The Dwarf

Properties

Attributes: +2 Constitution

Favored Skills: Appraise, Craft, Endurance

Size: Medium

Type: Humanoid

Movement: 6m

Features

Darkvision: You possess darkvision 18m.

Stability: A Dwarf gains a +2 bonus on checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Weapon Familiarity: Dwarves treat any weapon with "dwarven" or "dwarf" in the name as martial weapons, rather than exotic weapons. Dwarves treat battleaxes and warhammers as simple weapons.

Never Slow Down: Dwarves can move at full speed even when wearing medium or heavy armor or when carrying a medium or heavy load. However the speed bonus a dwarf receives from the haste spell is still reduced according to the weight of the armor.

Stonecunning: This ability grants a Dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A Dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Tough as Dwarfs: Dwarves possess a +3 racial bonus to fortitude saves. No other race receives a +3 bonus fortitude saves.

Magic Resistance: Dwarves possess an inherent resistance to magic, which is equal to 5 + their level + their constitution modifier.

Racial Powers

Lesser Racial Power: Dwarves possess a +4 dodge bonus to Armor Class against monsters of the giant type.

Greater Racial Power: Whenever a dwarf has not moved in his previous turn he receives DR/- equal to half his level.

Feats: Arcane Conductor, Dwarven Defensive Stance, Dwarven Weapon Training, Foe Of The Large, Iron Skin, Let Me Take This, Olam, Steel Soul, Thane, Thunder Twin, Titan Fighting, Toughness Of A Dwarf

Subraces

Arctic Dwarf

Attributes: +1 Strength, +1 Wisdom, -2 Charisma

Accustomed to Cold: Frost Dwarves gain cold resistance 5.

Tough: Frost Dwarves do not receive a penalty to their HPR due to their size.

Small: You are small and thus gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Furthermore, your HPR is reduced by one.

Moderate Racial Power: An arctic dwarfs cold resistance increases to 15.

Feats: Elemental Rage, Layer Of Ice

Derro

Attributes: +2 Dexterity, -2 Wisdom

Small: You are small and thus gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Furthermore, your HPR is reduced by one.

Madness: Derros may use their charisma modifier instead of their wisdom modifier for their will saves. However, when they roll a natural one on a will save they are confused for one turn, even if they re roll the save to another value.

Moderate Racial Power: Derros count as two levels higher when calculating sneak attack and poison effectiveness.

Feats: None.

Dream Dwarf

Attributes: +2 Intelligence, -2 Dexterity

Lucid Dreaming: Dream Dwarves may choose one spell or psionic power each night. On the next day this spell or power is cast with +1 caster/manifester level.

Moderate Racial Power: A dream dwarf can see ethereal creatures as easily as she sees material creatures and objects. A dream dwarf can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct. Finally, this ability also lets them ignore the miss / fail chance of incorporeal and ethereal beings.

Feats: Dreamsight

Duergar

Attributes: +2 Wisdom, -2 Charisma

Natural Psion: Duergars gain immunity against paralysis and phantasms. Duergars may cast psionic expansion once per day.

Moderate Racial Power: A duergar can use invisibility once per day, using its character level as its caster level and affecting itself only.

Feats: Lingering Invisibility

Gold Dwarf

Attributes: -2 Dexterity, +2 Charisma

Old Enemies: Gold Dwarfs gain +1 on attack rolls versus aberrations and +4 armor class versus dragons.

Silver Tongue: Gold dwarfs receive a +4 on charisma checks to negotiate prices and +2 on performance.

Moderate Racial Power: Sonic based abilities have a by one point higher DC.

Feats: Golden Hue

Mountain Dwarf

Attributes: +2 Strength, -2 Charisma

Old Enemies: The mountain dwarf receives the favored enemy class feature of a level 1 ranger for orcs and goblinoids. However, they may not take any feat that has as prerequisite favored enemy except the extra favored enemy feat for giants.

Moderate Racial Power: The Dwarf no longer needs to take off his armor to sleep. He is no longer fatigued after spending a night in full armor. He receives armor proficiency for armors one higher than normal. If he already have the heavy armor proficiency he receives +1 armor class and 1 less armor check penalty in all armors.

Feats: Loyalty, Shield Dwarf