Today I carry a reworked version of the Stone Dragon School complete with Epic Maneuvers for it. For when you want to play Whitebeard.
Stone Dragon
The Stone Dragon discipline focuses on strength, power, and toughness. Its teachings grant a martial adept the ability to splinter steel with a single, focused blow. Stone Dragon’s defensive abilities focus on tapping into the enduring power of stone to turn aside attacks. Adepts of this school rely on the power of the earth and stone to help power their maneuvers. The Stone Dragon discipline’s associated skill is Perception, and its associated weapon groups are hammers, heavy blades, polearms, and unarmed strike. Maneuvers from this discipline are generally extraordinary in nature, with only a few of them supernatural.
Associated Classes: Harbingers, mystics, stalkers, and warlords may exchange access to one of their martial disciplines for access to the Stone Dragon discipline. Any class that has access to the Piercing Thunder or Primal Fury discipline may trade any one of their disciplines known from that class for access to the Stone Dragon discipline, gaining Perception as a class skill. The discipline that they trade out does not need to be Piercing Thunder or Primal Fury.
Bisento
Cost 12 gp
Weight 15 lbs.
Damage 1d10 (small), 2d6 (medium)
Critical 19-20/x2
Type slashing
Category two-handed
Proficiency martial
Weapon Group polearms
Special brace, reach
Table: 1st Level Stone Dragon Maneuvers
Maneuver | Type |
Charging Minotaur | Strike |
Rock Toss | Strike |
Rolling Boulder | Stance |
Stonefoot Stance | Stance |
Stone Bones | Boost |
Table: 2nd Level Stone Dragon Maneuvers
Maneuver | Type |
Crouching Dragon | Stance |
Mountain Hammer | Boost |
Stone Vise | Strike |
Stone Wisdom | Counter |
Unflinching Rock Fist | Counter |
Table: 3rd Level Stone Dragon Maneuvers
Maneuver | Type |
Bonecrusher | Strike |
Crushing Weight of the Mountain | Stance |
Dragon Fangs | Counter |
Roots of the Mountain | Stance |
Stone Biology | Counter |
Stone Dragon’s Fury | Strike |
Verne Catapult | Strike |
Table: 4th Level Stone Dragon Maneuvers
Maneuver | Type |
Bonesplitting Strike | Strike |
Boulder Roll | Boost |
Head Smash | Strike |
Overwhelming Mountain Strike | Strike |
Steelmist Skin | Stance |
Stone Perseverance | Counter |
Unbalancing Blow | Strike |
Table: 5th Level Stone Dragon Maneuvers
Maneuver | Type |
Elder Mountain Hammer | Strike |
Giant’s Stance | Stance |
Mountain Avalanche | Strike |
Scales of the Dragon | Boost |
Stone Riposte | Counter |
Walk the Underpath | Stance |
Table: 6th Level Stone Dragon Maneuvers
Maneuver | Type |
Bond of Antaios | Stance |
Crushing Vise | Strike |
Intuitive Eye | Strike |
Irresistible Mountain Strike | Strike |
Strike of the Titans | Strile |
Table: 7th Level Stone Dragon Maneuvers
Maneuver | Type |
Ancient Mountain Hammer | Strike |
Colossus Strike | Strike |
Stone Sword Strike | Strike |
Stone Proclamation | Strike |
Verneshot | Strike |
Table: 8th Level Stone Dragon Maneuvers
Maneuver | Type |
Adamantine Bones | Boost |
Earthstrike Quake | Strike |
Earth Ripple | Strike |
Greater Bond of Antaios | Stance |
Judgment of the Lord of the Mountain | Strike |
Strength of Stone | Stance |
Table: 9th Level Stone Dragon Maneuvers
Maneuver | Type |
Mountain Tombstone | Strike |
1st Level
Charging Minotaur
Discipline: Stone Dragon (Strike);
Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
As part of this maneuver, you charge one enemy and as a part of the charge you make a bull rush combat maneuver. Neither the charge nor the bull rush provokes attacks of opportunity. You gain a bonus on this bull rush attempt equal to your initiator modifier. If your succeed in your combat maneuver, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your combat maneuver is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).
