Ability Score Modifiers (CBD)

__TOC__
==Constitution 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
: Deep dwarves add a +1 to all above bonuses.
==Magical Malfunctions==
Although they gain some benefits from being nonmagical, dwarves suffer from it as well. 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.
==Underground Detection Abilities==
Since dwarves are essentially creatures of the underground, they 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
==Combat Bonuses==
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.
==Character Class Maximum Levels==
The maximum levels dwarves can achieve are restricted and are listed according to subrace. Multi-classed characters may advance to the maximums of each class.
 Standard Class Limit Table
Subrace 	Character Class	Character Class	Character Class
Subrace 	Warrior 	Priest 	Thief
Hill 	15 	10 	12
Mountain	16 	10 	12
Deep 	14 	12 	10
Duergar 	12 	12 	14
Sundered	14 	10 	15
Gully 	8 	8 	16
==Exceeding Level Limits==
Characters may exceed the maximum levels and advance to any level, but they must earn two, three, or even four times the amount of normal experience points required for each level. This is an optional rule.
Alternatively, a character may exceed maximum level limits if he has extremely high ability scores in his prime requisites. For example, a hill dwarf warrior is limited to 15th-level. With a Strength of 18, he may be allowed three bonus levels and advance to 18th-level. Bonus levels required are as follows:
 Bonus Levels Table
Prime Requisite	Bonus Levels
14-15 	+1
16-17 	+2
18 	+3
19 	+4
==Movement Rates and Encumbrance==
All dwarf subraces have a base movement rate of 6. If the optional encumbrance rules are used, these may be adjusted for dwarf characters. Because they are stocky and sturdy folk, they are more adept at carrying heavy loads than other races. To simulate this with the encumbrance category rule, allow dwarves to reduce the movement penalty as follows: Light encumbrance has no effect on movement, Moderate reduces movement by one-third, Heavy by one-half, and Severe by two-thirds.
If the optional system is used, the character's movement rate is determined using Table 48 on page 78 of the Player's Handbook, except that the modified movement rate is read from the next column to the left. Cross reference the character's Strength with his encumbrance. At the top of the column is the movement rate, shift one column to the left and use the modified movement rate. For example, a dwarf with a Strength of 16, carrying 100 pounds, has a movement rate of 5.
==Thieving Skill Adjustments==
The Thieving Skill Subracial Adjustment Table gives adjustments to be made to a character's thieving skills by subrace. Those for hill and mountain dwarves are the same as in the Player's Handbook.
 Sub-racial Thieving Skill Adjustments Table
Skill 	Hill	Mtn.	Deep	Duergar	Sundered	Gully
Pick Pockets 	— 	— 	+5% 	+5% 	— 	+10%
Open Locks 	+10%	+10%	— 	— 	+5% 	-5%
Find/Remove Traps	+15%	+15%	+10%	+10% 	+10% 	+5%
Move Silently 	— 	— 	— 	+10% 	+5% 	—
Hide in Shadows 	— 	— 	+5% 	+5% 	+5% 	-5%
Detect Noise 	— 	— 	— 	+10% 	— 	—
Climb Walls 	-10%	-10%	-10%	-10% 	— 	-5%
Read Languages 	-5% 	-5% 	-15%	-15% 	-10% 	-25%
Category:The Complete Book of Dwarves