Only thieves of higher level can sneak attack if in light armor.
Animal Reflexes
Suprised 1 in 6 if in light armor.
Hunter
Surprise others 1 in 3 if in light armor in wilderness.
Runner
5 ft extra tactical movement if in light armor.
Rage
Once per day, rage for 10 rounds. +2 AB, +2 DAM, +2 WIS saves, -2 AC. Save vs spells to end. Afterwards fatigued 1 hour -2 AB, -2 DAM, -2 AC.
Darkvision
See 60 feet in the dark
Stone Construction
Detect slanting passages, traps, shifting walls, and new construction 1-2 on 1d6
Dwarven Save Bonuses
+4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath
Former Profession
None
Roleplaying Bonuses
Combative: Fights in combat. Strong: Use strength to good effect. Berserker: Rages. Vandal: Destroys the unnatural. Primative: Uses primitive methods when sophisticated solutions are available. Rugged: Rugged, resilient, courageous. Endures hardship with no complaining or being afraid. Stubborn: Unwavering, steadfast, headstrong, obstinate. Suspicious: Cautious, wary, hesitant to trust easily, skeptical. Trencherman: Enjoys a hearty meal and a strong drink Dour: Taciturn. Humorless (except black humor). Stonework Expert: Discovers something important based on knowledge of stonework. Comfortable Underground: Adventures underground and not in a city, on water or in daylight. Haggler: Drive a hard bargain. Conformist: Respects law or tradition Greedy: Gathers wealth, especially territory.