New Prestige Class: Stoneshaper

Axelos

First Post
I have designed this prestige class to be used in my current campaign, but with minor modifications I think it could be used in any setting.

Please comment, suggest changes, or point out places things have not been adequately explained.

Stoneshaper
While dwarven arcane spellcasters are very rare, stone is something with which most dwarves are very familiar. It is no surprise, then, that some of the few dwarves who follow the path of arcane magic have learned to focus their magical abilities to manipulate stone in ways that the wizards and sorcerers of other races often cannot fathom. The dwarven stoneshaper is a master of caves and fortresses.

Hit die: d4

Requirements
To qualify to become a stoneshaper, a character must fulfill all of the following criteria.
Class: Wizard or sorcerer
Race: Dwarf
Skills: Craft (Stonemasonry) 12 ranks, Spellcraft 12 ranks
Feats: Skill Focus (Craft [Stonemasonry]), Spell Focus (Transmutation)
Spellcasting: Ability to cast 5th-level arcane spells.

Class Skills
The stoneshaper’s class skills are Alchemy, Concentration, Craft (Stonemasonry), Gather Information, Intimidate, Intuit Direction, Knowledge (all skills taken individually), Profession, Ride, Scry, Search, Speak Language, and Spellcraft.

Skill points at each level: 2 + Int modifier.

BAB and saves progress as for the loremaster PrC.

Class Features

The following are class features of the stoneshaper prestige class.

Spells per Day: A stoneshaper continues training in magic as well as his field of research. Thus, when a new stoneshaper level is gained (except at 3rd and 7th levels), the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the stoneshaper class. He does not, however, gain any other benefits a character of that class would have gained. This essentially means that he adds the level of stoneshaper to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a stoneshaper, he must decide to which class he adds each level of stoneshaper for purposes of determining spells per day when he adds the new level.

Enhanced Spells: Beginning at 1st-level, the stoneshaper casts the following spells as though his spellcaster level were one higher than it actually is: flesh to stone, statue, stone shape, stoneskin, and stone to flesh. At 6th-level, the stoneshaper casts these spells at two levels higher than his actual caster level.

Resistance to Petrifaction: The stoneshaper adds his stoneshaper level to his saving throws against spells, gaze attacks, and other effects that turn the victim into stone.

Resistance of Stone: At 2nd level, the stoneshaper becomes physically tougher, adding 1 point to his AC and gaining a +1 bonus to all Fortitude saving throws. The saving throw bonus is cumulative with the stoneshaper’s resistance to petrifaction, when applicable. At 9th-level, these bonuses increase to +2.

Appear as Stone: At 3rd level, the stoneshaper can take on the physical appearance of stone at will. When still, the stoneshaper appears to be nothing more than a dwarven statue or perhaps a dwarf who has been turned to stone by a medusa’s gaze. The dwarf changes only in appearance, and does not take on the properties of actual stone. Spells that reveal illusions, however, will not reveal the dwarf's true nature. This is a supernatural ability.

Tremortouch: At 4th level, the stoneshaper gains the tremortouch spell-like ability. Once per day, the stoneshaper may cause a tremor, as the spell earthquake cast by a cleric whose level equals the stoneshaper’s caster level, by kneeling and smashing the ground with his fists. At each even level after 4th, the stoneshaper may use this ability one more time per day, to a maximum of 4 times/day at 10th level.

Summon Stone Servant: At 5th level, the stoneshaper gains the ability to summon an earth elemental. The elemental is medium-sized and has 8d8+32 hp. The elemental is completely loyal to the stoneshaper and will follow his instructions. It remains until reduced to 0 hp or until a number of minutes equal to the stoneshaper’s caster level have elapsed. In either case, it then returns to the Elemental Plane of Earth, healed of all damage. This is a spell-like ability.

Pass Through Earth: At 7th level, the stoneshaper may pass through solid stone, dirt, sand, or any other similar substance as though it were water. The stoneshaper cannot pass through living material, undead, constructs, or any other animated creature. When the stoneshaper passes through solid matter, he is not incorporeal; rather, the material flows around him like water around a swimmer. The stoneshaper leaves a wake in the material he passes through. The stoneshaper must hold his breath while passing through solid material, as this ability does not allow him to survive without breathing or to breath inside solid material. This is a supernatural ability.

