Badland Dwarf Racial Traits

    • Badland Dwarves are stout and tough, but tend to be gruff and reserved. +2 Constitution, -2 Dexterity.

    • Medium-sized: As medium-sized creature, Badland Dwarves have no special bonuses or penalties due to their size.

    • Badland Dwarf base speed is 20, and they can move at this speed even if they are wearing medium or heavy armor, or if they are carrying a medium or heavy load.

    • Darkvision: Badland Dwarves can see in the dark up to 60 ft. Darkvision is only black and white, but it is otherwise like normal sight, and hill dwarf can function just fine with no light at all.

    • Waterwise: Badlands dwarves gain a +2 racial bonus on Survival checks to find water, and a +2 racial bonus on Search checks to locate architectural and natural features that involve water. This ability works on pipes and sluices, traps that use water or other liquids, and natural or supernatural hazards involving water. A badlands dwarf who merely comes within 10 feet of an unusual water-related construction or hazard can make a Search check as if he were actively searching, and a badlands dwarf can use Search to find water-based traps as a rogue can.

    • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

    • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.

    • Badland Dwarves are hardy and resistant to toxins. +2 racial bonus on saving throws against poison.

    • Badland Dwarves have an innate resistance to magic spells. +2 racial bonus on saving throws against spells and spell-like effects.

    • Badland Dwarves are trained in special combat techniques that allow them to fight their traditional enemies more effectively. +1 racial bonus on attacking rolls when fighting orcs, goblinoid, dargons and reptilian subtype.

    • This bonus represents a special training that Badland Dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his loses his dodge bonus, too. +4 dodge bonus against gaints.

    • A Badland Dwarf can go without water for two days (48 hours), plus a number of hours equal to his Constitution score, before beginning to experience the ill effects of Dehydration.

    • Heat Tolerant: Badland Dwarves gain a +2 bonus on saving throws against heat-fire base effects. Badland Dwarves can also exist comfortably in conditions up to 120 degrees F without having to make a fortitude save. This counts as it the dwarf had the Heat Endurance feat for the purposes of fulfilling prerequisites for other feats or prestige classes.

    • Automatic Languages: Dwarven and Merchant's Tongue. Bonus Languages: Giant, Gnome, Goblin, and Orc. Badland Dwarves are familiar with the languages of their enemies and of their subterranean allies.

    • Favored Class Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarves culture extols the virtues of battle, and the vocation comes easily to dwarves.