Wild Dwarf

Wild dwarves are primitive inhabitant of the jungle. They have largely rejected the clan based craft- and smith-oriented culture of their dwarf cousins, choosing instead to live in hunting bands with ever shifting memberships. Wild dwarves are dark-skinned, short and stout, with dark brown eyes. Their heavenly tattooed bodies are covered with grease to ward off insects.

Wild Dwarven Ability Adjustments: +2 Con, -2 Cha.
Favored Class (Barbarian): A multiclass wild dwarf's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

- Darkvision: Wild Dwarves are able to see in the dark.
- Improved Hardiness vs. Poisons: +3 racial bonus on saving throws against poisons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Resist Disease: +4 racial bonus on saving throws versus disease.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to Lore checks.
- Use Poison: Wild Dwarves gain automatic success when coating a weapon with poison
- Resist Fire: Innate fire resistance of 5
- Small Stature:
+1 size bonus to attack rolls.
+1 size bonus to AC.
+4 size bonus to Hide checks.
- Dwarven: Wild Dwarves count as Dwarves for the purpose of spells.

Racial Feats
Darkvision
Hardiness vs. Spells
Battle Training vs. Orcs
Battle Training vs. Goblins
Battle Training vs. Giants
Skill Affinity (Lore)
Small Stature
Resist Disease
Dwarven
Hardiness vs. Poison (3)
Resist Fire 5
Use Poison