Dwarf

Dwarves may have alternate ability score adjustments of +2 Dexterity, +2 Intelligence, and -2 Strength.

**Hit Points** 6

#### Size and Type

Dwarves are Medium humanoids with the dwarf subtype.

#### Darkvision

Dwarves can see up to 60 feet in the dark.

#### Slow but Steady

Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.

#### Stonecunning

Dwarves gain a +2 bonus to 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.

#### Traditional Enemies

Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype.

#### Weapon Familiarity

Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.

### ALTERNATE RACIAL TRAITS

#### Adamant Mage

**Source** SCOM

Dwarves with this trait gain a +2 racial bonus to AC against attacks of opportunity provoked by casting a spell and against readied actions triggered by spellcasting.

This replaces weapon familiarity.

#### Mining Expert

**Source** SCOM

Dwarves can be skilled at delving for riches, gaining a +2 racial bonus to Physical Science and Profession (miner) checks.

This replaces stonecunning.

#### Opposite Reaction

**Source** SCOM

Rather than train with ancient weapons and focus on traditional enemies, some dwarves turn to combat techniques suited to dwarf physiology. These dwarves gain a +4 racial bonus to KAC against reposition combat maneuvers. Also, when an opponent fails a bull rush, reposition, or trip combat maneuver against such a dwarf by 5 or more, the dwarf can attempt a trip combat maneuver against that opponent as a reaction.

This replaces traditional enemies and weapon familiarity.

#### Ship Dwarf

**Source** SCOM

Some dwarves have adapted to life in homes where interaction with other cultures is a constant, and where light can be summoned with the flick of a switch. Ship dwarves gain a +2 racial bonus to Sense Motive and Culture checks.

This replaces darkvision.

#### Tradition Mender

**Source** SCOM

There is a movement among dwarves to heal past prejudices, and make friends with beings once deemed foes. These dwarves gain a +2 racial bonus to Diplomacy and Sense Motive checks.

This replaces traditional enemies.

#### Climbing Dwarf

**Source** SCOM

Unlike most of their kin, dwarves living in space feel more at ease when in the air than when grounded. These dwarves have a land speed of 25 feet. They gain a +4 racial bonus on Acrobatics and Athletics checks to avoid becoming off-kilter and can always take 10 on such checks. They also have a climb speed of 25 feet, but only for moving along a wall with handholds or some other kind of ladder at full speed.

This replaces slow and steady.