Rock Toss
Discipline: Stone Dragon (Strike);
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant
You throw a rock against your enemy. A rock is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a range increment of 30 feet. You can hurl the rock up to five range increments. Damage from a thrown rock is 2d6 plus 1 ½ times your Strength bonus (for a medium size). You can choose to use your Strength instead of your Dexterity to attack rolls if you wish. The rock you throw with this attack gain your initiator modifier to attack and damage (minimum +1), and count as a magic weapon for overcome DR.
Rolling Boulder
Discipline: Stone Dragon (Stance);
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You count as one size category larger for bull rush and overrun combat maneuver and you ignore racial bonus against bull rush and overrun, like dwarf Stability or the bonus from creatures with four or more legs. You may make a sunder combat maneuver without provoking an attack of opportunity against any wall you move through by spending an additional 5 feet of movement, if the sunder attempt succeed the wall break and you continue your movement. If the attempt fail you take nonlethal damage equal to your sunder attempt and fall prone ending your movement. You only gain the benefit of this stance if you moved at least 20 feet last round.
Stonefoot Stance
Discipline: Stone Dragon (Stance);
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain a +4 bonus on AC and CMD against creatures larger than you. This stance immediately ends if you move more than 5 feet for any reason in one round, such as from a bull rush combat maneuver, a telekinesis spell, and so forth.
Rock Toss
Discipline: Stone Dragon (Boost);
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
After you make a successful melee attack you can activate this maneuver: you gain damage reduction 5/adamantine for 1 round.
2nd Level
Crouching Dragon
Discipline: Stone Dragon (Stance);
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, every attack you deliver deals bonus damage based on your ranks in Perception, as displayed below:
Ranks | Bonus Damage |
1-6 | +1d6 |
7-12 | +1d8 |
13-18 | +2d6 |
19+ | +3d6 |
Mountain Hammer
Discipline: Stone Dragon (Boost);
Level: 2
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature or unattended object
Duration: One turn
Your attacks for the duration of your turn inflict an additional 2d6 points of damage and these attacks ignore a target’s damage reduction.
Stone Vise
Discipline: Stone Dragon (Strike);
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude negate
As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If the creature hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally. A successful Fortitude save (DC 12 + your initiator modifier) by the creature struck negates the immobilization, but not the extra damage. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the speed reduction effect, but still takes the extra damage.
Stone Wisdom
Discipline: Stone Dragon (Counter);
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
You make a Perception check and add a +2 competence bonus to the roll, opposing a single melee or non-spell or spell-like ability ranged attack. If successful, you negate the attack.
Unflinching Rock Fist
Discipline: Stone Dragon (Counter);
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instant
You may initiate this maneuver as you are struck by an attack. You make an attack, if you match or exceed the attack roll of the triggering attack you roll for damage. Reduce the damage from the triggering attack by the damage of your attack. If your attack damage exceeds the damage from the triggering attack it counts as a miss for the purpose of ability triggering on a hit. Any excess damage is dealt to the attacker's weapon (for a melee or thrown weapon), the piece of ammunition (for a projectile weapon) or to the attacking creature (for a natural or unarmed attack). This maneuver does not prevent any nonphysical damage dealt by the attack. Nor do non physical damage count as damage dealt by the attack for the purpose of this maneuver and calculating excess damage.
3rd Level
Bonecrusher
Discipline: Stone Dragon (Strike);
Level: 3
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Save: Fortitude partial; see text
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your initiator modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +5 bonus. A successful save does not negate the extra damage. This effect lasts until the target’s hit points are restored to their full normal total, whether by magical or normal healing. Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver’s special effect. The extra damage still applies against such targets.
