Wound Die Type 1d12
Racial Chakra Modifier +1
+2 Constitution
+2 Wisdom
-2 Charisma
Dwarves are stout and tough but tend to be gruff and reserved.
Size: Medium
Base Speed: 20 feet
However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions).
Medical Class: Group I-b (Near Human)
Specific Feat: Endurance Feat at First level.
Low-light vision
A dwarf can see twice as far as a human in areas of dim illumination.
+2 racial bonus against Poisons.
+4 racial bonus against Diseases
While Possessing no bonuses to Crafting due to their primative nature, Jungle dwarves still retain their skills at mining, they gain a +2 bonus on mining Iron, Stone and can be taught by another race up to two more materials to get this bonus applied to.
RP: 12
Ability Scores; Standard
Attributes; Enhanced Spiritual +2 RP
Slow: -1 RP
Endurance Feat: 2 RP
Dwarven Mining (4 Materials): 2 RP
Dur Authalar Disease Tolerance +2 RP
Dur Authalar Poison Tolerance I +1 RP
Low-light Vision: 1 RP
Stability: 1 RP
Stone-cunning: 1 RP
Wood-cunning: 1 RP
This Dwarven sub-race was little-known except by those familiar with the jungles of South Region of the empire, The province of Na'varin Military center of the empire has a extremely high Jungle Dwarf Population.
The jungle Dwarves were smaller than most other dwarves but sturdy and well-muscled.Over millennia in the hot jungles, they had developed a strong resistance to the diseases native to the region. They wore very little, if any, clothing, and greased their tattoo-covered dark skin to keep away insects and make themselves slippery. Both males and females could grow beards, and their beards and woven hair provided satisfactory covering for their otherwise naked bodies.
They often plastered themselves, skin and hair, with a special form of dried mud native to the region, which served as a surprisingly effective armor.
For adornment, they Traded with the Desert Dwarves for earrings, bracelets and necklaces made out of bone, this is also their primary source of weaponry so one should expect high quality weapons made from stone,iron bone and bronze.
As a rule, jungle dwarves were not trusting of strangers, and would avoid detection whenever possible. Jungle dwarves were used to certain magics—such as those granted their Priests and druids, even the elemental magic of shamans—and treated it no differently than they would the power of a healing herb or a warrior's strength in battle. however they have been known to become fearful of rarer forms of magic.
Stonecunning:
This ability grants a dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a dwarf can use the Perception skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Woodcunning
In the Great jungles of na'varin many magical wood structures are build into the trees and landscape from elven habitation thousands of years ago, the jungle dwarves make use of these abandoned tree outposts as small villages, they can apply their Stonecunning to unusual woodwork.
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 on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).