Subrace Distinctions (CBD)

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Each subrace has the following elements:
Ability Score Adjustments are made to the character's attributes when the subrace is first selected. Add them to or subtract them from your rolled attributes and enter them on your character sheet.
Ability Scores list the maximum and minimum abilities scores that a character of that subrace can have when created. A character whose attributes exceed the maximum is reduced accordingly. If he does not qualify for the minimum attributes, he must choose another subrace.
A character's ability scores may change through play, in which case he may exceed or fall below those given here. Initially, the character's scores must conform to the those of the subrace.
Languages are the languages commonly known by members of the subrace. Depending on the campaign background, all dwarves may speak the same language or different languages such as hill, deep dwarf, or duergar. If all dwarves speak the same language, entries such as "hill dwarf" are treated as dwarf. Your character always speaks his own native language.
If you are using the nonweapon proficiency system, languages cost proficiency slots as described in the proficiencies chapter. A character's own language does not cost a slot. Without the proficiency system, your character will know a number of additional languages depending upon his Intelligence score (see Player's Handbook).
Infravision gives the range of the subrace's infravision in feet.
Special Advantages that the race enjoys are listed here. Advantages common to all subraces are not included, but will be covered later.
Special Disadvantages, such as fighting at penalties in bright light, are described here.
Racial Enmities sometimes allow special combat modifiers to take effect when fighting specific enemies.
Additional Experience Costs are levied against certain subraces because they benefit from a number of advantages, which make them more powerful than others. To balance this, they are required to earn additional experience points before they can gain a new level. These additional experience point costs are expressed in terms of percentages that need to be earned. A +10% experience cost indicates that members of the subrace must earn an additional 10% experience points to increase in level.
For example, deep dwarves require an additional 10% experience points. A 1st-level deep dwarf warrior therefore requires 2,200 experience points to become a 2nd-level warrior instead of the usual 2,000. A 3rd-level deep dwarf thief would require 5,500 experience points to become a 4th-level thief.
In the case of multi-class characters, the character needs to gain the additional experience points in both classes. A 1st-level deep dwarf warrior/cleric requires 1,650 experience points to achieve 2nd-level priest status, and 2,200 to become a 2nd-level warrior.
Life Expectancy is an average, used to determine initial and maximum ages of characters.
Category:The Complete Book of Dwarves