Arctic Dwarf Campaign
Races
Arctic Dwarves get a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure in addition to regular Pathfinder dwarf traits.
Arctic dwarves must have a craft skill or profession skill to belong to a clan hall, otherwise they are raised as laborers and defenders of the hall and are referred to as 'Rocks'.
Rocks are looked down upon and wander from hall to hall or seek their fortune elsewhere. All metal armor, axes and hammers cost half as much for arctic dwarf characters.
Northmen get a +2 to any physical ability score, otherwise, they have Pathfinder human traits.
Northmen can only be barbarians, rangers, druids or bards at the start of the game. Metal working is also unknown to the northmen tribes, metal items costs twice as much as normal.
Northmen speak their own language instead of Common, those with high intelligence scores usually learn Common.
Snow Leopards get a +4 bonus to Dexterity and a -4 penalty to Charisma.
Snow Leopards can only be barbarians or rangers.
Medium creatures and have no bonuses or penalties due to their size.
Base speed of 30 feet.
Darkvision 60 feet.
Snow Leopards receive a +4 racial bonus on Acrobatic and Climb skill checks.
Fey Blood: Count as both fey and animals for any effect related to race and take an extra point of damage from Cold Iron weapons.
Ferocity: Once per day, when brought below 0 hit points but not killed, they can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Thick Fur: +8 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure and Natural Armor +2.
Claws: 1d4 damage
Fangs: 1d6 bite damage
Languages: Sylvan. Those with high Intelligence scores can choose from the following: Aklo, Common, Dwarf, and Giant.