Dwarven Stonewarder (A Dwarf PrC)

Kurashu

First Post
Ok, here is the Stonewarder after fixing it (I was on crack or something when I first developed it).

Dwarven Stonewarder
These divine guards are closely linked to the earth. Because of this connection, they gain many benefits from this connection. (BEHOLD! I am the master of fluff!)

Hit Die: d10

Requirements
To qualify as a Dwarven Stonewarder, a character must fulfill the following criteria.
Race: Dwarf
Base Attack Bonus: +5
Feats: Endurance, Iron Will, Great Fortitude, Weapon Focus(Any Dwarven weapon (including Warhammer))
Language: Terran
Skills: Craft(Stoneworking) 10 ranks, Knowledge (Religion) 10 ranks
Special: Stonecunning racial ability, able to cast 3rd level divine spells, access to the Earth domain
Class Skills
The Stonewarder's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana/history/religion/the planes) (Int), Profession (Wis), and Spellcraft (Int)

Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are Class Features of the dwarven stonewarder prestige class.

Weapon and Armor Proficiency: The dwarven stonewarder is proficient with all simple and martial weapons plus dwarven warpikes and throwing hammers. Dwarven stonearders are proficient all armors and shields (including the dwarven axe buckler).

Spells Per Day: A stonewarder does not forget his divine calling. Therefore, starting at first level and every other level after a stonewarder gains new spells per day as if he gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example). If a character had more than one divine spellcasting class before he became a stonewarder, he must decide to which class he adds each level of stonewarder for purposes of determining spells per day when he adds the new level.

Elemental Companion: As a result of his of his close connection to the earth, stonewarder receives the service of a small Earth Elemental at first level, this Earth Elemental is similar to a familiar in many ways.

Code:
Master's Level	Bonus HD	Natural Armor	Str. Adjustment		Special
1-2	        -	        -		-                       Empathic link, Improved evasion, share spells
3-5		+2		+2              -                       Stone's Warding (+2 to AC)
6-8		+4		+4              +1                      Improved Empathic link
9-10		+6		+6              +2                      Growth (medium)

Masters Level: The character level of the Stonewarder
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal; extra Hit Dice improve the Earth Elemental's base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the Earth Elemental's existing natural armor bonus.
Str Adj.: Add this figure to the Earth Elemental's Strength score.

The abilities mentioned in the "Special" column of the accompanying table are described below.
Empathic Link (Su): The stonewarder has an empathic link with his Earth Elemental out to a distance of up to 1 mile. The stonewarder cannot see through the Earth Elemental's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the Earth Elemental and the stonewarder, the stonewarder has the same connection to a place or an item that the Earth Elemental does.

Improved Evasion (Ex): If the Earth Elemental is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Spells: At the Stonewarder's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his Earth Elemental. The Earth Elemental must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Earth Elemental if it moves farther than 5 feet away and will not affect the Earth Elemental again even if the Earth Elemental returns to the Stonewarder before the duration expires. Additionally, the Stonewarder may cast a spell with a target of "You" on his Earth Elemental (as a touch range spell) instead of on himself. A stonewarder and his Earth Elemental can share spells even if the spells normally do not affect creatures of the Earth Elemental's type (magical beast).

Stone's Warding: The Earth Elemental companion is blessed by a strong tie to the earth that help to protect it, providing the elemental a +2 natural armor bonus to its Armor Class.

Improved Empathic Link (Su): As the empathic link ability above, except that range is extended to 20 miles.

Growth: At this point, the elemental companion grows in size and becomes a medium sized creature. He gains the abilities and stats of a standard medium earth elemental (apply the strength modifer for a level 10 stonewarder).

Improved Stonecunning: All bonuses from stonecunning increase. The stonewarder now receives +4 to search checks to notice unusual stone work. When within 15 feet of unusual stone work, he may make a search check as if actively searching. A stonewarder can more accurately estimate his depth underground as well as tell approximately which direction is north.

If the dwarven stonewarder gains Improved Stonecunning from another source, the bonuses do not stack.

Earth Stride (Su): At 2nd level a dwarven stonewarder may glide over earth and stone (worked or unworked) along with any hindrance caused by stone or earth (e.g. rubble) unhindered as a move action. This movement provokes attacks of opportunities as normal. He may even move up and down walls or across ceilings. If a dwarven stonewarder ends his turn on a wall or ceiling he falls prone to the floor and takes appropriate falling damage. A dwarven stonewarder can use this ability a number times per day equal to his Wisdom modifier (minimum 1/day).

Tremor Sense (Su): A dwarven stonewarder gains tremor sense out to twenty feet. With a round of concentration, he can pinpoint the location of moving creatures equal to his Wisdom modifier (minimum 1).

Unyielding Stone (Su): Once per day, at 3rd level, a dwarven stonewarder can gain damage reduction 1/Adamantine per point of his Constitution bonus (if he has one) as an immediate action. This effect lasts for 1 round.

Stonesleep (Su): A dwarven stonewarder can sleep inside of a stone of at least large size for a number of hours equal to his Constitution bonus (if he has one). If the number of hours surpass his Constitution bonus, he is automatically awaken and phased out of the stone unharmed.
A dwarven stonewarder sleeping in this manor take a -10 to Listen checks to wake up. Any creature without stonecunning takes a -10 to search or spot checks to notice the stonewarder (the stonewarder should make a hide check at the beginning of his sleep to set a DC). A move earth spell cast on the stone the stonewarder is sleeping in ejects him up to 30 feet from the stone. The stonewarder must make a DC 15 Fortitude save or be stunned for 1 round after being ejected from the stone.
A dwarven stonewarder may sleep in any armor without becoming exhausted with this ability.

