Dwarf

Dwarves are a short stout race that prefer to inhabit the mountain ranges of the world. They are adept miners and craftsmen, and they largely live in giant underground strongholds in the mountains. Dwarves organize themselves into clans, and loyalty to one's clan is the most important thing to a dwarf. No dwarf clan can stand the presence of any other clan, and the clans have been stuck in a perpetual war, called the Dwarf War.

Mechanics

 * +2 Constitution, –2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
 * Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
 * Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions.
 * Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
 * 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. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
 * Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
 * Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability 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).
 * +2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
 * +2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.
 * +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
 * +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
 * +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
 * +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
 * Automatic Languages: Common and Dwarven. Bonus Languages:Giant, Goblin, Orc, and Roendian. Dwarves are familiar with the languages of their enemies and of their closest neighbours.
 * Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.