Massive Destruction: At 8th level, the stoneshaper gains the special power of massive destruction. This ability allows the stoneshaper to cause massive damage to stone or soil in the ground, in walls, and even inside constructs. The ability does not affect metals, but it will affect anything made of minerals or crystal.

When the stoneshaper performs a massive blast, he begins by discharging a spell he has prepared (wizard) or one of his spells per day (sorcerer). This spell is not actually cast, but converted into raw magical energy that the stoneshaper holds in his fists. He then stoops and slams the ground with both fists, as he would when using the tremortouch ability.

When this ability is employed, the stoneshaper selects a point somewhere within two hundred feat to be the center of the area of effect. The area itself is shapeable; the stoneshaper may make the affect take any dimensions he desires, provided that the area does not exceed his effect limit and the dimensions are multiples of 5 feet. The area can be no greater than 500 cubic feet per level of spell expended plus 250 cubic feet per stoneshaper level.

For example, Turdon is a 9th-level stoneshaper. He discharges a 5th-level spell to create a massive blasting effect. He can affect up to 4750 cubic feet of ground, wall, etc. with this ability.

The stoneshaper may expend up to three spells to use this ability, but each spell adds one round of preparation. If Turdon uses two 5th-level spells and one 7th-level spell, he could blast 10,750 cubic feet.

The rock, dirt, etc. affected by this spell-like ability is blasted upward in a tremendous explosion. Any creatures caught in the area suffer 3d6 damage and are thrown straight into the air to a height of twenty feet above the ground; they then suffer falling damage for falling into the newly created hole.

If this power is centered on a single construct (not made of organic material or metal), it inflicts 1d10 points of damage per spell level expended plus 1d6 points of damage per stoneshaper level. No saving throw is allowed, but spell resistance does apply.

Whenever the stoneshaper uses this power, he becomes extremely fatigued and can only make a move-equivalent action each round for one minute (ten rounds). A 10th-level stoneshaper is fatigued for only thirty seconds (five rounds). This is a spell-like ability.

When the stoneshaper gains this ability, he must sacrifice one 9th-level spell slot permanently. If the character has no 9th-level spell slots (because of a low ability score, for instance), he cannot have this ability.

Precise Stone Control: At 10th-level, the stoneshaper gains such power that he can warp stone at will. The stoneshaper may warp up to 50 cubic feet of stone within sixty feet of himself every round. He may cause a door to appear in a wall, for instance, or cause a hole to appear in the ground, all fitting precisely the dimensions he specifies and shaping in a clean geometric manner. The stoneshaper cannot cause stone to shatter or explode in this manner; it merely warps to create a gap or to fill an area. He may build upon a previous round’s warping, so that a door becomes larger or a hole deeper. He may also choose to make the change permanent or to make it temporary; in the case of temporary warping, the stone moves back into its original configuration after the stoneshaper ceases concentrating, at a rate equal to that with which it changed. The stoneshaper can take no other action, not even movement, while shaping stone, and he can take no action except for movement while maintaining concentration. This is a supernatural ability.

Immunity to Petrifaction: At 10th-level, the stoneshaper is immune to any spells or effects that would turn the victim into stone. This is a supernatural ability.
 
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I'd leave it alone

Lord Ben said:
Very cool, but the only thing I'd change is the Precise Stone Control. I'd make it unusable in combat.

Hardly needed. Precise Stone control is like permanent passwall in stone dungeons, very cool. It can also be used to block passages to keep enemies out while the party rests. Over time, it could be used to build a castle out of a rocky cliff face. It just requires a creative stoneshaper. :D

All in all, I can't see any play-balance issues by merely reading it. So I'd say it's ready for a good ol' fashioned playtest. :)
 

You can make a whole underneath someone and then close it up again. Make it so they have to spend a minute getting into the state of mind to start shaping then they can shape, etc. It's workable and the numbers are okay, but some parts of it I don't like. It's too close to casting wall of stone at will. I like infinate shaping per day, but not in the middle of combat when fleeing from enemies. It may still be balanced, but I don't like it that they can do it as a standard action (I'm assuming). Make it full round or one minute etc. 500 cubit feet every minute instead of 50 every round is more to my liking.
 