Earth Mastery (Ex): A dwarven stonewarder of 5th level or higher gains a +1 caster level when casting spells with the earth descriptor. If he gains this ability from any where else, they stack (unless otherwise noted). Spells with the Air descriptor cast on the dwarven stonewarder are treated as if the caster level was 1 less.

Stoneback (Ex): If a dwarven stonewarder has a wall of earth or stone to one side of him, he can not be flanked. This defense denies the rouge (or any other class with sneak attack) the ability to sneak attack him by flanking, unless the attacker has at least four more rouge levels than the stonewarder.

Stonearmor (Su): Should a dwarven stonewarder be caught without his armor, he may summon a set of stone armor once per day. This stone armor is identical to the stone armor described in Races of Stone (AC +6, Max Dex: +1, ACP: -7, Arcane Failure: 30%). It is subject to any armor affecting proficiencies (Such as Heavy Armor Optimization). This armor remains for a number of rounds equal to the dwarven stonewarder's Wisdom modifier + 1 rounds (minimum 1/round).

Improved Earth Stride (Su): When a dwarven stonewarder reaches 8th level, he may choose to end his turn on a wall or ceiling when using Earth Stride as long as he has a remaining use of Earth Stride for the day, he must use Earth Stride at the beginning of his next turn or fall prone and take falling damage.

Call Earth Elemental (Su): At 9th level, once per day, a dwarven stonewarder may summon a greater earth elemental from the elemental plane of earth to serve him. The elemental remains for a number of rounds equal to his wisdom modifier and will obey all commands willingly and without question. At the end of this duration the Elder elemental returns to its home plane.

Earth Swim (Su): Upon reaching 10th level, a dwarven stonewarder may pass throw solid stone or earth (worked or unworked) at will without leaving a tunnel to follow (he may choose to leave a tunnel, but his burrow speed halves). He gains a burrow speed of 50 feet. This is a move action that provokes an attack of opportunity. While in earth, a move earth spell cast in the area containing the dwarven stonewarder will fling him back 30 feet and stuns him for 1 round if he fails a DC 15 Fortitude Save.

Code:
Level	BAB	Fort	Ref	Will	Special	                         Spells
1st	+0	+2	+0	+2	Elemental Companion, 		 +1 Level of Divine Spellcaster
                                         Improved Stonecunning
2nd	+1	+03	+0	+3      Earth Stride, Tremor Sense       -
3rd	+2	+3	+1	+3	Unyielding Stone		 +1 Level of Divine Spellcaster
4th	+3	+4	+1	+4      Stonesleep                       -
5th	+3	+4	+1	+4	Earth Mastery	                 +1 Level of Divine Spellcaster
6th	+4	+5	+2	+5      Stoneback                        -
7th	+5	+5	+2	+5	Stone Armor	                 +1 Level of Divine Spellcaster
8th	+6	+6	+2	+6      Improved Earth Stride            -
9th	+6	+6	+3	+6	Call Earth Elemental	         +1 Level of Divine Spellcaster
10th	+7	+7	+3	+7	Earth Swim                       -
 
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Ok first impression: It's pretty cool, I think you have a really nice base concept and only see a few areas that I'm not completely sold on.

For the elemental companion, I think a little more clarification may be in order. How does growth work? What is the stat improvement? Do I use the medium elemental as the baseline now, or do I just add size to my small one. The SRD only has it's strength improve by four when it goes up in size. Misinterpretation could lead to some problems there.

Stonesleep: I don't see why a rogue should be better equiped to see a dwarf sleeping inside a stone. Either they should be undetectable through normal means, or there should just be a high spot/search check.

Stoneback: This is a cool, 'back to the wall' ability. Though I think it would be unlikely that the stonewarden would already have Improved Uncanny Dodge form another class and without it, this ability would protect him only from much lower level rogues.

Stonearmor: Very cool, except, I don't like per week abilities, they're just too hard to track. Maybe make it once per day...

Call Earth Elemental: At roughly sixteenth level a stonewarden can summon an elder elemental but an equal level wizard can only summon a greater one, which is two challenge ratings lower. This should maybe toned down to bring it in line with the summon monster VIII.

Saves: I don't get the good reflex saves at all. I can see good fort, maybe good will, but not good reflex. After all these guys are all about the rock, and the reflexes of a rock is a bad thing.

Just my thoughts
Drexes
 
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Dag, thought I fixed that. The reflexes were from a different class I already typed up and formatted. It should be good fort/will, not ref/will.

Clairifed the growth and changed the Str adjustments too. However, I'm trying to figure out what to do in case he's killed. Same as a wizard's familiar or druid's companion? I suppose familiar, since that's what I stated it as it being similiar to.

Stonesleep: Good point.

Stoneback: Can't be flanked period if there's an earth/stone wall adjacent to him?

Stonearmor: I'll probably change it to 1/day if it goes from per week to day. It was more of a "surprise attack at night and for some reason I'm unarmored" thing.

Call Earth Elemental: Seems fair.
 
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Stoneback: Well the way I see it, that would be too easy to exploit. How much of a wall do I need to protect myself? Just five feet? 15 feet? How tall does it have to be? I don't know thaty I'd change it; I was just pointing out its not as good as improved uncanny dodge. If there's a wall taking up the three squares behind them then they will be hard to flank anyway though (only two squares offer flanking. Just had a thought. Maybe the ability could function like this: At 6th level the stonewarden may select one square adjacent to him. For purposes of flanking only, that square is never considered flanking. At 10th level the stonewarden may select two squares. This ability is only usable if there is at least one square filled with earth/stone wall adjacent to the stonewarden.

Drexes
 

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