Gully Dwarf

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Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Can choose to use any kit allowed to dwarves. Can choose not to use a kit at all.
Special Advantages: A gully dwarf may attempt to grovel. Any time he is in a dangerous situation and is not immediately engaged in melee, he may throw himself on the mercy of his attacker, or faint in the hope that he will be ignored in the ensuing melee. This causes his opponents to make a saving throw vs. magic. If they are successful they may attack the gully dwarf. If they fail they may not attack him for 1d6 rounds, but they may restrain him or tie him up. The saving throw is modified by the gully dwarf's level as shown on the Groveling Table.
 Groveling Table
Level	Modifier
1-4 	0
5-8 	-2
9-12 	-3
13+ 	-5
Special Disadvantages: Gully dwarves are usually stupid. A player character gully dwarf is an exception to the rule, being superior to others of his kind by virtue of his ability to think. However, players should not abuse this ability and allow their characters to concoct clever plans and schemes. Intelligence checks may be requested to see if the character could actually come up with such ideas.
The chance of a magical item failing in the hands of a gully dwarf is increased from 20% to 40%.
 Gully Dwarf Racial Adjustment for ThievesAbility Score Modifiers (CBD)#Thieving Skill Adjustments
PP 	OL 	F/RT	MS	HS 	DN	CW 	RL
+10%	-5%	+5% 	– 	-5%	– 	-5%	-25%
==Standard Dwarf Abilities==
Magical Malfunctions: If a magical item is not specifically created for the dwarf's class, there is a 20% chance (40% for gully dwarves) that the item will malfunction when it is used. A check is made each time the dwarf uses the item and affects only the current use; it may work properly the next time. This applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and most other magical items. Also, DMs should note that a malfunction is not usually just a simple failure to function. The item usually does something dramatic and colorful, at the DM's discretion.
* Dwarves have learned to master some magical items. Weapons, shields, armor, gauntlets, and girdles always work.
* Dwarf priests and warrior/priests may use clerical items without malfunction.
* Dwarves also recognize cursed magical items that malfunction in their hands. They may dispose of malfunctioning items.
Combat Bonuses:
* Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack dwarves.
* All dwarves, unless otherwise specified in the sub-class section, gain a +1 bonus to attack orcs, half-orcs, goblins, and hobgoblins. If the campaign background makes it possible, this bonus may be changed. Instead, the object of their hatred may be any other monster. The character may come from a stronghold that has never fought orcs, but does have a long history of warfare against drow and duergar. In that case, give the +1 attack bonus against drow and duergar instead.
** If this option is used, bonuses gained from character kits are added to it.
Saving Throw Modifiers: Dwarves are nonmagical and gain the following bonuses to saving throws against poisons and magical attacks:
 Saving Throw Bonuses Table
Constitution 	Save Bonus
3 	—
4-6 	+1
7-10 	+2
11-13 	+3
14-17 	+4
18-19 	+5
Underground Detection Abilities: All dwarves gain certain detection abilities automatically:
Detect or Determine... 	Roll 1d6
Grade or slope in passage 	1-5
New tunnel/passage construction 	1-5
Sliding/shifting walls or rooms 	1-4
Stonework traps, pits, and deadfalls	1-3
Approximate depth underground 	1-3
== References ==