Badlands Dwarves( Sandstorm, p. 42)
|Base speed:||Land 20|
|Automatic languages:||Common , Dwarven|
|Bonus Languages:||Giant , Gnome , Goblin , Orc , Terran , Undercommon|
Some dwarves have made their homes in the badlands of the wastes, where they dig for an entirely different type of treasure—water. Because badlands are usually formed by water erosion, deposits of water sometimes form deep below the surface in quantities that can sustain a settlement for years. In some rare cases, badlands dwarves tap into subterranean rivers, making their communities attractive stops for merchant caravans and nomad tribes alike.
Badlands dwarves are identical to the dwarves detailed in the Player's Handbook, except as noted below.
- 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.