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Dwarves are short and stocky fellows. They have ruddy cheeks, dark
eyes and dark hair. Dwarves tend to be dour and taciturn Dwarves
have a magical resistance to magic and poison. They have infravision
sight, which allows them to see in the dark.
Listed below are the dwarvensub-races.
Gray Dwarf
Also known as duergar, the gray dwarves of the Forgotten Realms
live even deeper underground than their shield dwarf and gold dwarf
cousins. The duergar share little in common with other dwarves and
practice slavery in their monstrous subterranean cities. Often motivated
by greed and a thirst for power, gray dwarves are known throughout
the Realms as devious, efficient warriors. Duergar almost always
have gray hair and skin. Duergar are able to conceal themselves
very well and are immune to paralysis. They suffer an experience
point penalty as well as fighting very poorly when outside during
the daylight hours.
Advantages: |
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+2 to Constitution |
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Invisibility 1/Day |
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Immunity to Paralysis |
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+20% to Move Silently |
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+4 Armor Bonus vs. giants |
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+10% to Open Locks |
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+15% to Find/Remove Traps |
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+2 to saving throws vs. paralyze, poison, death magic,
and spells |
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Disadvantages: |
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-2 to Charisma |
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-50% Experience Points through 10th level
(about one level lower) |
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-2 attack bonus, Damage, and Saving Throws
when outside during the day |
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Gold Dwarf
In a time when the dwarven race is in sad decline, the gold dwarves
of the Realms received a divine gift from Moradin, the Soul Forger.
The father of the dwarven gods granted the Thunder Blessing upon
his people, resulting in a slow growth of the gold dwarf population.
Though its effects may not be felt for decades, gold dwarves are
already starting to re-establish themselves in the Realms as shrewd
traders and proud, if somewhat haughty, warriors. Gold dwarves gain
bonuses again denizens of the Underdark but are less agile than
normal dwarves.
Advantages: |
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+2 to Constitution |
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+1 attack bonus vs. drow, mind flayers, and driders |
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+2 to saving throws vs. paralyze, poison, death magic |
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+4 armor bonus vs. giants |
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+10% to Open Locks |
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+15% to Find/Remove Traps |
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Disadvantages: |
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