DWARF ----- 4 to 4 1/2 feet tall, 120-150 pounds. Many male dwarves have beards of various length, often braided and tied with colorful bands. Dwarves live in vast underground caverns in the hills and mountains. Dwellings, bridges, stairways, and passages are carved from the stone in such a way as to bring out the natural beauty and color of the rock strata. The lighting in these underground cities is also used to enhance its appearance. Dwarves are very clannish, with each clan specializing in a specific trade or vocation, although all dwarves instinctively know how to 'make things' from wood, metal, and stone. Dwarves are also adept at making clocks and other items that use gears, pulleys, gyroscopes, and pendulums, and even water and steam-powered items, though tech beyond that is the purview of the gnomes. In addition, Dwarves craft magical armor and weapons using special alloys, elemental fire, and secret runes of power as well as many other types of magical items. Dwarves are quite stolid and often serious creatures, though they can be mirthful and enjoy(and brew) good ale and music with friends. They sometimes work with gnomes, sell to or trade with most anyone, like the company of hobbits, but consider elves too unpredictable to associate much with. The skin of dwarves runs the gamut of earth tones, from light ivory, to yellow sand, to nut brown, to red clay. Hair is thick and wavy and runs from chestnut red to very dark brown. * HIT POINTS: D6+1 + CON bonus per level. 3pts/level after 9th level. * +3 to TOUGHNESS Saving Throws. * Dwarves can use all armor and shields. They typically wear medium or heavy armor. * Can use any small or medium-sized weapon. A longsword would be as a 2-H sword for a Dwarf and a battle axe is always used with 2 hands. Dwarves cannot use longbows. Dwarves prefer warhammers, mauls, military picks, battle axes, crossbows, shortswords, spears, and short-handled glaives. * Dwarves get a number of melee attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level Dwarf would have 3 attacks/round against these. * Whenever a hammer or pick is used in combat, any damage done which is over the amount necessary to bring their foe to zero hp is spread around to the next closest adversary(ies) with an AC that was able to be hit by the Dwarf's attack roll until all of the points are used. ---------------------------------------------------------------------------- Fighting Ability: Begin with +1. Add +1 at levels 3, 4, 5, 6, 7, 8, 9, 11, 13, 14, 15, 16. (DEX)Open Locks, Magical Closures/Puzzle Boxes(INT)/Magical Closures(INT): Begin with +1. Add +1 every level through level 16. (DEX)Disarm Small Traps: Begin with +1. Add +1 every level through level 16. ------------------------------------------------------------------------------ * Dwarves get a +2 to hit constructs (magical or tech) and do double damage. * Large humanoids such as ogres and trolls, etc attack dwarves at -2 to hit. Giants attack at a -4. * Languages: Begin with Common, Dwarven, Gnome, Goblin, Kobold, and Stone Giant. Dwarves can also write many types of runes - some remain invisible and unable to be read until certain conditions are met(the runes are struck by the rays of the crescent moon in Autumn, for example). * Dwarves can use most magic items that Fighters can use as well as all general purpose magic items. * +2 to Saving Throws against poisons of all types. This stacks with the bonus to TOUGHNESS Saving Throws. * Dwarves are naturally resistant to fire damage. +2 to saves against fire-based attacks. -2 to each die of damage from fire or fire- based attacks. * Dwarves are immune to all natural diseases. * Encumbrance for Dwarves is twice that of Humans for their STR score. * Tireless Step: Dwarves can work, march, and fight twice as long as most anyone else before requiring rest. * Can see in the dark 60'(can also see into the ultraviolet spectrum). * Dwarves can sense moderate to large amounts of hidden precious metals (gold, silver, mithril, star iron, etc) from a distance of 1"/XP level. * Consummate craftsmen: Dwarves can build, forge, or carve most anything. At level 9 they can construct enchanted items such as armor, weapons, rings, chests, goblets, etc, if the right materials are available. * Excellent builders/miners: Can detect sloping passages, large traps (collapsing