Class skills: Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Geography), Perception, Profession, Ride, Spellcraft, Stealth, Survival and Swim
Armour Check Penalty: -3 from Hide
Skill Modifiers
Conditional- See Greed in Racial Features
Knowledge (Dungeoneering)= 4 (+1 Skill Point, +3 Class Skill)
Knowledge (Nature)= 4 (+1 Skill Point, +3 Class Skill)
Knowledge (Geography) = 4 (+1 Skill Point, +3 Class Skill)
Perception= 2 (+2 Wisdom)
Conditional- Free check within 10 feet of trap within stonework and when faced with unusual stonework anywhere. +2 on these checks. See Stonecunning
Sense Motive= 6 (+1 Skillpoint, +2 Wisdom, +3 Class Skill)
Stealth= 4 (+1 Skill Point, +3 Dexterity, +3 Class Skill, -3 whilst wearing Hide)
Survival= 6 (+1 Skill Point, +2 Wisdom, +3 Class Skill)
Class Features:
Simple & Martial Weapon Proficiency
Armour Proficiency (Light, Medium)
Shield Proficiency (except Tower)
1st favoured enemy: Humanoid (Goblinoid)
+2 bonus to Bluff, Knowledge, Perception, Sense Motive and survival against creatures of this type. Likewise gains a +2 bonus to weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger adds his ranger level and his Charisma bonus to determine the wild empaphy check result. Takes a -4 when attempting to influence a magical beast with an intelligence score of 1 or 2.
Racial Features:
# Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
# Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
# Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.
# Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
# Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
# Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
# Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
# Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
# Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
# Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Feats: Toughness (1st level feat)