Dwarves

Dwarves are the archetypal warriors. Even their mages have appreciable combat ability.

All Dwarves have the special abilities listed for "Dwarves" in DDC pp. 23-24 with the following modifications: Spell Resistance is gained at level 18 except for Dwarf Mages, who never gain the ability. Different Dwarf classes gain special fighter abilities at different rates. The Dwarf racial weapon is the Battle Axe.

Dwarf Fighter

Hit Dice: Dwarf fighters use 8-sided hit dice up to level 9, and gain 3 hit points per level thereafter.

Special Abilities: Dwarf fighters gain weapon choices, special combat abilities, and multiple attacks at the same levels as do human fighters. Dwarves can become Paladins or Knights, but a Dwarf who becomes an Avenger will be branded upon the face (and have his beard burned off) as a traitor the Dwarven way--if he is discovered to be an Avenger, that is.

Dwarf Cleric

Prime Requisite: Wisdom. Other requirements: Minimum Constitution of 9.

Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18

Hit Dice: 1d6 per level up to 9th, +2 hit points per level thereafter.

Weapons: No edged or pointed weapons except axes and crossbows, which are permitted.

Special Abilities: Dwarf Clerics gain fighter combat options as though they were fighters of half their level (9th-level abilities at level 18, 12th-level abilities at level 24, etc.). They turn undead and cast cleric spells as human clerics. Dwarfs cannot become druids. Dwarf Clerics cannot cast any spell specifically for plants or animals. Furthermore, any other spells cast upon plants or animals is at half effect. Legendary "monsters" may or may not be considered "animals" on a case-by-case basis. For example, a giant rat or a gryphon would be an "animal", but a dragon or manticore would not. The effect of healing magics is halved when cast upon non-Dwarves.

Dwarf Magic-User

Prime Requisites: Intelligence (must be at least 13). Other Requirements: Minimum Constitution of 9.

Experience Bonus: 5% for Intelligence 16-18

Hit Dice: 1d4 per level up to 9th, +2 hit points per level thereafter.

Weapons: As per human magic-user plus one-handed axes.

Special Abilities: Dwarf magic-users do not gain the Dwarven magic resistance. Dwarf Magic-Users gain Fighter combat options as a fighter of one-quarter their level. Any spells cast upon or to effect living plants or normal animals (including gigantic but otherwise normal animals) is automatically at half effect (which may require creative GM interpretation).

Dwarf Thief

Prime Requisite: Dexterity. Other requirements: Minimun Constitution of 9.

Experience Bonus: 5% for Dexterity 13-15, 10% for Dexterity 16-18.

Hit Dice: 1d4 up to 9th level, +3 hit points per level thereafter.

Armor: Leather Armor only, shield is permitted.

Special Abilities: As for human Thief, except that chance of spell backfire from magic-user scrolls (after 10th level) is 20%. Dwarf thieves gain Fighter combat abilities as a fighter of one-third their level. Dwarves have the following modifiers for Thief Special Abilities:

Dwarf Thief Skill Modifiers
Open Locks Find Traps Remove Traps Climb Walls Move Silently Pick Pockets
+5 +40 +10 -10 -5 -10

Dwarf Experience Tables
Level Cleric Fighter Magic-User Thief
1 0 0 0 0
2 1,700 2,200 2,700 1,400
3 3,400 4,400 5,400 2,800
4 6,800 8,800 10,800 5,600
5 13,000 17,000 21,000 10,600
6 28,000 35,000 43,000 23,000
7 56,000 70,000 86,000 46,000
8 120,000 140,000 170,000 100,000
9 230,000 270,000 330,000 190,000
10 340,000 400,000 490,000 320,000
11 450,000 530,000 650,000 450,000
12 560,000 660,000 810,000 580,000
13 670,000 790,000 970,000 710,000
14 780,000 920,000 1,130,000 840,000
15 890,000 1,050,000 1,290,000 970,000
16 1,000,000 1,180,000 1,450,000 1,100,000
17 1,110,000 1,310,000 1,610,000 1,230,000
18 1,220,000 1,440,000 1,770,000 1,360,000
19 1,330,000 1,570,000 1,930,000 1,490,000
20 1,440,000 1,700,000 2,090,000 1,620,000
21 1,550,000 1,830,000 2,250,000 1,750,000
22 1,660,000 1,960,000 2,410,000 1,880,000
23 1,770,000 2,090,000 2,570,000 2,010,000
24 1,880,000 2,220,000 2,730,000 2,140,000
25 1,990,000 2,350,000 2,890,000 2,270,000
26 2,100,000 2,480,000 3,050,000 2,400,000
27 2,210,000 2,610,000 3,210,000 2,530,000
28 2,320,000 2,740,000 3,370,000 2,660,000
29 2,430,000 2,870,000 3,530,000 2,790,000
30 2,540,000 3,000,000 3,690,000 2,920,000
31 2,650,000 3,130,000 3,850,000 3,050,000
32 2,760,000 3,260,000 4,010,000 3,180,000
33 2,870,000 3,390,000 4,170,000 3,310,000
34 2,980,000 3,520,000 4,330,000 3,440,000
35 3,090,000 3,650,000 4,490,000 3,570,000
36 3,200,000 3,780,000 4,650,000 3,700,000

Dwarf Saving Throws

Cleric
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-4 7 8 10 14 11
5-8 5 6 8 12 9
9-12 3 4 6 10 7
13-16 2 3 4 8 5
17-20 2 2 2 6 3
21-24 2 2 2 4 2
25-36 2 2 2 2 2

Fighter
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-3 8 9 10 13 12
4-6 6 7 8 11 10
7-9 4 5 6 9 8
10-11 2 3 4 7 6
13-15 2 2 3 6 5
16-18 2 2 2 5 4
19-21 2 2 2 4 3
22-24 2 2 2 3 2
25-36 2 2 2 2 2

Magic User
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-5 9 10 9 14 11
6-10 7 8 7 12 8
11-15 5 6 5 10 5
16-20 3 4 3 8 2
21-24 2 2 2 6 2
25-28 2 2 2 4 2
29-36 2 2 2 2 2

Thief
Level Death Wand Paralysis Breath
Weapon
Rod, Staff,
or Spell
1-4 9 10 9 14 11
5-8 7 8 7 12 9
9-12 5 6 5 10 7
13-16 3 4 3 8 5
17-20 2 2 2 6 3
21-24 2 2 2 4 2
25-36 2 2 2 2 2

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