Enduranc: +1
Darkvision: The extraordinary ability to see with no light source at all, up to 60 feet. The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure. However; everything is seen in black and white only
This skill does not allow characters to see anything that they could not see otherwise - invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a character to gaze attacks normally.
The presence of light does not spoil darkvision. If a character has darkvision with a 60-foot range, and he stands within a 30-foot radius of light, the character can see normally in the light, and 30 feet beyond the light because of his darkvision.
Sense of the Deep: This gift's effects are permanent once learned. While underground, the Dwarf automatically knows which direction is north, and can instinctively retrace their path to the exit. While above ground gains a 50/50 shot of directional sense. Character senses when they have failed but cannot roll again. (Note that this direction sense can be tampered with by other powers.) The character can also see in full darkness while underground.
These Two Hands: Dwarves have a natural inclination to be builders. This gives them an advantage to the following skills: Mechanic, Craftsman, Armorer, and Inventor
Blood of the Forge: Gains an advantage to Geokinesis or Geomancy as well as Pyrokinesis or Pyromancy
Poison Resistance: As a hardier race a Dwarf gains an additional +5 poison resistance.
Alcohol Immunity: Dwarves are naturally immune to the effects of alcohol.
Skills require a 90 or above in Racial skill. Player can choose only two.