ceilings, pits, trick stairs, falling blocks, trick rooms), sliding/shifting walls and rooms, new construction, on a roll of 1-4(D6) if visually examining the area. They have a 1 in 6 chance to notice these things if just passing near/through the area. * Dwarves will automatically find mechanical traps INSIDE of locks(poisoned needles and the like) if searching for them. * Dwarves can determine approximate depth and direction of travel under- ground on a roll of 1-4(D6) if actively examining the area. * Dwarves can appraise the value of gems, crafted goods and can identify if armor and weapons are magical when handling them. They can also assess the quality and function of clockworks and similar mechanical creations. * +4 on reaction rolls from Fire Elementals (these often work in the deep forges with dwarven smiths to create special items). * Dwarves brew unsurpassed ale and mead and craft the finest musical instruments(many are magical), music boxes, and clocks. * Dwarves often use magical runes in their crafting of armor and weapons and other things. The runes are drawn and folded into the metal as it is heated and may also be etched on the finished product. These runes augment or transform the essence of the work. Dwarves may also carve or inscribe runes 'on the fly' on existing objects(minor enchantment). Some examples might be: 1) to strengthen a wooden door, thereby increasing the time it takes an enemy to hack through it with an axe(6 turns instead of a few rounds). 2) Make that same door resistant to fire(3 turns to burn through with oil rather than 1). 3) Temporarily strengthen a wall or collapsing tunnel support beam. 4) Secure an unlockable door/portal for 2D6 rounds, make a lock with- stand more physical damage, make a chain stronger or more brittle. 5) Increase the speed of a wheeled conveyance. 6) Make a 'treasure' seem unremarkable and not worth noticing or a passageway/door seem to be part of the wall to a casual glance/ passerby(These are not the droids you're looking for). May roll a D6 to notice or use an INT check. 7) Protection (over a small area - up to 3" across). More of a spell that dissuades anyone/thing from wanting to enter the area. Even small animals and insects will avoid the place. The ring of prot- ection can be bypassed by a sustained mental effort(Save vs Magic or PSY roll). Magical runes can be written 'on the fly' at level 4, although dwarves must reach level 9 before they can use them in their crafting. Only 1 rune per day can be written on the fly. The magic lasts until dispelled or until the object is removed or destroyed. * They sing often, sometimes weaving simple magical enchantments into their songs, such as: - Holographic illusions for telling stories - more of a mental image than an actual physical hologram. - Emotional influence - good cheer, sorrow, irritation, apprehension/doubt, inspiration, remove fear, aversion, attraction, etc - Simple suggestions - drowsiness/relaxed, fatigued/refreshed, friendship, go away, hand me the keys, etc. High INT creatures get a saving throw. Magical songs can be sung/played at 6th level. One song per day. 2 songs at 10th level, 3 songs at 14th. ------------------------------------------------------------------------------ At 4th Level ------------ Hammerthrow: At 4th level, Dwarves are skilled enough at hammerthrowing that any hammer or pick thrown will return to the Dwarf's hand the same round it is thrown and be able to be used to attack again on the following round. At 7th Level ------------ * At 7th level, Dwarves add a 2nd damage die to all damage rolls. At 9th Level ------------ * At 9th level, Dwarves are considered Master Craftsmen and can craft wondrous items, including armor, weapons, jewelry, garments, complex clockworks, and other useful items with special enchantments and abilities, although they do not make wands, staves, potions, and other "wizard-type" items. They can also distill all kinds of oils, stains, paints, dyes, sealants, glues, machine lubricants, and many other chemical/alchemical substances. At 10th Level ------------- At 10th level, Dwarves add another damage die to all damage rolls. At 12th Level ------------- * At level 12, Dwarves are immune to all natural poisons/venoms/toxins. At 13th Level ------------- * At 13th level, Dwarves add another damage die to all damage rolls.