Dwarves in OD&D
DWARF (LBB+CHAINMAIL VERSION) Hit dice: d6 Move: 6’’, charge 9’’ Alignment: Law or Neutral [Option: Dwarves use chainmail and a shield, as well as any weapon.] Because the dwarf-land, their natural habitat, is deep under the ground, these stout folk operate equally well day or night. They have the ability to see in normal darkness as if it were light. Dwarves dig twice as fast as an equal number of human sappers. They note slanting passages, traps, shifting walls and new construction in underground settings. Dwarves sometimes domesticate bears, wolves and other unintelligent beasts for defence purpose. Dwarves can locate secret passage and will detect sound within if there is any to be heard on the roll of a 1 or a 2 (on a six-sided die). They are required to roll a 1 to open doors. Dwarves have they have a high level of magic resistance. This is reflected in their saving throws. Although they are no threat to the larger creatures, because of their relatively small size, clumsy monsters like Trolls, Ogres, and Giants find them hard to catch because of their small size, so count only one-half normal damage points when Dwarves fight with them, for either attacks upon the Dwarves or returns should the Dwarves be the attacker. Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins (Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will not automatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance, they will attack them to the exclusion of orders to the contrary. In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds and Goblins in addition to their alignment tongue. They also have 20% chance of speaking the common tongue of humans.
Dwarf Level Progression* Experien ience Leve evel Hit Dice Titl itle 0 1 1+1 Veteran 2,000 2 2 Warrior 4,000 3 3 Swordsman 8,000 4 4 Hero 16,000 5 5+1 Swashbuckler 32,000 6 6 Myrmidon *Dwarves may never progress beyond the 6th level (Myrmidon).
Death Ray Level or Poison 1-2 10 3-5 8 6 6
Dwarf Saving Throws Wands, Polymorph, Dragon Staves & Paralyzation Petrification Breath Spells 11 12 13 14 9 10 10 12 7 8 8 10
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Dwarves in OD&D
DWARF FIGHTER (GREYHAWK VERSION) Hit dice: d8 Move: 6’’, charge 9’’ Alignment: Law or Neutral Dwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin a ruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers) (such as gnomes). Because the Dwarf-land, their natural habitat is deep under the ground, these stout folk operate equally well day or night. They have infravision and can see monsters up to 60' away in the dark. Dwarves dig twice as fast as an equal number of human sappers. They note slanting passages, traps, shifting walls and new construction in underground settings. Dwarves can locate secret passage and will detect sound within if there is any to be heard on the roll of a 1 or a 2 (on a six-sided die). They are required to roll a 1 to open doors. Dwarves have they have a high level of magic resistance. This is reflected in their saving throws. Although they are no threat to the larger creatures, because of their relatively small size, clumsy monsters like Trolls, Ogres, and Giants find them hard to catch because of their small size, so count only one-half normal damage points when Dwarves fight with them, for either attacks upon the Dwarves or returns should the Dwarves be the attacker. Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins (Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will not automatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance, they will attack them to the exclusion of orders to the contrary. Dwarves add +1 to hit probabilities, and subtract - 1 from chances to be hit, when fighting kobolds, goblins, orcs, hobgoblins, gnolls, ogres, trolls, giants, gnomes, dwarves, elves and ents, being of the “giant class” monsters. In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds and Goblins in addition to their alignment tongue. They also have 20% chance of speaking the common tongue of humans. Dwarves sometimes domesticate bears, wolves and other unintelligent beasts for defence purpose.
Dwarf fighter Level Progression Experien ience Leve evel Hit Dice Titl itle 0 1 1d8+1 Veteran 2,000 2 2d8 Warrior 4,000 3 3d8 Swordsman 8,000 4 4d8 Hero 16,000 5 5d8+1 Swashbuckler 32,000 6 6d8 Myrmidon 64,000 7 7d8+1 Champion* 120,000 8 8d8+2 Super Super Hero** *Dwarves with a strength of 17 can work up to 7th level fighter **Those of 18 strength can work up to 8th level.
