Str 12 -2
Dex 12 -2
Con 14(+2) -5
Int 11 -1
Wis 16(+2) -10
Cha 10(-2)
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Medium Creature so No Problems there
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
I'm assuming I won't need languages?
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Are these Really going to be used?
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
This one I imagine will.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
I'm not seeing a real issue with these as far as unusability
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.
Senses Racial Traits
Honestly this makes me think of Toph
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
Not really usefull...Maybe it's a leftover FireNation hatred? Edit : Nvm
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Earth Bender
‘Earth’ Element Feat
You can command and control the earth to move as if alive with the power of you will.
Duration: Instantaneous
Range: 10 ft. per your chakra level
Effect: You fire a blast of gravel earth at your opponent inflicting 1d6 points of non-lethal physical damage per your chakra level plus charisma modifier. This is a ranged attack roll, no saving throw to
resist this damage, though armor and other forms of physical damage resistance apply. If the target of this attack is not wearing eye protection he must also make a Fortitude saving throw (DC 10 +
chakra level + cha mod.) be blinded for a number of rounds equal to one-half your chakra level. Although you can use this power with multi-attack, you cannot attack the same target with this power more than once per round.
Children of the Rock
Earth element masters draw much of their power from the earth and stone.
While your feet are in contact with rock or stone you can enhance your damage by +2 circumstance bonus on kata damage, but if you are submerged in water to are unable to use earth abilities.