freyar said:
First zebranaur and now these. I think there is an excess of centaur-kin!
Oh, most certainly. In fact, 2 more are waiting in the queue.
Most of the rest you mentioned makes sense. Here are the dwarf traits, minus those you suggested we exclude:
+2 Constitution, –2 Charisma.
A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 60 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
Favored Class: Fighter.
Centaur's racial modifiers:
+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
Applying the dwarf's +2 Constitution, –2 Charisma yields:
+8 Strength, +4 Dexterity, +6 Constitution, –2 Intelligence, +2 Wisdom, –2 Charisma.
Which yields the same results as your suggested stat modification above.
About the only other thing I'd change is to drop stability.