| Dwarf Level Progression | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| level | XP | Title | HD | THAC0 | D | W | P | B | S |
| 1 | 0 | 1d8 | 19[0] | 8 | 9 | 10 | 13 | 12 | |
| 2 | 2,800 | +1d8 | 19[0] | 8 | 9 | 10 | 13 | 12 | |
| 3 | 5,600 | +1d8 | 19[0] | 8 | 9 | 10 | 13 | 12 | |
| 4 | 11,200 | +1d8 | 19[0] | 8 | 9 | 10 | 13 | 12 | |
| 5 | 23,000 | +1d8 | 17[+2] | 6 | 7 | 8 | 10 | 10 | |
| 6 | 46,000 | +1d8 | 17[+2] | 6 | 7 | 8 | 10 | 10 | |
| 7 | 100,000 | +1d8 | 17[+2] | 6 | 7 | 8 | 10 | 10 | |
| 8 | 200,000 | +1d8 | 17[+2] | 6 | 7 | 8 | 10 | 10 | |
| 9 | 300,000 | +1d8 | 14[+5] | 4 | 5 | 6 | 7 | 8 | |
| 10 | 400,000 | +3 | 14[+5] | 2 | 3 | 4 | 5 | 6 | |
While dwarves typically have no skill as magic-users, the wondrous magical armaments of their smiths are legendary. Masters of an ancient secret tradition, dwarf runesmiths wield magic by binding it into runes of power.
Prime requisites: A dwarf runesmith with at least 13 STR and INT gains a 5% bonus to experience. A dwarf runesmith with a STR of at least 16 and an INT of at least 13 receives a +10% XP bonus.
Weapons: Dwarves’ stature means they can only use small or normal-sized weapons. They cannot use longbows or two-handed swords.
Working in a suitable forge, a dwarf runesmith can craft battle axes, war hammers, shields, and mail of exquisite quality. The items that can be created depend on the character’s level:
| Magic Armaments Time and Cost | ||
|---|---|---|
| Item | Time | Cost Per Plus |
| Chain mail | 4 months | 8,000gp |
| Plate mail | 6 months | 10,000gp |
| Shield | 1 month | 2,000gp |
| Battle axe | 5 weeks | 10,000gp |
| War hammer | 3 weeks | 6,000gp |
See Strongholds in OSE for full details on building.
Standard forge (any level): 3,000gp.
Runic forge (from 9th level): 25,000gp.
Dwarf runesmiths learn to craft runes of power—secret, carved symbols imbued with magic. At 1st level, a runesmith only has knowledge of a single rune of power, selected by the referee (who may allow the player to choose). The runes of power are described on p8.
Learning new runes: Upon gaining an experience level, a runesmith can learn a single new rune through training (1 week with a mentor) or magical research.
Carving runes: A runesmith must perform a special ritual to carve a rune into an object and imbue it with magic. Once carved, the rune glows with magical energy. When its power is expended, the rune dims, becoming a mere carved pattern.
Restrictions: Carving runes requires a simple tool, such as a dagger. An object can only hold 1 active rune at a time, and runes cannot be carved onto magic items.
Time: Carving a rune of power takes 1 turn. If the runesmith is interrupted at any point during the carving ritual, the magic is lost and they must begin again.
Maximum number of runes: Laws of deep magic govern the runes. A runesmith can carve each rune they know but once per day and can only have active runes equal to their level at a time. If a runesmith carves runes beyond their limit, their other runes lose their power, starting with the first carved.
Magical research: A dwarf runesmith of any level can spend time and money on magical research. This allows them to learn new runes (2 weeks, 1,000gp) and to research other magical effects. Researched effects must be within the scope of the runesmith class, as judged by the referee. See Magical Research in OSE.
Dwarves have infravision to 60’ (see Darkness under Hazards and Challenges.)
Dwarf brewmasters gain a +2 bonus to saving throws against ingested poisons
Dwarves have a 2-in-6 chance of hearing noises.
A dwarf runesmith may construct a special runic forge at the heart of a stronghold. Some magic items can only be created in this forge: +3 armaments, dwarven throwers (24,000gp), and other items with unique powers.
When the forge is complete, 1d6 1st level runesmiths will arrive to apprentice under the character.
Link to the Runes of Power