Crushing Weight of the Mountain
Discipline: Stone Dragon (Stance);
Level: 3
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain the grab ability on your unarmed strike and the constrict ability for 2d6 plus 1 ½ times your Strength bonus (if any).
Dragon Fangs
Discipline: Stone Dragon (Counter);
Level: 3
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: See text
Duration: Instant
You may use this counter when you are targeted by a melee attack. You make a grapple combat maneuver against the attacker. If successful, the attack miss and you grabs the attacker's limb, rendering them grappled until the start of the attacker's next turn or until the end of your next turn, whichever comes first. You don’t take the grappled condition. If the attacker was flying and you are on land, you may smash the attacker into the ground. Doing so deals 2d6 + your Strength in damage and renders the attacker Prone, but ends the grappled condition immediately. You need to have a free hand in order to use this counter. The attacker need to be within your natural reach to use this counter.
Roots of the Mountain
Discipline: Stone Dragon (Stance);
Level: 3
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you increasing your threatened area by 5 feet for every 5 initiator level you have. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. Any enemy that attempts to move through your threatened area or the space you occupy takes a –10 penalty on any Acrobatics check and CMB it makes to avoid provoking attack of opportunity. The DC to cast spells defensively increases by +5 for all enemies that are within your threatened area. You gain a +10 bonus on CMD to resist bull rush, grab, overrun, and trip attacks. This stance also grants you damage reduction 2/—. This stance immediately ends if you move more than 5 feet for any reason in one round, such as from a bull rush attack, a telekinesis spell, and so forth.
Stone Biology
Discipline: Stone Dragon (Counter);
Level: 3
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
As an immediate action, you petrify yourself, briefly becoming an object with hardness 8. It lasts only to counter a single attack, but you are immune to any effect which does not work on objects (like critical hit, death attack, disease, poison, precision damage, etc.). It takes a moment for your hard stone shell to flake off completely, though, and you are staggered until the end of your next turn.
Stone Dragon’s Fury
Discipline: Stone Dragon (Strike);
Level: 3
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
As part of this maneuver, you make a single melee attack. If your attack hits a creature or an object, you deal an extra 4d6 points of damage. If you hit with this maneuver you can chose to sunder his objects: if your attack roll exceeds your opponent’s CMD, you may deal damage to held or carried objects (same damage as the original attack), and they only apply half of their hardness (if any) against this damage.
Verne Catapult
Discipline: Stone Dragon (Strike);
Level: 3
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: See text
Target: One creature or object
Duration: Instant
Saving Throw: Reflex half
You cause the ground within your reach to erupt and launch a piece of its landmass out like a cannon. Make an attack roll, typically against a square of land (AC 5). You hit creatures in a 5 foot square and deal 5d6+ 1 point per initiator modifier in damage to the square, Reflex DC 13+initiator modifier half the damage. The verne catapult has a range of 10 ft. per initiator level and no range increment, and because it fires at a high angle it can fire over walls and out of line of sight (though at a -6 penalty). Because of its high arc it cannot be used well indoors; it requires a vertical clearance of at least half the distance the projectile is fired (minimum 30 ft). The eruption of land leaves behind a 5 foot patch of difficult terrain from debris from its launch. Verne catapult counts as a siege weapon. The maneuver can be used in a second way; launching a Large or smaller creature into the air by initiating the shot from underneath them. Creatures get a Reflex save DC 13+initiator modifier to negate. If they fail, they are carried straight up into the air by the shot (which breaks into useless gravel), up to 10 feet per initiator level. They typically take falling damage shortly after and must succeed on a DC 10 Acrobatics check or fall prone on landing. In theory allies can purposefully fail their save to launch themselves up, provided they have a way of surviving the trip down.
This is a supernatural maneuver.
