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. 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.
MAXIMUM LEVEL BY CLASS
Cleric = 8th
Fighter = 7th (9th if Primary Ability is 16+)
Thief = Unlimited
Assassin = 9th
Fighter/thief
Surface-dwelling dwarves (Hill Dwarf) have complexions of deep tan to light brown, with hair of brown, black or gray. Eyes are of any color save blue. They are solidly built, though seldom exceed four feet in height. Deep-dwelling dwarves (Mountain Dwarf) have a lighter coloration—pale skin with white, yellow or red hair and eyes of blue or gray. All male dwarves are bearded. Most female dwarves do not grow beards, but in rare cases those that do are considered favored by the All-father and destined for greatness. Dwarves place great value on their long beards, often braiding them and twining them with jewels and gold wire. It is a terrible dishonor to be shorn. Most dwarves (01-75) are surface-dwelling, while a quarter (76-00) are Mountain dwarves.
Dwarves live upwards of 500 years and organize into clans-families hailing from a particular region. These elements are worked into their clan-names and are included subtly in their dress so that other dwarves can immediately know their allegiances. Dwarves venerate a being known as The All-Father who’s symbol is a hammer.
Ability Scores. Your Constitution score increases by 1. Minimums are an 8 Strength and 12 Constitution. Maximums are an 18/99 Strength, 17 Dexterity, and 19 Constitution.
Age. Dwarves mature at the same rate as humans, and PCs begin when they’re in their 60s. Dwarves have a lifespan of approximately 500 years.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand 4 feet tall and average about 150 lbs. Your size is Small (although see Stout below).
Speed. Your base walking speed is 90 feet per round.
Hear Check. [complex]—+10%.
Starting Languages—Common, Dwarf, Gnome, Goblin, Kobold, and Orc.
Infravision. Accustomed to life underground, you have infravision in dark conditions. You can see in dim light outdoors out to 100 yards as if it were daylight.
Expert Miner. [complex] The character must be immobile and concentrate looking at all adjacent areas within 10 feet.
Detect grades or slopes in passages—75%
Detect recent constructions or new passages—75%
Detect sliding or shifting walls or rooms—70%
Detect traps involving stonework or pits—50%; If you are a thief, you use the higher chance to find traps of this sort.
Determine depth underground—50%
Armor Mobility. Dwarves never become delayed due to armor bulk (this mobility does not extend to shield-based armor bulk nor gear bulk).
Giant-fighters. (giants, ogre magi, ogres, titans, trolls) You gain a +4 bonus to AC when fighting these large giant-type creatures.
Gruff Demeanor. When interacting with other races, your Charisma is treated as if it were 1 point lower with a maximum of 16.
Racial Hatred. (goblins, half-orcs, hobgoblins, orcs) You gain a +1 bonus to attack rolls when fighting these humanoids.
Resistance. [magic, poison] You gain a Constitution racial bonus on saves against poison and magic. See Constitution.
Ring Failure. Anytime you don a magic ring, you must make a resistance roll: 01-20 the ring will never work for you; 21-00 the ring will function some of the time. If functioning, continuous functions (protection, fire resistance) will always work but invoked functions (invisibility, feather falling) have a 20% chance per use of malfunctioning (not working). Additional invocation attempts may be made during each subsequent round (action type/time required as if using the item normally). See Magic Items, Rings.
Stout. While dwarves are technically Small creatures, they are very stout (wide). Thus, they can use weapons as if they were man-sized, with the following exceptions: Any weapon with a weapon length over 3-ft. long is considered a Large weapon. Such a weapon must be worn strapped to the individual's back and more than one carried thusly is grants heavy gear bulk (more than two carried cause the dwarf to suffer the same effects as being overloaded).
Weapon Bonus. Dwarves gain a +1 bonus to attack rolls with axes and hammers. Dwarves using a battle-axe of dwarven manufacture can treat the weapon as a Medium weapon (such weapons are approximately 3-ft. in overall length).
Weapon Preference. All dwarves prefer crossbows over bows and suffer a -1 penalty to attack rolls with short bows (long bows of any type are too large to be wielded). Mountain dwarves prefer thrown missile weapons.
Mountain Dwarf. Mountain dwarves are a hardier stock, gaining 1 bonus hit point at level 1 and can fall to -11 hp before dying as per Damage and Healing rules. Mountain dwarves dislike bright light and suffer a -2 penalty to saves against light effects that blind.