Unless otherwise noted these dwarves apply most of what is already written in the core rulebook about dwarves to their cultures.
Desert dwarves worry more about dragons than goblinkind. They also appreciate well applied magic.
Guardian dwarves care little about orcs, giants or goblinoids. They focus on aberrations and threats from below the mines.
Tundra dwarves are fairly standard, but ride bears into combat and specially breed some to hibernate in the summer so they always have mounts available.
Desert
+2 Dex, +2 Int
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Arcane Focus: These dwarves gain a +2 Racial bonus on concentration checks to cast spells defensively
Desert Runner: These dwarves thrive in the deepest deserts, forever roaming across burned and parched lands. They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments. They take an equal penalty when subjected to cold environments. In addition when in a desert environment they may move through natural difficult terrain at their normal movement and take a 5 foot step. Magically altered terrain affects them as normal.
Diplomat: These dwarves are skilled diplomats and masters of language. They gain a +4 on linguistics and two languages when they put 1 point into linguistics. Due to their skill as diplomats they gain a +2 to Diplomacy to gather information and a +2 to Sense Motive to get a hunch on a social situation. Finally if they have an Intelligence score of 11 or higher they gain the following spell-like abilities 1/day: Comprehend Langauges, Detect magic, Detect Poison, Read magic.
Weapon Familiarity: Dwarves are proficient with battleaxes, falchions, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Draconic.
Guardian
+2 Str, +2 Int
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
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 to their CMB on attempts made to grapple such creatures (or to continue a grapple). These dwarves reduce the penalty for using Stealth while moving by –5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this ability).
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.
Rock Stepper: These dwarves 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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Darkfolk, Gnome, Goblin, Orc, Terran, and Undercommon
Tundra
+2 Con, +2 Wis
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Glacier Dweller: These dwarves thrive in the deepest tundras, forever roaming across frozen and parched lands. They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or cold environments. They take an equal penalty when subjected to hot environments. In addition when in a tundra environment they may move through natural difficult terrain at their normal movement and take a 5 foot step. Magically altered terrain affects them as normal.
Heart of Ice: These dwarves are renowned for being stubborn. They receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but can try one on the second round if the first reroll ability fails). They are also supremely adapted to their environment gain a resistance to cold of 5.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Aquan, and Northern.