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Dwarven Racials


CP CostSkillDescription
5Attack bonus: Axe+1 bonus to attack rolls using an Axe.
5Attack bonus: Crossbow+1 attack to attack rolls using a Crossbow.
5Attack bonus: Maces+1 bonus to attack rolls with a Mace.
5Attack Bonus: Military Picks+1 to attacks using Military Picks.
5Attack Bonus: Shortsword+1 bonus to attack rolls with a Shortsword.
5Attack bonus: War Hammers+1 to attack rolls with the War hammer.
10Better Balance +1 to the Balance subability score. This allows a dwarven character to have more than a 4 point difference in the Dexterity subabilities.
5Brewing+2 to the Brewing proficiency score. The dwarf must have this proficiency to gain this benefit.
5Close 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.
10Constitution/Health Bonus A Constitution/Health score bonus of +1, because the dwarf is accustomed to the cold and often damp Underdark.
10Dense Skin If the dwarf is struck by a blunt weapon, they suffer only half the damage the attack would normally inflict.
5Detect Poison By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1-4 on 1d6.
5Determine AgeBy 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.
5Determine 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.
5Evaluate Gems A dwarf with this ability can determine within 10% the value of any given gem.
5Expert Haggler This dwarf drives a hard bargain. Anything he purchases costs 10% less than the listed price.
10Hit Point Bonus+1 hit point bonus on all hit point rolls for a new level.
5Illusion Resistant The dwarf gains a +2 bonus on attempts to disbelieve illusions.
10Improved Stamina +1 to the Stamina subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.
10Infravision60' infravision range.
10Meld into Stone Once a day a dwarf with this ability can meld into stone as a priest of the same level.
10Melee CombatDwarves 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
10Mining 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.
10More Muscles +1 to the Muscle subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.
10Saving Throw BonusesDwarves 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.
10StealthIf 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.
10Stone Tell Once a day a dwarf with this ability can use the stone tell ability, as a priest of the same level.