Sundered 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: None.
Special Disadvantages: Sundered dwarves are claustrophobic. A sundered dwarf must roll a successful saving throw vs. death in order to overcome his fear of the underground before he can enter dungeons, caves, and tombs. If the check fails, he may not enter. Once underground he must make a saving throw each day. If he fails, he will want to leave the underground by the most direct route.
Underground, a sundered dwarf attacks with a -2 penalty to his rolls. Should he fail his claustrophobic saving throw, the penalty increases by -1 for each additional day he stays underground. If he fails to reach open air, he may attempt further saving throws each day to overcome his claustrophobia. These saving throws are made at the same penalty as the dwarf's current attack roll penalty.
 Sundered Dwarf Racial Adjustment for ThievesAbility Score Modifiers (CBD)#Thieving Skill Adjustments
PP	OL 	F/RT	MS 	HS 	DN	CW	RL
– 	+5%	+10%	+5%	+5%	– 	– 	-10%
==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 ==