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AD&D Players Handbook/Database/Races/Dwarves

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  1. Dwarves

CHARACTER RACES (DWARVES) CHARACTERS RACE INTELLIGENCE Min. 3/3 8/8 7/7 4/4 6/6 3/3 Max. 1811 8 18/18 1811 8 18/18 18/1 8 17/17 DEXTERITY Min. 3/3 7/7 313 616 8/8 3/3 CHARISMA Min. Max. 313 818 313 313 3/3 3/3 16/16 18/18 18/18 18/18 18/1 8 1211 2 *As noted previously, fighters of all races might be entitled to an exceptional strength bonus, see CHARACTER ABILITIES, Strength. Notes Regarding Character Race Table 111: Minimum Scores indicate the lowest possible roll for consideration of a character to be of the racial type indicated. Scores below the minimum indicated are not allowable, so any character with less than the minimum shown can not be of the appropriate race. Maximum Scores include racial penalties and bonuses; thus, some races can exceed the 18 total possible in the initial generation of abilities with three six-sided dice. Penalties and bonuses for race are taken before adjusting for maximum score. The Slash (/) separates the minimums and maximums possible for males, shown first, and females, shown after the slash, thus: males/females, minimum and maximum as applicable. A male dwarf needs a minimum strength of 8, as does a female of that race; a male dwarf can have a maximum strength of 18, but a female dwarf can have a maximum strength of 17; this reads as 8/8, 18/17. CHARACTER RACE DESCRIPTIONS All of the non-human or part-human races closely resemble humans in many aspects. It is assumed that similarities are sufficiently apparent so as to warrant no further comment, and only special racial characteristics which are dissimilar to humans will be dealt with. Characters differ slightly within their respective races as a whole. Dwarves: The race of dwarves typically dwells in hilly or mountainous regions. For details of the race in general the reader is referred to ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. As player characters, both dwarves and their cousins the "mountain dwarves" can be considered. A character of the dwarven race can be a fighter (maximum of 9th level), a thief, or an assassin (maximum of 9th level). It is also possible for a dwarven character to opt to work simdltaneously in the fighter and thief classes; in the latter event the dwarf will be limited to the armor permitted a thief when performing any functions of that class. Experience will always be divided between the two classes also, even though the dwarf may no longer advance upwards in fighting ability level. (Complete information regarding this subject is given hereunder in the section dealing with CHARACTER CLASSES.) Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods and spells. This bonus is + 1 for every 3% points of constitution ability. Thus, if o dwarf had a constitution of 7 he or she would gain a +2 on dice rolls made as saving throws, at 14 constitution the bonus would be +4, and at 18 constitution the bonus would be the maximum normally possible, +5. Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected Therefore, a11 dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells. All dwarves are able to speak the following languages (q...): dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the "common tongue" of all humankind. However, except for their alignment language (see ALIGNMENT), they are unable to learn more than two additional languages regardless of their intelligence ability. Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. This ability is known as "infravision". Dwarves are miners of great skill. They are able to detect the following facts when within 10' or less of the particular phenomenon (except 15

    1. Source

Supplied Players Handbook PDF, page 16.

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