4th Level
Bonesplitting Strike
Discipline: Stone Dragon (Strike);
Level: 4
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
As part of this maneuver, you make a single melee attack. If your attack hits, the target takes normal damage as well as 2 points of constitution damage.
Boulder Roll
Discipline: Stone Dragon (Boost);
Level: 4
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
If you make an overrun combat maneuver, you can initiate this boost. You add you initiator modifier to your CMB check made to overrun, and you chose if your target can choose to avoid you. If you successfully overrun that creature, you can complete the movement. If the overrun is unsuccessful, the movement ends in the space directly in front of that creature. You do not provoke attacks of opportunity for the movement or the overrun attempts.
Head Smash
Discipline: Stone Dragon (Strike);
Level: 4
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
As part of initiating this maneuver make a single melee which deals extra 2d6 damage and add twice your Strength to your damage roll (instead of full or 1 ½ for two handed weapon). You may deal any additional amount of 1d6 point of damage, to a maximum of 1d6 per initiator modifier you have (minimum 1d6), however you take damages equal to half the damage dealt by those extra dice.
Overwhelming Mountain Strike
Discipline: Stone Dragon (Strike);
Level: 4
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude negate
As part of this maneuver, you make a melee attack. This attack deals an extra 2d6 points of damage. If the creature you hit is standing on the ground, your attack also makes the target staggered for 1 round. It can otherwise act normally. A successful Fortitude save (DC 14 + your initiator modifier) by the creature struck negates the staggered condition, but not the extra damage. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the effect, but still takes the extra damage.
Steelmist Skin
Discipline: Stone Dragon (Stance);
Level: 4
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
This stance grants you Damage Reduction 10/adamantine. The stance can prevent up to 5 points of damage per initiator level; If the stance reaches this limit, the stance ends immediately and you are staggered for 1 round.
Stone Perseverance
Discipline: Stone Dragon (Counter);
Level: 4
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
You may initiate this counter when you need to make a saving throw. You make a Perception check and uses the result of this check in place of your normal saving throw.
Unbalancing Blow
Discipline: Stone Dragon (Strike);
Level: 4
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude negate
As part of this maneuver, you make a single melee attack at your highest attack bonus. If you hit, you cause the target to become flat-footed and staggered for 1 round. A successful Fortitude save (DC 14 + your initiator modifier) by the creature struck negates the flat-footed and staggered condition. Construct and undead are not immune to this Fortitude save. You may immediately follow this maneuver with another readied strike which require a standard action or less to use at no additional action cost with a -5 penalty to hit.
5th Level
Elder Mountain Hammer
Discipline: Stone Dragon (Strike);
Level: 5
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
When you use this maneuver, you make a single melee attack or sunder combat maneuver. This sunder does not provoke an attack of opportunity. That attack deals an extra 6d6 points of damage and automatically overcomes damage reduction and hardness.
Giant’s Stance
Discipline: Stone Dragon (Stance);
Level: 5
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you deal damage as if you were one size larger than normal. This benefit improves your weapon, natural attacks and unarmed strike damage. It does not confer any of the other benefits or drawbacks of a change in size, such as a modifier to ability scores or AC, or an improved reach. This stance immediately ends if you move more than 5 feet for any reason in one round, such as from a bull rush attack, a telekinesis spell, and so forth.
Mountain Avalanche
Discipline: Stone Dragon (Strike);
Level: 5
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature or object
Duration: Instant
Saving Throw: Reflex half; see text
As part of this maneuver, you can move up to double your speed in a straight line and trample your opponents. You can enter the space of any creature of your size category or smaller. If you enter and occupy all of the space occupied by such a creature, it takes damage equal to 2d6 plus 1 ½ times your Str bonus (if any). You can deal trampling damage to a creature only once per round, no matter how many times you move into or through its space. You must move into every square a creature occupies to trample it. If you move over only part of the space a creature occupies (for example, you are a Large creature moving over half the space of a Large opponent), it can either attempt an attack of opportunity against you or it can attempt a Reflex save (DC 15 + your initiator modifier) for half your trampling damage.
