Frost Dwarf Racial Traits

    • Frost dwarves are native to the frostfell of the Abyss. +4 Constitution, -4 Charisma

    • Medium-sized: As medium-sized creature, frost dwarves have no special bonuses or penalties due to their size.

    • Frost dwarf base speed is 20, and they can move at this speed even if they are wearing medium or heavy armor, or if they are carrying a medium or heavy load.

    • Darkvision: Frost dwarves can see in the dark up to 120 ft. Darkvision is only black and white, but it is otherwise like normal sight, and hill dwarf can function just fine with no light at all.

    • Icecunning: Icecunning grants frost dwarves a +2 racial bonus on Search checks to notice unusual icework, such as sliding walls, icework traps, new construction, unsafe ice or snow surfaces, shaky ice or snow ceilings, or hazards in ice and snow or the like. Something that is not ice or snow but that is disguised as ice or snow also counts as unusual icework. A frost dwarf who merely comes within 10 feet of unusual icework can make a Search check as if he were actively searching and a Frost dwarf can use the Search skill to find icework traps as a rogue can. A frost dwarf can also intuit depth, sensing his approximate depth underground as normally as a human can sense which way is up. Frost dwarves have a sixth sense about icework, an innate ability that they get plenty of opportunity to practice and hone in their frozen lands.

    • Weapon Familiarity: Forst dwarves receive no weapon familiarity, for their remote living habits make them less picky about their weapon of choice.

    • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.

    • Frost dwarves have an innate resistance to magic spells. +2 racial bonus on saving throws against spells and spell-like effects.

    • Frost dwarves are trained in special combat techniques that allow them to fight their traditional enemies more effectively. +1 racial bonus on attacking rolls when fighting frost giants and white dragons.

    • Cold Resistance: 10 - Frost Dwarves are hardy and resistant to cold.

    • Frost Dwarves have the Cold subtype.

    • Light Sensitivity: Frost Dwarves are dazzled in bright sunlight or within the radius of a daylight spell, -1 circumstance penalty to attack rolls, Search checks, and Spot checks when within sunlight, and this penalty is always present when travelling outdoors day or night.

    • This bonus represents a special training that Frost Dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his loses his dodge bonus, too. +4 dodge bonus against gaints.

    • Cold Tolerant: Frost Dwarves gain a +2 bonus on saving throws against cold-ice base effects. Frost Dwarves can also exist comfortably in conditions between -20 and 90 degrees F without having to make a fortitude save. This counts as it the dwarf had the Cold Endurance feat for the purposes of fulfilling prerequisites for other feats or prestige classes.

    • +2 racial bonus on Appraise checks that are related to ice, snow, & other frostfell materials, Frost dwarves are familiar with valuable items of all kinds.

    • +2 racial bonus on Craft checks that are related to ice, snow, & other frostfell materials, Frost dwarves are especially capable with ice, snow, & other frostfell materials.

    • Automatic Languages: Dwarven and Merchant's Tongue. Bonus Languages: Giant. Frost dwarves are familiar with the language of their greatest nemesis.

    • Favored Class Druid. A multiclass dwarf's Druid class does not count when determining whether he takes an experience point penalty for multiclassing.