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Dwarves in OD&D
Death Ray Level or Poison 1-2 10 3-5 8 6-8 6
Dwarf Saving Throws Wands, Polymorph, Dragon Staves & Paralyzation Petrification Breath Spells 11 12 13 14 9 10 10 12 7 8 8 10
DWARF THIEF (GREYHAWK VERSION) Hit dice: d4 Move: 6’’, charge 9’’ Alignment: Neutral
Dwarf thief Level Progression* Experi erience ence Level Hit Dice Title Apprentice 0 1 1d4 Footpad 1,200 2 2d4 Robber 2,400 3 3d4 Burglar 4,800 4 4d4 Cutpurse 9,600 5 5d4 Sharper 20,000 6 6d4 Pilferer 40,000 7 7d4 Master Pilferer 60,000 8 8d4 Thief 90,000 9 9d4 Master Thief 125,000 10 10d4 250,000 11 10d4+1 Master Thief, 11th Level 375,000 12 10d4+2 Master Thief. 12th Level 500,000 13 10d4+3 Master Thief. 13th Level +125,000 / level +1 hp *Dwarf thief progression is unlimited. Dwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin a ruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers) (such as gnomes). Because the Dwarf-land, their natural habitat is deep under the ground, these stout folk operate equally well day or night. They have infravision and can see monsters up to 60' away in the dark. Dwarves dig twice as fast as an equal number of human sappers. They note slanting passages, traps, shifting walls and new construction in underground settings. Dwarves can locate secret passage on the roll of a 1 or a 2 (on a six-sided die). They are required to roll a 1 to open doors. Dwarves have they have a high level of magic resistance. This is reflected in their saving throws. When acting as fighter / thieves, dwarves can wear only leather armor and cannot employ shields. They can employ magic daggers and magic swords but none of the other magical weaponry, except the warhammer +3. Although they are no threat to the larger creatures, because of their relatively small size, clumsy monsters like Trolls, Ogres, and Giants find them hard to catch, so count only one-half normal damage
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Dwarves in OD&D points when Dwarves fight with them, for either attacks upon the Dwarves or returns should the Dwarves be the attacker. Goblins and Kobolds are their natural (and most hated) enemies, and Dwarves will attack Goblins (Kobolds) before any other enemies in sight, regardless of orders to the contrary. They will not automatically attack, but if ordered to attack and Goblins or Kobolds are within charging distance, they will attack them to the exclusion of orders to the contrary. Dwarves add +1 to hit probabilities, and subtract - 1 from chances to be hit, when fighting kobolds, goblins, orcs, hobgoblins, gnolls, ogres, trolls, giants, gnomes, dwarves, elves and ents, being of the “giant class” monsters. In addition to their own language, Dwarves are able to speak the languages of Gnomes, Kobolds and Goblins in addition to their alignment tongue. They also have 20% chance of speaking the common tongue of humans. Dwarves sometimes domesticate bears, wolves and other unintelligent beasts for defence purpose. Dwarves thieves of the 3rd level and above are able to read most (80%) languages, so treasure maps can be read and understood by them without recourse to a spell. Dwarves thieves of the 10th level and above are able to understand magical writings, so any scroll that falls into their hands can be used by them — excluding spells which are clerical in nature. However, with spells of the 7th level and above there is a 10% chance that the effect will be the reverse of that intended (due to the fact that even Master Thieves do not fully comprehend such great magic). This reverse effect can be known only after the spell is read. By striking silently from behind the dwarf thief gains two advantages: First, he increases the chance to hit by 20% (+4 on his die). Secondly, he does double damage when he so attacks, with like additional damage for every four levels he has attained.
Level
Open lock
Remove trap
1 2 3 4 5 6 7 8 9 10 11 12 13
15 25 30 40 45 50 60 70 80 90 100 100 100
25 30 35 45 50 55 65 75 85 95 100 100 100
Dwarf Thief abilities Pickpocket Move Hide in silently shadows
20 25 30 35 45 55 60 65 75 85 95 100 100
25 30 35 40 50 60 65 70 80 90 100 100 100
4
15 20 25 30 40 50 55 60 70 80 90 95 100
Climb sheer surfaces 88 89 90 91 92 93 94 95 96 97 98 99 100
Hear noise
Backstab
1-2 1-2 1-3 1-3 1-3 1-3 1-4 1-4 1-4 1-4 1-5 1-5 1-6
x2
x3
x4
x5
Dwarves in OD&D
Dwarf Thief Saving Throws Wands, Death Ray Polymorph, Dragon Staves & Level or Poison Paralyzation Petrification Breath Spells 1 13 14 13 16 15 2-6 11 12 11 14 12 7-11 8 9 8 11 11 8 12+ 5 6 5 8 3
DWARF FIGHTER / THIEF (GREYHAWK VERSION) Hit dice: see below Move: 6’’, charge 9’’ Alignment: Neutral
