Level | XP | HD | THAC0 | DE - WA - PY - BR - SP |
---|---|---|---|---|
1 | 0 (1100) | 1d8 | 19 | 11 - 12 - 13 - 13 - 14 |
2 | 2200 | 2d8 | 19 | 11 - 12 - 13 - 13 - 14 |
3 | 4400 | 3d8 | 18 | 10 - 11 - 12 - 12 - 13 |
4 | 8800 | 4d8 | 17 | 10 - 11 - 12 - 12 - 13 |
5 | 17000 | 5d8 | 16 | 08 - 09 - 10 - 09 - 11 |
6 | 35000 | 6d8 | 15 | 08 - 09 - 10 - 09 - 11 |
7 | 70000 | 7d8 | 14 | 07 - 08 - 09 - 08 - 10 |
8 | 140000 | 8d8 | 13 | 07 - 08 - 09 - 08 - 10 |
9 | 270000 | 9d8 | 13 | 05 - 06 - 07 - 05 - 08 |
Dwarves have a smaller hit die and fewer attacks than human fighters but begin play with +1 to their constitution score and much better saves. Dwarves also have adapted to life underground, and can see monsters at distances up to 60' even in complete darkness with their otherworldly thermal vision. Aside from the rare cleric (forbidden from adventuring), dwarves are a very non-magical people.
Dwarves have a +1 to hit anything that's green, like trees, goblins, or orcs. Giant, ogres, trolls, and similar big humanoids have a -4 to hit against dwarf charcters.
It would be impossible to leave the dwarfcrypts on the moon without a prescient understanding of its composite elements. Dwarves can concentrate their psionic abilities to sense the following, at a range of 10 feet:
Psionic Sense | Chance of success | Modifiers |
---|---|---|
Detect sloping or noneuclidean passages | 75% | -- |
Detect new constructions | 75% | -5% per week since change. |
Detect shifting architecture | 2/3 | Automatic success if it's currently shifting. |
Detect stone-related traps | 50% | Automatic success if you allow the risk of triggering all traps in the studied zone. |
Detect depth beneath surface | 50% | (Infinite range) |
Sources: Basic/Expert (by way of OSE), and Gary's advanced books. The saves are 1e fighter saves as 4 levels higher (Dwarf 1 matching Fighter 5). XP requirements and HD from b/x, to-hits from DMG, powers from PHB.