Scales of the Dragon
Discipline: Stone Dragon (Boost);
Level: 5
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
As you initiate your maneuver, obsidian scales grow on your weapon and it start burning with black flames. While under the effect of this stance your weapon increases the critical threat range by 1 (apply this after the effects of things such as Improved Critical or Keen) and deal an additional number of fire damage equal to 2 + the highest level Stone Dragon maneuver your have ready. The fire damage is dealt to your attack even if you miss, provided you hit their touch AC.
Stone Reposte
Discipline: Stone Dragon (Counter);
Level: 5
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
You make a Perception check with a +4 competence bonus opposing your enemy’s melee attack roll. If successful, the attack is blocked and you may make an immediate counter attack against that opponent at your full attack bonus and inflict an additional 3d6 points of damage.
Walk the Underpath
Discipline: Stone Dragon (Stance);
Level: 5
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you're in this stance, you gain a burrow speed equal to half your land speed, and tremorsense out to 60 ft. You can choose to leave a path behind if you wish. You can "breathe earth", so you have no risk of suffocation.
6th Level
Bond of Antaios
Discipline: Stone Dragon (Stance);
Level: 6
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance you gain 1 temporary hit point per initiator level you have which refreshes at the beginning of your turn, as long as you are in contact with earth, stone, and other minerals. These temporary hit points do not stack with other temporary hit points. However, temporary hp gained from the Stone Power feat does stack.
Crushing Vise
Discipline: Stone Dragon (Strike);
Level: 6
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
Saving Throw: Fortitude negate; see text
As part of this maneuver, you make a melee attack. This attack deals an extra 4d6 points of damage. If you hit, you cause the target to become stunned for 1 round. A successful Fortitude save (DC 16 + your initiator modifier) by the creature struck negates the stunned condition. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target is immune to the stunned effect, but not to the extra damage.
Intuitive Eye
Discipline: Stone Dragon (Strike);
Level: 6
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
You make a Perception check in place of your normal attack roll (you may add any enhancement bonus from your weapon or feats that apply from the use of your weapon to this Perception check as well), and if this Perception check equals or exceeds the target’s armor class, the attack deals triple damage. If this check does not meet or exceed the target’s armor class, then the attack fails and you miss.
Irresistible Mountain Strike
Discipline: Stone Dragon (Strike);
Level: 6
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negate
As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage. A creature hit by this strike must also make a successful Fortitude save (DC 16 + your initiator modifier) or be nauseated for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the nauseated effect, but still takes the extra damage.
Strike of the Titans
Discipline: Stone Dragon (Strike);
Level: 6
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One Creature or Object and a 30-ft. Cone
Duration: 1 round
Saving Throw: Reflex negate
Upon using this strike you place a colossal blow to your enemy, dealing triple damage (bonus dices like the flaming weapon property or precision damage is not multiplied) and knocking the creature prone. You attack also send a mighty shockwave, dealing half the damage of your attack to all creatures within a 30-ft. cone and knocking them prone as well, a successful Reflex save (DC 16 + your initiator modifier) negate the prone but not the damage. Any ground terrain within the shockwave become difficult terrain and all unattended objects and structure take 5 points of damage per initiator level. You are not affected by the shockwave of your own Strike of the Titans.
7th Level
Ancient Mountain Hammer
Discipline: Stone Dragon (Strike);
Level: 7
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
You put the weight of a great mountain behind your attack, pounding through armor and bone. As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage and automatically overcomes damage reduction and hardness.
Colossus Strike
Discipline: Stone Dragon (Strike);
Level: 7
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial
As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 6d6 points of damage, and the creature struck must succeed on a Fortitude save (DC 17 + your initiator modifier) or be hurled 1d6 squares away from you, falling prone in that square. A creature of a smaller size category than yours gets a –2 penalty on this save; a creature of a larger size category than yours gets a +2 bonus on the save. The enemy’s movement doesn’t provoke attacks of opportunity. If an obstacle blocks the creature’s movement, the creature and the obstacle struck each take 1d6 points of damage per 5 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.
