Dwarf Racial Traits
Since orcs do not exist in the Dragonlance campaign setting Krynnish dwarves lack the Hatred racial trait typical of the standard Pathfinder dwarf. This also negates the +1 bonus on attack rolls against humanoid creatures of the goblinoid subtype associated with this ability.
Hill dwarves have all of the dwarf racial traits listed in Chapter 2 of the Pathfinder Roleplaying Game: Core Rulebook except as follows:
Languages: Hill dwarves begin play speaking Common and Dwarven. Hill dwarves with high Intelligence scores can choose from the following: Elven, Goblin, and Ogre.
Mountain dwarves have all of the dwarf racial traits listed in Chapter 2 of the Pathfinder Roleplaying Game: Core Rulebook except as follows:
+2 Constitution, +2 Wisdom, -2 Dexterity: Mountain dwarves are as tough and wise as their hill dwarven cousins, but less agile.
Dark dwarves have all of the dwarf racial traits listed in Chapter 2 of the Pathfinder Roleplaying Game: Core Rulebook except as follows:
+2 Con, +2 Wis, -4 Cha: Dark dwarves share their cousins’ stamina and common sense, but are far more sullen and reserved.
Darkvision: Dark dwarves can see in the dark up to 120 feet.
Deep Stalker: Perception and Stealth are always class skills for dark dwarves.
Light Sensitivity: Dark dwarves are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Languages: Dark dwarves begin play speaking Common and Dwarven. Dark dwarves with high Intelligence scores can choose from the following: Gnome, Hammertalk, and Ogre.
Gully dwarves have all of the dwarf racial traits listed in Chapter 2 of Races of Ansalon except as follows:
+2 Dexterity, +2 Constitution, -4 Intelligence: Gully dwarves are nimble and resilient. However, their intellectual facilities are severely lacking.
Small: Gully dwarves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Cowardly: Gully dwarves suffer a -4 penalty against all Intimidate checks and saving throws versus fear effects.
Pitiable: Gully dwarves receive a +4 racial bonus on Diplomacy checks to change the initial attitudes of nonplayer characters in order to prevent themselves from being harmed.
Plagueborne: Gully dwarves gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Survival Instincts: Gully dwarves receive a +2 racial bonus to Stealth and Survival skill checks.
Half-dwarves possess the following racial traits:
+2 to One Ability Score: Half-dwarf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-dwarves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-dwarves have a base speed of 30 ft.
Darkvision: Half-dwarves can see in the dark up to 60 ft.
Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.
Resistant: Half-dwarves gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Skilled: Half-dwarves receive a +2 racial bonus on all Craft or Profession checks.
Stability: Half-dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Half-dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Half-dwarves begin play speaking Common and Dwarven. Half-dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).