Ice dwarves can take a hit and are sturdy like every other dwarf, and their time spent in nature increases their sense of understanding. +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma.
Medium-sized: As medium-sized creature, ice dwarves have no special bonuses or penalties due to their size.
Ice 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: Ice dwarves can see in the dark up to 60 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 ice 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 ice dwarf can use the Search skill to find icework traps as a rogue can. A Ice dwarf can also intuit depth, sensing his approximate depth underground as normally as a human can sense which way is up. Ice dwarves have a sixth sense about icework, an innate ability that they get plenty of opportunity to practice and hone in their frozen lands.
Stuncunning: Stonecunning grants Ice dwarves a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework. A ice dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A ice dwarf can also intuit depth, sensing his approximate depth underground as normally as a human can sense which way is up. Ice dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Ice 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.
Ice dwarves have an innate resistance to magic spells. +2 racial bonus on saving throws against spells and spell-like effects.
Ice 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 giants type, orcs, and goblinoid.
This bonus represents a special training that Ice 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.
+2 racial bonus on Survial checks when in the frozenlands or mountains, Furthermore, Survial (mountainous regions or frostfell regions) is always a class skill for the ice dwarves.
Cold Tolerant: Ice dwarves gain a +2 bonus on saving throws against cold-ice base effects. Ice 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 stone, metal, ice, and snow, Ice dwarves are familiar with valuable items of all kinds.
+2 racial bonus on Craft checks that are related to stone, metal and ice, and snow, Ice dwarves are especially capable with stonework and metal.
Automatic Languages: Dwarven and Merchant's Tongue. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Ice dwarves are familiar with the languages of their enemies and of their subterranean allies.
Favored Class Ranger. A multiclass dwarf's Ranger class does not count when determining whether he takes an experience point penalty for multiclassing.