Jungle Dwarf Racial Traits

    • Wild Dwarves are stout and tough, but tend to be gruff and reserved. +2 Constitution, -2 Charisma.

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

    • Jungle Dwarves 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.

    • Low-light Vision: Jungle Dwarves can see twice as far as a human in starlight, moonlight, torchlight and similar condition or poor illumination. They retain the ability to distinguish color and detail under these conditions.

    • Weapon Familiarity: Jungle Dwarves may treat the blowgun as a martial weapon, rather than exotic weapon. The blowgun is such an integral part of jungle dwarf life that all jungle dwarves learn to use the weapon.

    • 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.

    • Jungle Dwarves are hardy and resistant to toxins. Jungle Dwarves are immune to the knockout effects of poison. +3 racial bonus on saving throws against poison.

    • Jungle Dwarves have develope a strong resistance to disease of all types. +3 racial bonus on saving throws against disease.

    • Poison Use: Jungle Dwarves work with poisons from an early age, and they never accidentally poisoning themselves when applying poison to a weapon.

    • Jungle 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 orcs, and goblinoid.

    • This bonus represents a special training that Jungle 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 dodge bonus, too. +4 dodge bonus against giants.

    • +2 racial bonus on Spot checks, Jungle dwarves have keen eyesight.

    • +2 racial bonus on Heal, Knowledge (nature), and Survival checks, Jungle dwarves know a great deal about what lives in the jungle, and are adept at finding it (or avoiding it, as the case may be).

    • Heat Tolerant: Jungle Dwarves gain a +2 bonus on saving throws against heat-fire base effects. Jungle Dwarves can also exist comfortably in conditions up to 120 degrees F without having to make a fortitude save. This counts as it the dwarf had the Heat Endurance feat for the purposes of fulfilling prerequisites for other feats or prestige classes.

    • Automatic Languages: Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Wild dwarves are familiar with the languages of their enemies and of their subterranean allies.

    • Favored Class Barbarian. A multiclass dwarf's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarves culture extols the virtues of nature and battle, and the vocation comes easily to these dwarves.