Vestrik

The Vestrik, or Ash Dwarves, are a semi-nomadic race of Stonefolk dwelling upon the slopes and fertile plains surrounding the Volcano known as the Anvil. The Vestrik are a harsh people, having adapted to a life without stability. They dwell in large tent cities mining the lava for precious gems and upon the volcanic plains farming. Called Ash Dwarves because of the volcanic nature of their home, the Vestrik have embraced the name, using the dark volcanic ash to paint their bodies and to create poisons. Vestrik decorate their beards with beads carved from precious stones and are seen as uncultured and dishonorable savages by the other Stonefolk nations.

D&D 5E Statistics

 * Ability Score Increase: +1 Str, +2 Con
 * Size: Medium
 * Speed: 25 feet. You speed is not slowed down by wearing heavy armor.
 * Darkvision: 60 feet
 * Dwarven Resilience: Vestrik gain advantage on saving throws against poison, and have resistance against poison damage.
 * Dwarven Combat Training: Proficiency with the battleaxe, handaxe, throwing hammer and warhammer.
 * Tool Proficiency: Vestrik gain proficiency with one set of tools (choose one) - Alchemist's supplies, brewer's supplies, or jeweler's tools.
 * Poison Use: Vestrik gain proficency with poisoner's kits and do not risk accidental exposure when failing to harvest poison from a creature.
 * Languages: Dwarven, Genari

Pathfinder Statistics
Racial Traits:
 * Type: Humanoid (Dwarf)
 * Size: Medium
 * Base Speed: 20 ft.
 * Ability Score Modifiers: +2 Str, +2 Con, -2 Int
 * Languages: Automatic - Dwarven, Genari;   Bonus - Bankaru, al-Jharin, Draconic, Giant
 *  Darkvision 60 Feet  - Vestrik can see in the dark up to 60 feet.
 *  Greed  - Vestrik gain a +2 bonus on Appraise checks to determine the value of nonmagical goods that contain precious metals or gemstones.
 *  Poison Use  - Vestrik are skilled in the use of poisons and never risk accidentally poisoning themselves when applying it to weapons.
 *  Scavenger  - Vestrik gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
 *  Slow and Steady  - Vestrik are never encumbered or slowed down by their armor.
 *  Stability  - Vestrik gain a +4 racial bonus to their CMD when resisting bull rush and trip attempts while standing their ground.
 *  Stalker  - Perception and Stealth are always class skills for Vestrik.
 *  Stubborn  - Vestrik gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if they fail such a save, they receive another save 1 round	later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first.