DWARF: THE DWARVEN RACE

Long ago, no doubt, all three subclasses of dwarves (available as PCs) had a common ancestry, but over the millennia three distinct types of dwarves have arisen: Mountain-Dwarves, Hill-Dwarves, and Sea-Dwarves.

HILL DWARVES

The most common of the dwarven races - as far as PCs are concerned - is the Hill Dwarf who makes his home in rolling hills or on mountain sides, perhaps 'dug in' on the mountainside and extending partially into the underdark. There, they or their family or clan usually engages in profitable mining operations and work the stone and earth, mine it for metals or gems, or engage in other occupations.

4 to 4.5 feet high, 130 to 170 pounds, they are stocky and muscular with ruddy cheeks and bright eyes. Their skin is deep tan or light brown, their hair is black, gray, or brown. A typical life span is about 300 to 400 years, but some as old as 450 years have been known.

HILL DWARF RACIAL TRAITS
(Add these if your PC's race is Hill Dwarf)

+2 CON (18 MAX)
Medium Size
Base Speed 20 feet
Darkvision of 30 feet
+2 bonus on saves vs. poison, and
+2 bonus on saves vs. spells and spell-like effects.

HILL DWARF CULTURAL TRAITS
(Add these if your PC grew up in a Hill Dwarf culture)

Stonecutting: +2 to notice unusual stonework, sliding walls, stonework traps, new construction, unsafe stone surfaces, precarious stone ceilings, and the like. They may even notice things disguised as stone or hidden behind recently moved stones. Within 10 feet of said object, a dwarf sees such things as if SEARCHING for them. They may also intuit depth underground and usually can find underground sources of water in the area - if they exist - even behind solid walls of stone (getting to it is another matter).

+1 bonus on attack rolls vs. Orcs, Goblins, Hobgoblins, and Bugbears since these races plague their natural homes and are typical enemies.

Dwarves may treat Dwarven War axes and Dwarven Urgroshes as martial weapons instead of exotic.

+4 dodge vs. Giants unless the dwarf loses his DEX bonuses or is caught flat-footed.

Stability: +4 bonus vs. being bull rushed or tripped while standing on the ground (climbing, etc. doesn't count).

+2 on appraisal checks for gems and jewelry and artistic items crafted of valuable metals, gems, or stone, or non-magical weapons, armor, or shields of high quality.

+2 on all craft skills related to gems, jewels, metals, and stone work.

Languages: In addition to knowing Common and Dwarvish, they might also learn: Giantish, Gnomish, Goblin, Orcish, Terran, and/or Undercommon.

Favored Class: +500 XP to the class of Fighter or Barbarian at 1st level IF this is their first class.

MOUNTAIN DWARVES

The rarest of the dwarven races - as far as PCs are concerned - the Mountain Dwarf makes his home deep in the underdark, usually in the stony roots under the largest of mountains and far from the surface. They are rarely adventurers who travel the world since they dislike the surface world, and mountain dwarves tend to be isolationists. They are also more spiritual than their cousins are.

4.5 to nearly 5 feet high, 150 to 200 pounds, they are stocky and muscular with sanguine cheeks and dark eyes. Their skin is very light tan, and their hair is white, black, gray, red, or brown. A typical life span is about 400 to 500 years, but some as old as 600 years have been known.

MOUNTAIN DWARF RACIAL TRAITS
(Add these if your PC's race is Mountain Dwarf)

+2 CON (18 MAX)
Medium Size
Base Speed 20 feet
Darkvision of 60 feet
+4 bonus on saves vs. poison, and
+2 bonus on saves vs. spells and spell-like effects.

MOUNTAIN DWARF CULTURAL TRAITS
(Add these if your PC grew up in a Mountain Dwarf culture)

Stonecutting: +2 to notice unusual stonework, sliding walls, stonework traps, new construction, unsafe stone surfaces, precarious stone ceilings, and the like. They may even notice things disguised as stone or hidden behind recently moved stones. Within 10 feet of said object, a dwarf sees such things as if SEARCHING for them. They may also intuit depth underground and usually can find underground sources of water in the area - if they exist - even behind solid walls of stone (getting to it is another matter).

-2 to CHA (3 MIN) due to their isolationist tendencies and strong distrust of outsiders and even each other if not personally known to them for years.

+1 bonus on attack rolls vs. creatures whose home is naturally the Underdark.

Dwarves may treat Dwarven War axes and Dwarven Urgroshes as martial weapons instead of exotic.

+4 dodge vs. Giants unless the dwarf loses his DEX bonuses or is caught flat-footed.

Stability: +4 bonus vs. being bull rushed or tripped while standing on the ground (climbing, etc. doesn't count).

+2 on appraisal checks for gems and jewelry and artistic items crafted of valuable metals, gems, or stone, or non-magical weapons, armor, and shields of high quality.

+3 on all craft skills related to gems, jewels, and stone work.

+4 on all craft skills related to metal weapons, armor, or shields.

Languages: In addition to knowing Common and Dwarvish, they might also learn: Draconic, Giantish, and/or Undercommon.

Favored Class: +500 XP to the class of Fighter or Cleric at 1st level IF this is their first class.

SEA DWARVES

The most like men, the Sea Dwarf makes his home on ocean coasts, usually as a shipwright or sailor or fisher of the sea. Light in complexion, frequently sun burned, they have red, orange, or blond hair, but when over 200 or so, it all either turns white or they go bald. Short and stocky, they are more naturally buoyant and plumper than their leaner, more muscular cousins, making swimming an easy task for them. Though they are still somewhat muscular under a thicker layer of fat, their size diminishes their STR since they are not as densely muscled as their cousins, but they have greater flexibility and balance too since they are not so muscle bound.

4.5 to nearly 5 feet high, 120 to 160 pounds. They have fair cheeks and dark eyes. A typical life span is about 250 to 350 years, but some as old as 400 years have been known.

SEA DWARF RACIAL TRAITS
(Add these if your PC's race is Sea Dwarf)

-1 STR, (3 MIN)
+1 CON (18 MAX)
+1 DEX (18 MAX)
Medium Size
Base Speed 20 feet,
Darkvision of 30 feet
+1 bonus on saves vs. poison, and
+1 bonus on saves vs. spells and spell-like effects.

All Sea Dwarves have the SWIM skill for free.

SEA DWARF CULTURAL TRAITS
(Add these if your PC grew up in a Sea Dwarf culture)

Profession (Sailor) OR Profession (Shipwright) OR Profession (Fisher): Pick one for free.

Intuit Direction and Rope Use skills for free.

+4 dodge vs. Giants unless the dwarf loses his DEX bonuses or is caught flat-footed.

Stability: +4 bonus vs. being bull rushed or tripped while standing on the ground or ship's deck (climbing, etc. doesn't count).

+2 on appraisal checks for trade goods commonly traded via the sea, and on pearls.

+1 on all craft skills related to canvas, wood, or rope.

Languages: In addition to knowing Common and Dwarvish, they might also learn: Any Language the DM feels might cross their busy port cities.

Favored Class: +500 XP to the class of Fighter or Rogue at 1st level IF this is their first class.

© February of 2002
by
James L.R. Beach
Waterville, MN 56096