By nature, dwarves are nonmagical and never use magical spells (priest spells are allowed however). This gives a bonus to dwarves' saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 - ½ points of Constitution score. Thus, for example, if a dwarf has a Constitution score of 7 he gains +2 on saving throws.
Also because of their nonmagical nature, however, dwarves have trouble using magical items. All magical items that are not specifically suited to the character's class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items.
BOZ said:a couple questions on that. would we be using these stats as a 1st-level warrior? if so, would an uldra have a +1 BAB?
BOZ said:also for skills, would i be right in assuming they have 12 skill ranks? (2 + 1 Int) X4? if so, i think we can buff up his skills a bit. besides Spot and Listen, we can pick from any of the following hinted to in the text: Craft (carpentry), Craft (gemcutting), Hide (with +4 bonus), Knowledge (nature), Profession (miner)
BOZ said:another thought i had was, instead of having spell-like abilities (it was never mentioned in the text that these were spell-like abilities), i might just give them similar abilities to the druid's wild empathy and trackless step - since they have such an affinity with druidic mysticism anyway.