Stone Sword Strike
Discipline: Stone Dragon (Strike);
Level: 7
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action or 1 full-round action
Range: Variable
Target: Line
Duration: Instant
As you initiate this strike your weapon become covered in stone, creating as you bring your weapon down a gigantic sword much bigger than yourself. The sword is treated as a bisento for feats (like Weapon Focus, Improved Critical, etc.), deals 1d6 damage per initiator level + three time your Strength modifier in damage, his attack is made in a line equal to 5 ft. per initiator level. You make a single attack roll and damage roll against all creatures in the line and compare the result to their AC, however even on a miss this maneuver deal half damage. Immediately upon ending the strike the stone shatter, revealing your weapon. As a full-attack action you may make multiple strike with the sword, however each attack after the first lower the damage of the sword by 5d6. If the damage his reduced to less than 1d6 the sword break and the full-attack end.
This maneuver is a supernatural ability.
Stone Proclamation
Discipline: Stone Dragon (Strike);
Level: 7
Prerequisite(s): Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One Creature
Duration: Instant
Saving Throw: Will negate
As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 10d6 points of damage and the target must make a successful Will save (DC 17 + your initiation modifier) to resist being driven to its knees, knocked prone.
Verneshot
Discipline: Stone Dragon (Strike);
Level: 7
Prerequisite(s): One Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: See text
Target: One creature or object
Duration: Instant
Saving Throw: Reflex half
This maneuver functions like Verne Calapult, but far larger and more intense. It launches a 20 foot cube of earth which burns with molten fires, with a range of 100 ft. per initiator level and three range increment, dealing 15d6 + 2 points per initiator level in both fire and bludgeoning damage (immunity or resistance to one does not protect unless you're immune or resistant to both). Its minimum vertical clearance is 100 ft. One can easily fire over the horizon, though they may not know what they are hitting. As before, the eruption leaves behind difficult terrain in a 20 ft cube, but this difficult terrain burns with a thin pool of magma that deals 2d6 fire damage to creatures moving through it. The magma cools naturally on its own in 1 round . If used to launch creatures, it can launch up to Gargantuan creatures. It deals 10d6 + 2 points of fire and bludgeoning damage (as above) per initiator level with a Reflex save (DC 17 + initiator modifier) for half damage and to negate their upward momentum. Otherwise they take full damage and are launched into the sky. If the creature cannot fly, they will fall for additional damage. Allies trying to ride the shot is still possible, but they will take damage from the flying magma and debris.
This is a supernatural maneuver.
8th Level
Adamantine Bones
Discipline: Stone Dragon (Boost);
Level: 8
Prerequisite(s): Three Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
After you make a successful melee attack you can activate this maneuver: you gain damage reduction 20/adamantine for 1 round.
Earthstrike Quake
Discipline: Stone Dragon (Strike);
Level: 8
Prerequisite(s): Three Stone Dragon maneuvers
Initiation Action: 1 full-round action
Range: see text
Target: All creatures and objects in the area
Duration: Instant
Saving Throw: Reflex negate
As part of this maneuver, you wedge your weapon into the ground, swinging it in a wild arc. All creatures, objects and structures in an area, centered on you, of 5 ft. radius per initiator level and high 10 ft. per initiator level take 1d10 damage per initiator level and must make a successful Reflex save (DC 18 + your initiator modifier) or be launched into the sky at the edge of the area (10 ft. per initiator level in the sky). If the creature cannot fly, they will fall for additional damage. A creature that successfully saves still takes the damage. Any creature standing on the ground in this area that is currently casting a spell must succeed on a Concentration check (DC 25 + spell level) or lose the spell. You are immune to the effect of the earthstrike quake maneuver. Your allies must still save as normal against its effect. Walls and similar barriers don’t block the line of effect of an earthstrike quake. The effect can damage surrounding buildings dealing appropriate damage to them. You must be on the ground for use this maneuver.
