Languages: Imeittin are seclusive creatures, and only naturally speak Dwarven. Imeittin with high intelligence can choose the following: Aquan, Common, Giant, Goblin, Orc, Sylvan, Undercommon. Racial Traits: Low-light Vision. Coldcunning: Imeittin receive a +2 bonus on Perception checks to notice traps and hidden doors located in ice or metal walls & floors. They receive a check to notice such features whenever they pass within 10 feet of them. Defensive Training: Imeittin receive a +4 dodge bonus to their AC against Abyssal creatures. Endurance: Imeittin get Endurance as a Racial Feat. Freezing Blood: Imeittin have Resistance 5 (Cold). Hatred: Imeittin get a +1 to all attack rolls against Humanoid (Drow) & Outsider (Evil). Slow & Steady: Imeittin have a base speed of 20 ft., but are not affected by armor or encumbrance. Stability: Imeittin receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Touch of Cold: Imeittin are able to do a touch attack, dealing 1d4 cold damage upon contact. Alternate Racial Traits: Camouflaged (Replaces Coldcunning): Some Imeittin are so similar to natural ice, they blend in their surroundings. These Imeittin get +4 to Stealth when in Cold Terrains. Frost Skin (Replaces Freezing Blood): Rare cases of Imeittin have a thin sheet of sleet around their skin, giving them a +2 natural bonus to AC. Hardy (Replaces Endurance): Some Imeittin have a similar immune system to their Dwarven cousins, giving them +2 to all saves against poisons, spells, and spell-like abilities. Spell-like Ability (Replaces Endurance & Touch of Cold): Frigid Touch 1/day. Weapon Familiarity (Replaces Touch of Cold): Although they differ from standard Dwarves, some Imeittin still train with & are proficient with Axes, Picks, and Hammers. They also treat any weapon with 'Dwarven' in its name as a martial weapon.