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==3rd Edition== In 3.5, dwarves changed a little from their 3.0 selves, mostly in the form of tightening up their rules, but the end-result was fundamentally the same. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Constitution, -2 Charisma ::Humanoid (Dwarf) ::Medium ::Base Speed 20 feet, but ignore the movement penalties from medium & heavy armor and loads ::Darkvision 60 feet ::Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnβt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a [[rogue]] can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. ::Weapon Familiarity: Dwarven Waraxes and Urgoshes count as Martial Weapons for a dwarf, rather than Exotic Weapons. ::Stability: +4 racial bonus on checks made to resist being Bull Rushed or Tripped when standing on solid ground. ::+2 racial bonus on saving throws against poison, spells, and spell-like effects. ::+1 racial bonus on attack rolls against [[orc]]s and [[goblinoid]]s. ::+4 dodge bonus to Armor Class against creatures of the [[Giant]] type. ::+2 racial bonus on Appraise and Craft checks relating to stone or metal. ::[[Favored Class]]: [[Fighter]] </div></div> After humans (who are considered the best race in the entire game, or at least the top 5), dwarves are likely the most powerful PHB race, though this isn't much of a challenge since the other PHB races are very weak. Their defensive (and search) bonuses are universally good and only 3 classes even care about losing charisma (and Cleric doesn't care all THAT much). Their bonus on search applies almost always, since underground caves and buildings constructed of stones are the vast majority of adventure locations. Aside from the obvious melee classes dwarves, unusually enough, make for good [[Rogue]]s. Their defensive abilities offset how squishy rogues are, and aside from half-orcs (which are terrible) the only PHB race with darkvision, which is invaluable for sneaking around in the dark and (more importantly) get around the rule oddity that rogues can't use sneak attack in darkness without it. The above stats applies to both Hill Dwarves and Mountain Dwarves equally. However, myriad dwarven subraces exist in 3.5, and they all tweak the formula in some way. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the subraces. <div class="mw-collapsible-content"> '''Aquatic Dwarves''' were underwater-dwelling versions of the dwarf introduced in the 3e [[Unearthed Arcana]] sourcebook. In addition to the normal dwarven statblock, they gain +2 Strength, suffer -4 Dexterity, and possess the Aquatic subtype, the Water-Breather racial trait (breathe water instead of air, can survive out of 2 rounds per Constitution point before starting to suffocate), a Swim speed of 20 feet, the ability to "run" whilst swimming, +8 racial bonus on Swim checks and the ability to Take 10 when swimming. '''Arctic Dwarves''', also from the 3e Unearthed Arcana, gain +2 Strength and suffer -4 Dexterity in addition to the normal dwarf modifiers, and tweak their statblock in various ways. Their racial attack bonus is against ''[[kobold]]s'' and goblinoids instead of orcs & goblinoids, they also apply their Appraise & Craft check bonus to ice, they have the Cold Endurance trait (+4 racial bonus on Fort checks against cold and exposure), and the Icecunning trait, which is literally "Stonecunning but with Ice". This is a generic version of the arctic dwarf, and not based on the original Innugaakalikurit, who hail from the [[Forgotten Realms]]. '''Badlands Dwarves''' are a version of dwarf that has adapted to life in the hot, barren badland regions - essentially a more focused and arguably better designed version of the Desert Dwarf from Unearthed Arcana. These guys appeared in the Sandstorm splatbook, and mostly change their racial traits; they lose Stonecunning and gain Waterwise, which is essentially Stonecunning but for finding water and water conduits, and lose their Appraise & Craft bonuses in favor of Heat Endurance and the ability to go for 2 days + Constitution score hours before thirst starts affecting them. '''Deep Dwarves''', the non-evil [[Underdark]] dwarves mentioned above, appeared in the 3.5 [[Monster Manual]], and have the most meager changes of any dwarven subrace; their resistance to poison and magic increases to +3, their Darkvision increases to 90 feet, and they gain the Light Sensitivity trait. '''Desert Dwarves''' are another of the many "environmental variant" subraces to appear in 3e's [[Unearthed Arcana]]. These dwarves trade their Charisma penalty for a -2 penalty to Dexterity, lose Stonecunning, change the target of their racial attack bonus from orcs & goblinoids to reptilian humanoids & dragons, change the target of their racial defense bonus from giants to dragons, change their bonus to Craft checks for a +2 bonus on Knowledge (Architecture, Engineering & Dungeoneering) and Profession (Miner), and gain the Heat Endurance trait. '''Dream Dwarves''' are a mystical, sagely dwarven subrace introduced in Races of Stone. These dwarves lack the inherent craftsmanship or warlike skills of their kin, but are valued for their innate magical powers and spiritual connection to the