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Alternative Dwarf Classes

by Craig Antoun

After my OD&D-clone games wrap up, I'm hoping to run some BECMI.
In preparation I've been looking over some classic D&D stuff. The Customisable Classes article in Dragon 109 caught my eye, so I've started to experiment. I thought I'd share my first attempts. I doubt they'll be everyone cup of tea.
Now, if you remake the base classes using this article you end up with different XP costs than the core books. The Cleric for example, becomes more expensive than the Fighter. This makes them a little less useful for general discussion so these classes instead use the results to modify the XP cost of the basic Dwarf class, rather than starting from scratch.
The Classes are a Dwarf-Cleric and Dwarf-Thief, both with the emphasis on Dwarf. The "Cleric" equivalent lacks spells and the "Thief" takes some skills from Skills and Powers to create a "Thief" with a very different feel and play style to a human one. The "Thief" needs a better name.

Alternate Dwarf Classes

Dwarf Runecaster

An alternative to the Dwarf Cleric.
Magic Runes are used to turn undead. Does not cast spells, instead uses magic to create more permanant effects. Begins with ability to create Holy Water, Healing Potions and “Dwarf” (ie Greek) Fire for half cost (As an alchemist). Other reciepies must be found/researched.
At Name Level can craft magic items usable by Dwarves.

Dwarf Runecaster
Hit Points: As Dwarf
Armour: As Dwarf
Weapons: As Dwarf
Racial Abilities: As Dwarf
Use Magic Items: As Dwarf
Saves: As Dwarf
Hit Rolls: As Cleric/Thief
Special Abilities: Turn Undead
  Alchemy
  Create Magic Items at Name Level

XP Chart

Level XP *
1 0
2 2,500
3 5,000
4 10,000
5 20,000
6 40,000
7 80,000
8 160,000
9 310,000
10 460,000
11 610,000
12 760,000

* XP calculations based on base Dwarf Class modified by the example costs given in Dragon 109.
eg. Alchemy +50%, Turn Undead +50%, Fighter Hitrolls downgraded to Cleric -20%
= +80% of 400 XP at first level, rounded off to 300. 300 added to base Dwarf = 2500 XP

Dwarf Sapper

Alternate to Thief
Extra Thief Abilities Taken from Skills and Powers. Thief Skills modified for race as per that book.

Dwarf Sapper
Hit Points: D6/level to 9th level, +1/lvl after
Armour: As Dwarf
Weapons: As Dwarf
Racial Abilities: As Dwarf
Use Magic Items: As Dwarf
Saves: As Dwarf
Hit Rolls: As Cleric/Thief
Special Abilities: Open Locks
  Find/Remove Traps
  Tunneling
  Detect Magic
  Detect Illusion
  Detect Noise
  Finds Secret doors as an Elf.
XP*: As Dwarf

* d6 hitpoints = -50%, hit as cleric/thief -20%, 6 thief abilities +60%, 1 other ability + 10%
Net +0%

Skill Percentages
Level Open Locks F/R Traps Tunneling Detect Magic Detect Illusion Detect Noise
1 25 25 30 15 20 30
2 30 30 35 20 25 35
3 35 35 40 25 30 40
4 40 40 45 30 35 45
5 45 45 50 35 40 50
6 50 50 55 40 45 55
7 55 55 60 45 50 60
8 60 60 65 50 55 65
9 65 65 70 55 60 70
10 70 70 75 60 65 75
11 75 75 80 65 70 80
12 80 80 85 70 75 85

Tunneling:
Digging a 10' long tunnel takes the following times.
Loose Earth 30 Turns, Packed Earth 60 Turns, Rock 180 Turns.
Check for collapse every 10' Loose Earth at -10 and rock at +10. A collapse can be cleared again as if it was loose earth.

Detect Illusion:
90' range, line of sight. Dwarf can determine if image is illusionary.

Detect Magic:
60' range, line of sight. Dwarf can determine relative strength of magic, but not type.