Hmm...I guess I should have specified. The precise stone control and massive destruction abilities should be full round actions, I think. Yes definitely.

Also, please keep in mind that by the time the character can use the precise stone control ability, he will be at least 19th-level (because he needs at least 9 levels of wizard or sorcerer to meet the stonemasonry ranks + 10 levels of stoneshaper). I don't think the ability is overpowered for 19th-level.
 
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Three months or so after introduction, my stoneshaper NPC has worked out very well. I've been working on a few new prestige classes as well, but I thought I'd resurrect this thread to see if I can get any new comments or suggestions for any changes that might improve the prestige class.

Also, crazy enough, I'm thinking about half-orc spell casters. Their racial traits seem to make them lousy choices for spell casters at 1st level I think, but I've been thinking: the spell caster does not choose not to be a half-orc because half-orcs aren't as good at it! It's the half-orc who does the choosing, and what if one chooses to become a spell caster? What kind of spell caster would he become?

My goal is to design special prestige classes tailored for each race and core class combination. This one has my brain cooking. Any thoughts?
 


Dude some of these abilities are wayyyy too abusive if placed in the wrong hands. The massive destruction ability could level cities and kill peasants instantly.

The class ins't bad but you need to limit the abilities.
First off with the requirements for spellcasting add stoneskin, wall of stone, and stoneshape as required spells since it makes since to the class. (and they are some core stone spells). Also add wall of stone to the spells that get enhanced by level. Possibly even ranks in knowledge architecture since a lot of the abilites in stone would tie into construction of sorts.

Then as far as the ability that let's the dwarf look like a statue make it like the gargoyle ability which is a spot check DC 20 or 30 i believe to notice that's living (works in better) check monster manual. (also this way it's not an illusion or spell like ability but rather an extra ordinary one)

The ability to pass through walls should be redone as passwall (as per the spell as a Supernatural ability). Perhaps you may want to give at a lower level and make it like the shadow dancer shadow jump ability, where the amount of feet you can go increases as u level. Or just make it so he can do it 3 times a day. it's a little more balanced then

Take out massive destruction, it really is powerful. Instead make it so he gets move earth 3 times per day. It's not as destructive, but just as impressive. Furthermore, you've already given the class the ability to cast earthquake earlier so you don't really need to give him a combat ability that while not causing a lot of damage to high level characters could easily affect lots and lots of low level characters. (imagine the ability on a battle field - wayy too powerful)

Finally redo perfect shaping make it a minimum of one minute and add a reflex save. While it would be cool to have in combat the dwarf would be insane in a fight. He could have walls of stone closing in on people every round of combat. This way he can still use it to shape things, and even to get away but needs time to set it up (or needs friends to cover him while he sets up).

Otherwise the class itself while a little more powerful is not bad, you just need to limit the powers some because they could be REALLY abusive.
 

Axelos said:
Three months or so after introduction, my stoneshaper NPC has worked out very well. I've been working on a few new prestige classes as well, but I thought I'd resurrect this thread to see if I can get any new comments or suggestions for any changes that might improve the prestige class.

Also, crazy enough, I'm thinking about half-orc spell casters. Their racial traits seem to make them lousy choices for spell casters at 1st level I think, but I've been thinking: the spell caster does not choose not to be a half-orc because half-orcs aren't as good at it! It's the half-orc who does the choosing, and what if one chooses to become a spell caster? What kind of spell caster would he become?

My goal is to design special prestige classes tailored for each race and core class combination. This one has my brain cooking. Any thoughts?

umm dude that's why races have favored classes and racial modifiers. Half orcs aren't to sharpest knives out there but if you really wanted to be a good half orc mage place a 16 or 18 in the stat making it a 14 or 16 and then get spell casting pridgy which effectively ups your int anyway. Granted your not going to be as good as a grey elf, but you will be a lot more tougher and stronger. Besides who the hell would expect you to be a mage, a half orc in my game had 7 levels in wizard and was devatasting with polymorph self coupled with levels in barbarian.

I mean it's like evlen brute fighers, they arent as good as a minotaur but they have more finesse in combat. It's a tradeoff.
 

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