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Dwarven Stonewarder (A Dwarf PrC)
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<blockquote data-quote="Kurashu" data-source="post: 2908258" data-attributes="member: 41198"><p>Ok, here is the Stonewarder after fixing it (I was on crack or something when I first developed it).</p><p></p><p><span style="font-size: 22px"><strong>Dwarven Stonewarder</strong></span></p><p>These divine guards are closely linked to the earth. Because of this connection, they gain many benefits from this connection. (BEHOLD! I am <strong>the master</strong> of fluff!)</p><p></p><p><strong>Hit Die:</strong> d10</p><p></p><p><span style="font-size: 15px">Requirements</span></p><p>To qualify as a Dwarven Stonewarder, a character must fulfill the following criteria.</p><p><strong>Race:</strong> Dwarf</p><p><strong>Base Attack Bonus:</strong> +5</p><p><strong>Feats:</strong> Endurance, Iron Will, Great Fortitude, Weapon Focus(Any Dwarven weapon (including Warhammer))</p><p>Language: Terran</p><p>Skills: Craft(Stoneworking) 10 ranks, Knowledge (Religion) 10 ranks</p><p>Special: Stonecunning racial ability, able to cast 3rd level divine spells, access to the Earth domain</p><p>Class Skills</p><p>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)</p><p></p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p><span style="font-size: 15px">Class Features</span></p><p>All of the following are Class Features of the dwarven stonewarder prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> 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).</p><p></p><p><strong>Spells Per Day:</strong> 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.</p><p></p><p><strong>Elemental Companion:</strong> 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.</p><p></p><p></p><p></p><p><strong>Improved Stonecunning:</strong> 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.</p><p></p><p>If the dwarven stonewarder gains Improved Stonecunning from another source, the bonuses do not stack.</p><p></p><p><strong>Earth Stride (Su):</strong> 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).</p><p></p><p><strong>Tremor Sense (Su):</strong> 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).</p><p></p><p><strong>Unyielding Stone (Su):</strong> 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.</p><p></p><p><strong>Stonesleep (Su):</strong> 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.</p><p>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.</p><p>A dwarven stonewarder may sleep in any armor without becoming exhausted with this ability.</p><p></p><p><strong>Earth Mastery (Ex):</strong> 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.</p><p></p><p><strong>Stoneback (Ex):</strong> 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.</p><p></p><p><strong>Stonearmor (Su):</strong> 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).</p><p></p><p><strong>Improved Earth Stride (Su):</strong> 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.</p><p></p><p><strong>Call Earth Elemental (Su):</strong> 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.</p><p></p><p><strong>Earth Swim (Su):</strong> 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.</p><p></p><p>[CODE]Level BAB Fort Ref Will Special Spells</p><p>1st +0 +2 +0 +2 Elemental Companion, +1 Level of Divine Spellcaster</p><p> Improved Stonecunning</p><p>2nd +1 +03 +0 +3 Earth Stride, Tremor Sense -</p><p>3rd +2 +3 +1 +3 Unyielding Stone +1 Level of Divine Spellcaster</p><p>4th +3 +4 +1 +4 Stonesleep -</p><p>5th +3 +4 +1 +4 Earth Mastery +1 Level of Divine Spellcaster</p><p>6th +4 +5 +2 +5 Stoneback -</p><p>7th +5 +5 +2 +5 Stone Armor +1 Level of Divine Spellcaster</p><p>8th +6 +6 +2 +6 Improved Earth Stride -</p><p>9th +6 +6 +3 +6 Call Earth Elemental +1 Level of Divine Spellcaster</p><p>10th +7 +7 +3 +7 Earth Swim -[/CODE]</p></blockquote><p></p>
[QUOTE="Kurashu, post: 2908258, member: 41198"] Ok, here is the Stonewarder after fixing it (I was on crack or something when I first developed it). [SIZE=6][B]Dwarven Stonewarder[/B][/SIZE] These divine guards are closely linked to the earth. Because of this connection, they gain many benefits from this connection. (BEHOLD! I am [B]the master[/B] of fluff!) [B]Hit Die:[/B] d10 [SIZE=4]Requirements[/SIZE] To qualify as a Dwarven Stonewarder, a character must fulfill the following criteria. [B]Race:[/B] Dwarf [B]Base Attack Bonus:[/B] +5 [B]Feats:[/B] 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) [B]Skill Points at Each Level:[/B] 2 + Int modifier. [SIZE=4]Class Features[/SIZE] All of the following are Class Features of the dwarven stonewarder prestige class. [B]Weapon and Armor Proficiency:[/B] 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). [B]Spells Per Day:[/B] 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. [B]Elemental Companion:[/B] 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. [B]Improved Stonecunning:[/B] 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. [B]Earth Stride (Su):[/B] 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). [B]Tremor Sense (Su):[/B] 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). [B]Unyielding Stone (Su):[/B] 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. [B]Stonesleep (Su):[/B] 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. [B]Earth Mastery (Ex):[/B] 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. [B]Stoneback (Ex):[/B] 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. [B]Stonearmor (Su):[/B] 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). [B]Improved Earth Stride (Su):[/B] 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. [B]Call Earth Elemental (Su):[/B] 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. [B]Earth Swim (Su):[/B] 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 -[/CODE] [/QUOTE]
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