The Great Wastes of Haradrim
+2 Constitution, – 2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf 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 (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves 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. This racial trait replaces the standard
dwarf’s stonecunning ability.
A badlands 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 thirst (see Dehydration, page 15).
Badlands dwarves do not gain the standard dwarf’s +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
Heat Endurance: Badlands dwarves gain Heat Endurance
(see page 50) as a bonus feat.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains 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.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter or Cleric. A multiclass dwarf’s fighter or cleric class does not count when determining whether he takes an experience point penalty for multiclassing