Races

Arctic Dwarves get a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure in addition to regular Pathfinder dwarf traits.

Arctic dwarves must have a craft skill or profession skill to belong to a clan hall, otherwise they are raised as laborers and defenders of the hall and are referred to as 'Rocks'.

Rocks are looked down upon and wander from hall to hall looking for better work or seek their fortune adventuring. Starting arctic dwarf characters receive a free masterwork chain shirt.


Northmen get a +2 to any physical ability score, otherwise, they have Pathfinder human traits.

Metal working is unknown to the northmen tribes, metal items costs twice as much as normal.

Northmen speak their own language instead of Common, those with high intelligence scores usually learn Common.

Snow Leopards get a +4 bonus to Dexterity and a -4 penalty to Charisma.

Snow Leopards are Medium creatures and have a Base speed of 30 feet.

Darkvision 60 feet.

Snow Leopards receive a +4 racial bonus on Acrobatic and Climb skill checks.

Fey Blood: Count as both fey and animals for any effect related to race and take an extra point of damage from Cold Iron weapons.

Ferocity: Once per day, when brought below 0 hit points but not killed, they can fight on for one more round as if disabled.

At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Thick Fur: You treat extreme cold conditions as severe cold, and severe cold as cold weather conditions.

You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia.

Thick Fur: gives you Natural Armor +2.

Claws: 1d4 damage

Fangs: 1d6 bite damage

Languages: Sylvan. Those with high Intelligence scores can choose from the following: Aklo, Common, Dwarf, and Giant.