Dwarf

Racial Traits 	Racial Traits 	Race Point Cost
Type 	Humanoid (dwarf) 	0
Size 	Medium 	0
Base Speed 	Slow 	0
Ability Score Modifiers	Standard (+2 Con, +2 Wis, –2 Cha)	0
Languages 	Standard 	0
Defense 	Bond to the Land (underground) 	2
Defense 	Lesser Defensive Training (giant)	1
Defense 	Hardy 	3
Defense 	Stability 	1
Feat and Skill 	Greed 	1
Feat and Skill 	Master Tinker 	2
Feat and Skill 	Stonecutting 	1
Offense 	Hatred 	1
Offense 	Weapon Familiarity x2 	2
Senses 	Darkvision 	2
Total 	Total 	15
Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors. They are known for their skill in engineering, their ability to withstand physical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
==Standard Racial Traits==
*Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
*Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
*Type: Dwarves are humanoids with the dwarf subtype.
*Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
*Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Galkan, Giant, Goblin, Lalafellan, and Orc. See the Linguistics skill page for more information about these languages.
===Defense Racial Traits===
*Bond to the Land: Dwarves gain a +2 dodge bonus to AC whenever they are underground like within caves and dungeons.
*Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
*Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
*Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
===Feat and Skill Racial Traits===
*Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
*Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
*Master Tinker: Dwarves gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Dwarves are also treated as proficient with any non-exotic weapon they have personally crafted.
===Offense Racial Traits===
*Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
*Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and any weapon with the word “dwarven” in its name.
===Senses Racial Traits===
*Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
==Alternate Racial Traits==
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
=====Replaces Ability Scores=====
*Tavern Hopper: A dwarf who frequents as many taverns as there are hours in the night. These dwarves are strong of gut and quick to make new friends, but all that drinking may have had an impact on their decision making. A dwarf with this racial trait has +2 Con, +2 Cha, and -2 Wis. This racial trait replaces normal starting racial stat modifiers.
=====Replaces Bond to the Land=====
*Mountain Familarity: There are some dwarves who live amongst the heights of mountains and around nature, becoming more in tune with said locales. Dwarves gain a +2 dodge bonus to AC whenever they are amongst mountains and hills, or forests (coniferous and deciduous). This choice is made at character creation, and cannot be changed. This racial trait replaces bond to the land.
=====Replaces Darkvision=====
*Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
*Surface Survivalist: Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision.
=====Replaces Defensive Training=====
*Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
=====Replaces Defensive Training, Hatred=====
*Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.
*Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
=====Replaces Defensive Training, Hatred, Stonecunning=====
*Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
*Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
*Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
*Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.
=====Replaces Greed=====
*Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
*Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
=====Replaces Greed, Master Tinkerer=====
*Iifa Professor: Dwarves who worship the life that the Iifa tree provides often research deeply into the lore and powers of said magics. Dwarves gain a +1 racial bonus on Knowledge (arcana) and Knowledge (nature) checks and counts them as class skills. This racial trait replaces greed and master tinker.
=====Replaces Hardy=====
*Healthy: Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy.
*Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
*Viscous Blood: Dwarves with this trait takes 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain. They can attempt Heal checks to staunch their own bleeding as a swift action each round. This racial trait replaces hardy.
=====Replaces Hatred=====
*Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
=====Replaces Languages=====
*Xenophobic: Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects. This racial trait replaces a dwarf’s normal languages.
=====Replaces Stability=====
*Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
*Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
=====Replaces Stability, Stonecunning=====
*Tightfisted: Dwarves with this racial trait gain a +4 racial bonus to their CMD against disarm and steal combat maneuvers and a +2 racial bonus on Perception checks to notice Sleight of Hand attempts. If a dwarf with this trait notices a Sleight of Hand attempt to steal from him and the dwarf is not flat-footed or has Combat Reflexes, the attempt triggers an attack of opportunity from that dwarf. This racial trait replaces stability and stonecunning.
=====Replaces Stonecunning=====
*Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
*Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
*Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
===Variant Dwarf Heritages===
Although many dwarves follow the general model of the standard dwarf, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here are 4 different potential heritages for dwarf PCs. If you choose to use a specific bloodline instead of the general rules for creating a dwarf, you should work with your GM to ensure that your character’s appearance reflects that bloodline.
*Alternate Ability: While most dwarves focuses on their hatred of orcs and goblins, those of the variant heritages listed below gain a different ability.
==Table: Variant Dwarf Heritages==
Heritage 	Ability Modifiers 	Alternate Whatever 	Description
Conde Petie	The dwarf selects one ally, whenever that ally gets attacked by a creature, gain a +1 racial bonus on attack rolls against that specific creature until it is unconscious.	Unlike most of their kin, those from Conde Petie hold forests and sunlight sacred, and tend to live above the ground. 	
Firstborn 	Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the construct and machina subtypes 	This insular tribe dwells upon great mountains, wearing large metal helms with scarves attached that take upon the appearance of a great beard. When removed, they can easily be mistaken as tarutaru.	