Dwarf Fighter / Thief Level Progression Experience Level Hit Dice 0 1/1 (1d4+1d8+1)/2 2,400 2/1 (2d4+1d8+1)/2 4,000 2/2 (2d4+2d8)/2 4,800 3/2 (3d4+2d8)/2 8,000 3/3 (3d4+3d8)/2 9,600 4/3 (4d4+3d8)/2 16,000 4/4 (4d4+4d8)/2 19,200 5/4 (5d4+4d8)/2 32,000 5/5 (5d4+5d8+1)/2 40,000 6/5 (6d4+5d8+1)/2 64,000 6/6 (6d6+6d8)/2 80,000 7/6 (7d4+6d8)/2 120,000 8/6 (8d4+6d8)/2 128,000 8/7* (8d4+7d8+1) /2 ou (8d4+6d8)/2 180,000 9/7 (9d4+7d8+1)/2 ou (9d4+6d8)/2 240,000 9/8** (9d4+8d8+2)/2 ou (9d4+6d8)/2 250,000 10/8 (10d4+8d8+2)/2 ou (10d4+6d8)/2 500,000 11/8 (10d4+8d8+3)/2 (10d4+8d8+3)/2 ou (10d4+6d8+1)/2 750,000 12/8 (10d4+8d8+4)/2 (10d4+8d8+4)/2 ou (10d4+6d8+2)/2 1,000,000 13/8 (10d4+8d8+5)/2 (10d4+8d8+5)/2 ou (10d4+6d8+3)/2 *Dwarves with a strength of 17 can work up to 7th level fighter **Those of 18 strength can work up to 8th level fighter
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Dwarves in OD&D
Level
Open lock
Remove trap
1 2 3 4 5 6 7 8 9 10 11 12 13
10 20 25 35 40 45 55 65 75 85 95 100 100
10 15 20 30 35 40 50 60 70 80 90 95 100
Dwarf Fighter / Thief abilities Pickpocket Move Hide in silently shadows
20 25 30 35 45 55 60 65 75 85 95 100 100
20 25 30 35 45 55 60 65 75 85 95 100 100
10 15 20 25 35 45 50 55 65 75 85 90 95
Climb sheer surfaces 88 89 90 91 92 93 94 95 96 97 98 99 100
Hear noise
Backstab
1-2 1-2 1-3 1-3 1-3 1-3 1-4 1-4 1-4 1-4 1-5 1-5 1-6
x2
Dwarf Fighter / Thief Saving Throws Wands, Death Ray Polymorph, Dragon Staves & Level or Poison Paralyzation Petrification Breath Spells 1/1 10 11 12 13 14 2/1 10 11 11 13 12 2/2 10 11 11 13 12 3/2 10 11 11 13 12 3/3 8 9 10 10 12 4/3 8 9 10 10 12 4/4 8 9 10 10 12 5/4 8 9 10 10 12 5/5 8 9 10 10 12 6/5 8 9 10 10 12 6/6 6 7 8 8 10 7/6 6 7 8 8 8 8/6 6 7 8 8 8 8/7* 6 7 8 8 8 9/7 6 7 8 8 8 9/8** 6 7 8 8 8 10/8 6 7 8 8 8 11/8 6 7 8 8 8 12/8 5 6 5 8 3 13/8 5 6 5 8 3
6
x3
x4
x5
Dwarves in OD&D
DWARF (A SUGGESTION) Dwarves are about four feet tall, stocky of build, weigh 150 pounds, shoulders very broad, their skin a ruddy tan, brown or gray, and are of various types (hill, mountain, or burrowers). Because their natural habitat is deep under the ground, these stout folk operate equally well day or night. They have infravision and can see up to 60' away in the dark. Dwarf knowledge: Due to their knowledge of forgotten mechanics and metalwork, they can also open locks and remove traps. Dwarves capacities also include locate secret passage, noting slanting passages, traps, shifting walls and new construction in underground settings. Surprise: Because of their small size, dwarves can also hide in shadow and move silently, in order to surprise a foe. When they get benefit of surprise, they had +4 to hit and double damage. They will detect sound within if there is any to be heard, as noted below. Combat: Dwarves can use leather armours or chainmails, shields and any weapon. When fighting “giant class” humanoids (kobolds, goblins, orcs, hobgoblins, gnolls, ogres, trolls, giants, gnomes, dwarves, elves and ents), they gain a +1 to hit and to AC. They tend to attack goblins and kobolds on sight. Because of their small size, clumsy monsters like Trolls, Ogres, and Giants find them hard to catch, they inflict and suffer only one-half normal damage points when fighting with them. Languages: In addition to their own language, alignment and common tongue, Dwarves have 20% chance to be able to speak each one of these languages: Gnome, Kobold and Goblin in addition to their alignment tongue. Dwarves of the 6th level and above are able to read most (80%) runes, glyphs and ancient languages.
Dwarf Level Progression Experience Level Hit Dice 0 1 1d6 2,000 2 2d6 4,000 3 3d6 8,000 4 4d6 16,000 5 5d6 32,000 6 6d6 60,000 7 7d6 90,000 8 8d6+1 120,000 9 8d6+2 250,000 10 8d6+3 375,000 11 8d6+4 500,000 12 8d6+5 625,000 13 8d6+6
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Dwarves in OD&D
Death Ray Level or Poison 1-3 10 4-6 8 7-9 6 10-12 4 13+ 2
Dwarf Saving Throws Wands, Polymorph, Dragon Staves & Paralyzation Petrification Breath Spells 11 12 13 14 9 10 10 12 7 8 8 10 5 6 6 8 3 4 4 6
Level Level Surpri Surprise se Dwarf Dwarf knowle knowledge dge Hear Hear noise noise 1-2 1-2 1 1-2 3-4 1-2 1 1-2 5-6 1-3 1-2 1-3 7-8 1-3 1-2 1-3 9-10 1-3 1-3 1-3 11-12 1-3 1-3 1-3 13+ 1-4 1-4 1-4
This compilation has been suggested by Snorri, with some material from Greyharp, in order to help referees using dwarves in their campaigns. No challenge or claim to the ownership of any trademarks is intended or implied. This is a not-for-profit fan work, believed to reside within Fair Use.
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