CP Cost | Skill | Description |
---|---|---|
5 | Attack bonus: Axe | +1 bonus to attack rolls using an Axe. |
5 | Attack bonus: Crossbow | +1 attack to attack rolls using a Crossbow. |
5 | Attack bonus: Maces | +1 bonus to attack rolls with a Mace. |
5 | Attack Bonus: Military Picks | +1 to attacks using Military Picks. |
5 | Attack Bonus: Shortsword | +1 bonus to attack rolls with a Shortsword. |
5 | Attack bonus: War Hammers | +1 to attack rolls with the War hammer. |
10 | Better Balance | +1 to the Balance subability score. This allows a dwarven character to have more than a 4 point difference in the Dexterity subabilities. |
5 | Brewing | +2 to the Brewing proficiency score. The dwarf must have this proficiency to gain this benefit. |
5 | Close to the Earth | When the dwarf is underground, they heal 2 points of damage overnight rather than the 1 point normally healed by other races. |
10 | Constitution/Health Bonus | A Constitution/Health score bonus of +1, because the dwarf is accustomed to the cold and often damp Underdark. |
10 | Dense Skin | If the dwarf is struck by a blunt weapon, they suffer only half the damage the attack would normally inflict. |
5 | Detect Poison | By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1-4 on 1d6. |
5 | Determine Age | By examining a building or ruins, the dwarf stands an excellent change of determining the approximate age of the structure. The chance of success is 1-5 on 1d6. |
5 | Determine Stability | By concentrating for one round, the dwarf can determine if there will be a dangerous tremor, collapse, rockfall or slide when the character enters an area. The chance of success is 1-4 on 1d6. |
5 | Evaluate Gems | A dwarf with this ability can determine within 10% the value of any given gem. |
5 | Expert Haggler | This dwarf drives a hard bargain. Anything he purchases costs 10% less than the listed price. |
10 | Hit Point Bonus | +1 hit point bonus on all hit point rolls for a new level. |
5 | Illusion Resistant | The dwarf gains a +2 bonus on attempts to disbelieve illusions. |
10 | Improved Stamina | +1 to the Stamina subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities. |
10 | Infravision | 60' infravision range. |
10 | Meld into Stone | Once a day a dwarf with this ability can meld into stone as a priest of the same level. |
10 | Melee Combat | Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes |
10 | Mining Detection Abilities | A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can: Determine the approximate depth underground, 1-3 on 1d6. Detect any sliding or shifting walls or rooms, 1-4 on 1d6. Detect any grade or slope in the passage they are passing through, 1-5 on 1d6. Detect stonework traps, pits, and deadfalls, 1-3 on 1d6. Detect new construction in stonework 1-5 on 1d6. |
10 | More Muscles | +1 to the Muscle subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities. |
10 | Saving Throw Bonuses | Dwarves receive a bonus to their saves vs. wand, staves, rods, and spells. For every 3.5 points of their Constitution/Health score, the dwarf will receive a +1 bonus to the save. |
10 | Stealth | If the dwarf is not in metal armor, a -2 penalty is applied to opponent's surprise rolls if the dwarf is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The dwarf is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls. |
10 | Stone Tell | Once a day a dwarf with this ability can use the stone tell ability, as a priest of the same level. |