Lilty 	Dwarves gain a +1 racial bonus on attack rolls against creatures of the swarm and troop subtypes. 	The Lilty are proud, stout warriors and the absolute strongest tribe, with plant-like features on their heads. 	
Tomran 	Dwarves gain a +1 racial bonus on attack rolls made against humanoid creatures of an evil alignment or evil subtype. 	Protectors of one of the Dark Crystals, these highly intellectual dwarves create magnificent machines, some unbelievable to the age they live. 	
==Age, Height and Weight==
Table: Dwarf Starting Ages:
Adulthood	Intuitive	Self-taught	Trained
40 	+3d6 	+5d6 	+7d6
Table: Aging Effects:
Middle age	Old 	Venerable	Maximum age
125 years 	188 years	250 years	+2d100 years
Table: Height and Weight
Gender	Base height	Height modifier	Base weight	Weight modifier
Male 	3 ft. 9 in.	+2d4 in.
(3 ft. 11 in.–4 ft. 5 in.)	150 lbs. 	+(2d4×7 lbs.)
(164 – 206 lbs.)
Female	3 ft. 7 in.	+2d4 in.
(3 ft. 9 in.–4 ft. 2 in.)	120 lbs. 	+(2d4×7 lbs.)
(134 – 176 lbs.)
==Racial Feats==
The following feats are available to a dwarf character who meets the prerequisites.
*Brewmaster (Dwarf)
**You can concoct potent brews.
**Prerequisite(s): Craft (alchemy) 1 rank, Profession (brewer) 1 rank, dwarf
**BENEFIT: You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you create.
**Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.
*Cleave Through (Combat, Dwarf)
**You are ferocious at hewing smaller opponents.
**Prerequisite(s): Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.
**BENEFIT: When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.
**Normal: You may only make additional attacks with Cleave against creatures you threaten when you make your initial attack.
*Cloven Helm (Combat, Dwarf)
**Your helm turns aside lethal blows.
**Prerequisite(s): Dented Helm, Hard-Headed, base attack bonus +11, dwarf.
**BENEFIT: When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect a critical hit, you may apply all damage from the critical hit to your helmet before applying any damage to yourself. If you take no damage, any additional effects, such as critical feats or poison, are negated.
*Dented Helm (Combat, Dwarf)
**Your helm protects you from hard hits.
**Prerequisite(s): Hard-Headed, base attack bonus +6, dwarf.
**BENEFIT: When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply half of the damage from the attack to your helmet rather than yourself, applying hardness as normal. If the damage destroys your helmet, any leftover damage is applied to you. After using this feat, you are staggered until the end of your next turn. You may not use this feat if your helmet has the broken condition or the attack ignores armor bonuses to AC.
*Fight On
**You can keep fighting even after you should be dead.
**Prerequisite(s): Con 13; dwarf, half-orc, or orc.
**BENEFIT: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.
*Giant Killer (Combat, Dwarf)
**Your cleaving strokes menace giants and larger foes.
**Prerequisite(s): Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, dwarf.
**BENEFIT: This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.
*Goblin Cleaver (Combat, Dwarf)
**You are ferocious at hewing smaller opponents.
**Prerequisite(s): Str 13, Cleave, Power Attack, dwarf.
**BENEFIT: When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.
*Hard-headed (Combat, Dwarf)
**Your thick skull is almost a weapon unto itself.
**Prerequisite(s): Base attack bonus +1, dwarf.
**BENEFIT: You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against spells and special abilities that cause you to become staggered or stunned.
*Improved Stonecunning
**Your sense for stonework is uncanny.
**Prerequisite(s): Wis 13, dwarf, stonecunning racial trait.
**BENEFIT: You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability’s normal bonus on Perception checks.
*Ironguts
**You have an especially strong stomach.
**Prerequisite(s): Con 13; dwarf, half-orc, or orc.
**BENEFIT: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself).
*Ironhide (Bangaa, Dwarf, Galka)
**Your skin is thicker and more resilient than that of most of your people.
**Prerequisite(s): Con 13; bangaa, dwarf or galka.
**BENEFIT: You gain a +1 natural armor bonus due to your unusually tough hide.
*Ledge Walker (Dwarf)
**You negotiate tiny ledges like a mountain goat.
**Prerequisite(s): Dex 13, dwarf, mountaineer or stability racial trait.
**BENEFIT: You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall prone (such as earthquakes). This bonus does not apply to your CMD against bull rush or trip attacks.
*Let Them Come (Combat, Faction)
**You have trained to fight onrushing enemy hordes. With a carefully timed strike you ensure that their reckless charge will be their undoing.
