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Dwarf, 1st-Level Warrior
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Duergar, 1st-Level Warrior
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Medium Humanoid (Dwarf) |
Medium Humanoid (Dwarf) |
Hit Dice:
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1d8+2 (6 hp) |
1d8+5 (9 hp) |
Initiative:
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+0 |
+0 |
Speed:
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20 ft. in scale mail (4 squares); base speed 20 ft. |
20 ft. in chainmail (4 squares); base speed 20 ft. |
Armor Class:
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16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 |
17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17 |
Base Attack/Grapple:
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+1/+2 |
+1/+2 |
Attack:
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Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) |
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20) |
Full Attack:
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Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) |
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20) |
Space/Reach:
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5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks:
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Dwarf traits
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Duergar traits, spell-like abilities |
Special Qualities:
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Darkvision 60 ft., dwarf traits |
Darkvision 60 ft., duergar traits |
Saves:
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Fort +4*, Ref +0*, Will -1* |
Fort +4*, Ref +0*, Will -1* |
Abilities:
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Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6 |
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4 |
Skills:
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Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2 |
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4, Spot +2 |
Feats:
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Weapon Focus (dwarven waraxe) |
Toughness
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Environment:
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Temperate mountains (Deep: Underground) |
Underground |
Organization:
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Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Team (2-4), squad (9-16 plus 3 3rd-level sergeants and 1 leader of 3rd-8th level) or clan (20-80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3-6 6th-level lieutenants, and 1-4 9th-level captains) |
Challenge Rating:
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½
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1
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Treasure:
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Standard coins; double goods; standard items |
Standard coins, double goods, standard items |
Alignment:
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Often lawful good (Deep: Usually lawful neutral or neutral) |
Often lawful evil |
Advancement:
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By character class |
By character class |
Level Adjustment:
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+0
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+1
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Dwarves favor earth tones in their
clothing and prefer simple and functional garb. The skin can be very dark, but it is always some
shade of tan or brown. Hair color can be black, gray, or brown.
Dwarves average 4 feet tall and weigh as much as adult
humans.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common
tongue, while warriors in the dwarven cities usually learn
Goblin to better interrogate and spy on those evil denizens of the deep caves.
Most
dwarves encountered outside their home are warriors.
Dwarves are experts in
combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other
traps involving stone. In addition to the dwarven waraxe and thrown hammer,
dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Dwarf Traits (Ex): Dwarves possess the following racial traits.
- +2 Constitution, -2 Charisma.
-Medium size.
-A dwarf 's base land
speed is 20 feet. However,
dwarves can move at this
speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
-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 isn't 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.
Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
-Weapon Familiarity:
Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
-Stability:
Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on
ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on
saving throws against spells and spell-like effects. *Not reflected in the
saving throw numbers given here.
- +1 racial bonus on
attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
- +4
dodge bonus to
Armor Class against creatures of the
giant type (such as ogres, trolls, and hill giants).
- +2 racial bonus on
Appraise checks that are related to stone or metal items.
- +2 racial bonus on
Craft checks that are related to stone or metal.
-Automatic Languages: Common, Dwarven. Bonus Languages:
Giant,
Gnome,
Goblin,
Orc, Terran, Undercommon.
The dwarf
warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
The information above is for hill
dwarves, the most common variety.
There are three other major dwarven
subraces, which differ from hill
dwarves as follows.
These
dwarves live far underground and tend to be more standoffish with non-
dwarves.
Deep
dwarves are the same height as other
dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill
dwarves or mountain
dwarves to trade goods for them.
Deep
dwarves speak Dwarven and
Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill
dwarf traits, except where noted.
-Racial bonus on saves against spells and spell-like abilities increases to +3.
-Racial bonus on Fortitude saves against poisons increases to +3.
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Light Sensitivity: Deep
dwarves are dazzled in bright sunlight or within the radius of a
daylight spell.
Sometimes called gray
dwarves, these evil beings dwell in the underground.
Most
duergar are bald (even the females), and they dress in drab
clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other
dwarves, even allying with other underground creatures from time to time.
Duergar speak Dwarven and Undercommon.
Duergar Traits (Ex): These traits are in addition to the hill
dwarf traits, except where noted.
- -4 Charisma instead of -2.
- +2 racial bonus on saves against spells and spell-like abilities.
-
Light Sensitivity:
Duergar are dazzled in bright sunlight or within the radius of a
daylight spell.
-Automatic Languages: Common, Dwarven, Undercommon.
Bonus Languages: Draconic,
Giant,
Goblin,
Orc, Terran. This trait replaces the hill dwarf 's automatic and bonus languages.
-Level adjustment +1
-Unlike other
dwarves,
duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.
The
duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Duergar with levels in NPC classes have a CR equal to their character level.
Duergar with levels in PC classes have a CR equal to their character level +1.
Mountain
dwarves live deeper under the mountains than hill
dwarves but generally not as far underground as deep
dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill
dwarves, but the same general appearance.
Find topic in: Basics, Characters, Combat, Epic, Equipment, Magic, Psionic, Rules of the Game |
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