earth. Dream Dwarves trade their -2 Charisma for -2 Dexterity, increase their Darkvision to 90 feet, and trade their racial saving bonuses, Craft bonus, Appraise bonus, attack roll bonus and dodge bonus for +1 Caster Level with Divination type spells, a +1 racial bonus to Diplomacy checks against Earth subtype creatures, and the ability to see ethereal creatures at will. Additionally, their favored class is [[Druid]] rather than fighter. '''Frost Dwarves''', introduced in the Planar Handbook, are a race of [[planetouched]] dwarves native to the icy layers of the [[Abyss]]. The ability modifiers for these dwarves is +4 Constitution, -4 Charisma, they gain the Extraplanar subtype, their Darkvision increases to 120 feet, and they gain Cold Resistance 10, +4 to Move Silently checks, Light Sensitivity, and the ability to cast Chill Touch and Obscuring Mist 1/day each at Charater Level +2 (minimum of 3rd). Needless to say, these dwarves get a [[Level Adjustment]] of +1. '''Earth Dwarves''' are, as the name suggests, [[planetouched]] dwarves with earth elemental ancestry, and are yet another Unearthed Arcana variant. They get +2 Strength and -2 Dexterity on top of the normal dwarf ability modifiers, their Stonecunning modifier is +4, their Stability modifier is +8, they change the target of their racial attack bonus from orcs & goblinoids to creatures with the Air subtype, their Appraise & Craft bonuses increase to +4, and their racial saving bonus against spells is replaced with a -2 racial penalty on saving throws vs spells, spell-like abilities or supernatural abilitys that either have the Air subtype or come from a creature with the Air subtype. '''Glacier Dwarves''' are, like Badlands Dwarves, a second attempt at an environmental based dwarven subrace in the wake of those done by Unearthed Arcana. They're closer to the Innugaakalikurit than the Arctice Dwarves are, but still not a perfect conversion. Appearing in the Frostburn sourcebook, Glacier Dwarves replace Stonecunning with Icecunning (same thing, but using ice instead of stone), change their Appraise & Craft bonuses to applying to ice, snow & other frostfell materials, trade their save bonus vs. poison for a +2 racial bonus on saves vs. cold damage & cold-based effects, can comfortably survive in conditions ranging from "severe cold" to "hot" without needing a Fortitude save, and are always considered to have the Cold Endurance feat in order to meet prerequisites for feats & prestige classes. '''Gold Dwarves''' appeared in the [[Dungeon Master's Guide]], and represent either dwarves at the very height of their power, the ancestral form of dwarves, or some other form of deep-dwelling dwarf-kin. The only real changes they make are suffering -2 Dexterity intead of -2 Charisma, and changing their attack roll bonus target to [[aberration]]s instead of orcs & goblinoids. '''Jungle Dwarves''' are the last of the environmental variants introduced in Unearthed Arcana. These dwarves lose Stonecunning, downgrade their Darkvision to Low-light Vision, trade their Craft bonus for a +2 racial bonus on Heal, Knowledge (Nature), Spot & Survival checks, and switch their favored class from Fighter to [[Ranger]]. '''Seacliff Dwarves''' are coastal dwarves introduced in the Stormwrack sourcebook, and are essentially an alternative to Aquatic Dwarves, like the Badlands & Glacier Dwarves before them. These dwarves lose their racial attack roll bonus and instead gain the Strong Swimmer racial trait; +2 racial bonus on Swim checks and the ability to hold their breath for twice their Constitution score. '''Innugaakalikurit''', or Faerunian Arctic Dwarves, appeared in the Races of Faerun sourcebook. These have the normal abilities of a dwarf, even though their traditional lore says they shouldn't have Stonecunning, but their ability scores are +4 Strength, -2 Dexterity, +2 Constitution and -2 Charisma, they are Small instead of Medium, they are Immune To Cold, their Favored Class is Ranger, and they have a [[Level Adjustment]] of +2. '''Urdunnir''' are [[Planetouched]], or at least very magical, dwarves native to the [[Forgotten Realms]]. Presented as a PC race in Races of Faerun, Urdunnir have all the normal dwarven racial abilities, but their saving throw bonus against Poison is increased to +4, they have the Stone Walk supernatural ability, can cast Stone Shape and Shape Metal, both at-will and with the power of an 8th level sorcerer, their favored class is Expert, and their Level Adjustment is +4. '''Wild Dwarves''' are feral dwarves native to the tropical jungles of Chult in the [[Forgotten Realms]] and appeared in Races of Faerun alongside the Innugaakalikurit and the Urdunnir. These dwarves are Small, are affected by medium/heavy armor & loads, replace the standard dwarven weapon familiarity trait with free prociency in the handgun and blowgun, have the Poison Use trait, have Fire Resistance 5, have a +3 bonus to saves against poison, are immune to Wild Dwarf Knockout Poison, have a +4 racial bonus to saving throws against disease, lack the Stonecunning trait and the bonuses to Appraise and Craft, and their Favored Class is [[Barbarian]]. </div></div>
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