**Prerequisite(s): Dwarf
**BENEFIT: You treat all one- or two-handed melee weapons as if they had the brace special feature.
**Normal: Only weapons with the brace special feature can be readied against charges.
*Orc Hewer (Combat, Dwarf)
**You are ferocious at hewing your enemies, especially orcs.
**Prerequisite(s): Str 13, Cleave, Goblin Cleaver, Power Attack, dwarf.
**BENEFIT: This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.
*Shatterspell (Combat, Dwarf)
**Your mighty blows shatter your enemy’s magic.
**Prerequisite(s): Disruptive, Spellbreaker, dwarf, 10th-level fighter.
**BENEFIT: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power. You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
*Steel Soul
**You are especially resistant to magic.
**Prerequisite(s): Dwarf, hardy racial trait.
**BENEFIT: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.
**Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.
*Stone-Faced (Dwarf)
**Rocks show more expression than you.
**Prerequisite(s): Dwarf.
**BENEFIT: You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.
*Stone Singer (Dwarf)
**Your songs are in accordance with the ways and lands of your people.
**Prerequisite(s): Cha 13, bardic performance class feature, dwarf.
**BENEFIT: When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.
*Toxic Recovery (Dwarf)
**Your system recuperates from the effects of poisons with astonishing speed.
**Prerequisite(s): Dwarf, hardy racial trait.
**BENEFIT: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.
*Twin Thunders (Combat)
**When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.
**Prerequisite(s): Dwarf, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
**BENEFIT: Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.
==Racial Archetypes==
The following racial archetypes are available to dwarves:
*Dwarven Crossbowyer (Archer; Dwarf)
*Foehammer (Fighter; Dwarf)
*Forgemaster (White Mage; Dwarf)
*Stonelord (Holy Knight; Dwarf)
*Student of the Stone (Monk; Dwarf)
==Favored Class Options ==
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
*Archer: Add +1 foot to the range increment with bows or crossbows. This option has no effect unless the archer has selected it 5 times (or another increment of 5).
*Astrologian: Select one item creation feat known by the astrologian. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
*Bard: Reduce spell failure chance for performing bard songs when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
*Beastmaster: Add +1 to an animal companion’s CMD when adjacent to the beastmaster. If the beastmaster ever replaces his animal companion, the new animal companion gains this bonus.
*Berserker: Add +1 to the berserker’s total number of rage rounds per day.
* Black Belt: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the black belt’s unarmed strike (minimum 0).
*Black Mage: Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
*Blue Mage: Add +1/4 bonus to damage to the blue mage’s natural attacks.
*Chemist: Add +1 foot to the range increment of the chemist’s thrown splash weapons (including the chemist’s bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
*Chocobo Knight: Add +1 hit point to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
*Cleric: Add +1/6 to the cleric’s aura of resolve.
*Dancer: Add +1 to the dancer’s base speed. In combat this option has no effect unless the dancer has selected it five times (or another increment of five). This bonus stacks with the dancer’s fleet class feature and applies under the same conditions as that feature.
*Dark Knight: Add +1/2 hit point to the dark knight’s harm touch ability (whether using it to heal or harm).
*Dragoon: Add +1/3 to the dragoon’s attack rolls with spears, lances, and polearms.
*Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
*Engineer: Add +1/4 armor bonus to the AC of the engineer’s automaton.  If the engineer ever replaces his automaton, the new automaton gains this bonus.
*Fencer: Add +1/4 to the fencer’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the fencer has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
*Fighter: Add +1 to the Fighter’s CMD when resisting a bull rush or trip.
*Gambler: Add +1/2 to Profession (Gambling) skill checks.
*Geomancer: Add +1/2 to earth spell or spell-like ability damage.
*Gunbreaker: Add +1/4 to the shield bonus of the keen edge ability.
*Gunner: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
*Holy Knight: Add +1 bonus on concentration checks when casting holy knight spells.
*Illusionist: Add +1 bonus on concentration checks when casting illusion spells.
*Knight: Add +1 to the knight’s total number of defensive stance rounds per day.
* Medic: Add +1/2 hit point to the amount healed naturally through holistic care.
*Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
*Necromancer: Add +1/6 bonus of DR 1/- to the necromancer’s damage reduction.
*Ninja: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the ninja has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.
*Red Mage: Select one known ruby arcana usable only once per day. The red mage adds +1/6 to the number of times it can be used per day. Once that ruby arcana is usable twice per day, the red mage must select a different ruby arcana.
*Samurai: Add +1/2 to Intimidate skill checks.
*Scholar: Add +1/4 to the scholar’s effective class level when determining the effects of the arcane barrier and arcane grimoire scholar exploits.
*Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s avatar. If the summoner ever replaces his avatar, the new avatar gains this bonus.
*Sword Saint: Add a +1/4 of an additional use of the warleader ability.
*Thief: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to danger sense regarding stone traps.
*Time Mage: Add 1/6 of an additional d3 to one saving throw when you spend a mote to boost a saving throw. (+1d3 for every six times you select this option.)
*White Mage: Add a +1/2 bonus on Knowledge (planes) checks relating to the plane of earth and creatures with the earth subtype.
Category:Races