwarves are are typically proficient in at least two of the following weapons: axes, hammers, mauls, picks, polearms, spears, or swords. In addition, dwarves favor crossbows (light or heavy) as missile weapons. Leaders will be proficient in at least four weapon types. Leaders have a 10% chance per level of possessing magic armor/shield, potions, and/or a magic weapon. Additionally, those with cleric class levels have a 10% chance per cleric level of possessing 1d4 clerical magic items (spell scrolls, rings, rod/staff/wand, or miscellaneous). All dwarves with class levels will have access to plate mail armor.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (plain, scrub, forest, rough, hills, mountains, marsh); Temperate/sub-tropical, inhabited and/or patrolled areas (plain, scrub, forest, rough, desert, hills, mountains, marsh)
For every 40 dwarves encountered, there will also be a sergeant (fighter, level 1d4+1). In a group of 160 or more, another sergeant and a captain (fighter 7) will be present. In a group of 200+, there will also be a battle priest present (fighter/cleric; levels 3-6/4-7). If there are 320+, a chief (fighter 8) will be present, along with another captain and a battle priest (of maximum levels) with 2 attendant battle priests.
Lair. A dwarf lair will have the leadership listed above as well as 2d6 sergeants and 2d4 battle priests. Also present are females (numbering 50% of males) and young (numbering 25% of males). A dwarven lair will (01-60) also have the following tamed animals as guards: (01-25) wolves (5d4) or (26-00) brown bears (2d4).
Giant-fighters. Dwarves gain a +4 bonus to AC when fighting giants, ogre magic, ogres, titans, and trolls.
Hatred. Dwarves gain a +1 bonus to attack rolls against goblins, hobgoblins, and orcs.
Resistance. (magic, poison) NPC dwarves gain a +4 bonus to saves against magic and poison effects.
Weapon Bonus. Dwarves gain a +1 bonus to attack rolls with axes and hammers.
Expert Miner. [complex] Dwarves can detect certain phenomena with regards to stone work. The dwarf must be immobile and concentrate—looking at all adjacent areas within 10 feet.
EXPERT MINER CHECK
Detect grades or slopes in passages 75%
Detect recent constructions or new passages/tunnels 75%
Detect sliding or shifting walls or rooms 70%
Detect traps involving stonework or pits 50%
Determine depth underground 50%
Lawful Good Man-sized Humanoid (dwarf) (4+ ft. tall)
FREQUENCY: Common
NO. APPEARING: 40-400 (I. 2d6+2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4 (AD 4; chain mail and small shield)
SPEED: 60 ft. (Base 90 ft.)
HIT DICE: 1 (hp 4)
% IN LAIR: 50% (see description)
TREASURE TYPE: Individuals M (x5); In Lair G, Q (x20), R
ATTACK AC 0: 19
MELEE: hand axe (1d6; AAC0 18) or hammer (1d4+1; AAC0 18)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: hatred; Hits As: normal
SPECIAL DEFENSES: giant-fighters; Resist (poison/magic, +4)
SPECIAL QUALITIES: expert miner, weapon bonus (axes, hammers; +1)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +5%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Common (75%), Dwarf, Gnome, Goblin, Kobold, Orc
LEVEL: I (XP 18 or 14+1 per h.p.)
Dwarf Fighter 3
Lawful Good Man-sized Humanoid (dwarf) (4+ ft. tall)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2 (AD 2; plate mail and small shield)
SPEED: 30 ft. (Base 90 ft.)
HIT DICE: 3 (hp 13)
ATTACK AC 0: 18
MELEE: hand axe (1d6; AAC0 17) or hammer (1d4+1; AAC0 17)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: disarm*, hatred, whirlwind attack*; Hits As: normal
SPECIAL DEFENSES: giant-fighters; Resist (poison/magic, +4)
SPECIAL QUALITIES: expert miner, weapon bonus (axes, hammers; +1)
WEAKNESS: delayed
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common (75%), Dwarf, Gnome, Goblin, Kobold, Orc
LEVEL: I (XP 18 or 14+1 per h.p.)
* See Character Classes, The Fighter
Dwarf Fighter 7
Lawful Good Man-sized Humanoid (dwarf) (4+ ft. tall)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 1 (AD 2; plate mail and +1 small shield)
SPEED: 30 ft. (Base 90 ft.)
HIT DICE: 7 (hp 52**)
ATTACK AC 0: 14
MELEE: +1 war hammer (1d4+2, iterative 1d4+2; AAC0: 12)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: disarm*, hatred, iterative attack (3/2)*, whirlwind attack*; Hits As: normal
SPECIAL DEFENSES: giant-fighters; Resist (poison/magic, +4)
SPECIAL QUALITIES: expert miner, weapon bonus (axes, hammers; +1)
WEAKNESS: delayed
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +35%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Common (75%), Dwarf, Gnome, Goblin, Kobold, Orc
LEVEL: I (XP 18 or 14+1 per h.p.)
* See Character Classes, The Fighter
** High Hit Points. Dwarf captains gain +2 hit points per die due to a high Constitution.
Gear. In addition the equipment listed, a dwarf captain carries a potion of extra-healing and a potion of invulnerability.
Dwarf Fighter 4, Cleric of the All-father 5
Lawful Good Man-sized Humanoid (dwarf) (4+ ft. tall)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3 (AD 4; +1 chain mail and small shield)
SPEED: 90 ft.
HIT DICE: 6 (hp 26**)
ATTACK AC 0: 17
MELEE: +1 war hammer (1d4+2; AAC0: 14)
MISSILE: light crossbow (1d4)
SPECIAL ATTACKS: disarm, hatred, spell-like abilities, turn undead, whirlwind attack; Hits As: normal
SPECIAL DEFENSES: giant-fighters; Resist (poison/magic, +4)
SPECIAL QUALITIES: deity weapon bonus (hammers; +1), expert miner, weapon bonus (axes, hammers; +1)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12; 14 Wisdom)
MORALE: +30%
SAVES: Poison 9, Petrify 12, Wand 13, Breath 15, Spell 14
LANGUAGES: Common (75%), Dwarf, Gnome, Goblin, Kobold, Orc
LEVEL: V (XP 00+0 per h.p.)
** High Hit Points. Dwarven Battle priests gain +1 hit points per die due to a high Constitution.
Gear. In addition the equipment listed, a dwarf battle priest carries 2 potions of healing.
Spell-like Abilities (CL 5)
2/day—spiritual weapon (hammer)
Cleric Spells (CL 5; 5/3/1)
3rd—prayer
2nd—aid, chant, hold person
1st—bless, cure light wounds (x2), light, sanctuary
Deity Weapon Bonus. At 5th level, clerics of the All-father gain a +1 bonus to attack rolls with hammers. This stacks with racial bonuses.