Earth Ripple
Discipline: Stone Dragon (Strike);
Level: 8
Prerequisite(s): Three Stone Dragon maneuvers
Initiation Action: 1 full-round action
Range: See text
Target: All creatures and objects in the area
Duration: Instant
Saving Throw: Reflex partial
As a full round action you either make a jump, or purposefully fall out of the air and charge the ground. You must fall at least 10 feet to activate this maneuver and you do not take any fall damage while using this maneuver. When you hit the ground you hit it so hard you cause a tidal wave of distorted land to ripple out from your point of impact 10 feet high, and up to 10 feet in radius for every 10 feet you dropped. All creatures in the area take 1d10 damage for every 10 feet you dropped (maximum 1d10 damage per initiator level) and are pushed to the edge of the radius. A Reflex save (DC 18 + your initiator modifier) half the damage. Creatures that fail the save must make an Acrobatics check DC (DC 15 + your initiator level) or fall prone at the end of the movement. If they succeed on the save, they must make an Acrobatics check DC 40 (as normal for jumping 10 ft.) to see if they clear the moving 10 foot wave. If they fail to jump over 10 feet, they are pushed back to the edge of the radius. Creatures floating 11 feet or higher off the ground are immune to this maneuver. The wave travels within the ground, going past walls and obstructions on the surface. If a creature pushed by the wave hits an obstruction (such as having been inside a building) they stop their movement there, but still take damage as if they moved the whole way and fall prone regardless of their Acrobatics check. The wave travels underground in a half-sphere, and is particularly dangerous to underground creatures or structures. They take double damage (with a Reflex for half) and are moved to the edge of the sphere as appropriate (they cannot fall prone while burrowing) because they are not allowed an Acrobatics check. The wave can damage surrounding buildings dealing appropriate damage to them. You can always choose to have the radius be less then the maximum you're allowed (minimum 10 ft. radius), you still deal the full damage you've dropped. You are immune to the effect of the earth ripple maneuver. Your allies must still save as normal against its effect.
Greater Bond of Antaios
Discipline: Stone Dragon (Stance);
Level: 8
Prerequisite(s): Three Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance you gain 3 temporary hit point per initiator level you have which refreshes at the beginning of your turn, as long as you are in contact with earth, stone, and other minerals. These temporary hit points do not stack with other temporary hit points. However, temporary hp gained from the Stone Power feat does stack.
Judgment of the Lord of the Mountain
Discipline: Stone Dragon (Strike);
Level: 8
Prerequisite(s): Three Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
You make a Perception check in place of your normal attack roll (you may add any enhancement bonus from your weapon or feats that apply from the use of your weapon to this Perception check as well), and if this Perception check equals or exceeds the target’s armor class, the attack deals quadruple damage. If this check does not meet or exceed the target’s armor class, then the attack fails and you miss.
Strength of Stone
Discipline: Stone Dragon (Stance);
Level: 8
Prerequisite(s): Three Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You are immune to ability damage and drain, critical hits, energy drain, death effects, and precision damage while you are in this stance. If you starts and ends your turn in the same space, you cannot be knocked prone or forcibly moved until the start of your next turn, even with mind-affecting and teleportation effects. This stance immediately ends if you move more than 5 feet for any reason in one round.
9th Level
Mountain Tombstone
Discipline: Stone Dragon (Strike);
Level: 9
Prerequisite(s): Three Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe’s body is left a crippled, twisted mockery. Your attack causes damage to the structure of your foe’s body.
As part of this maneuver, you make a single melee attack. If this attack hits, you deal 1d6 points of Constitution damage per 5 initiator level in addition to your normal damage. This maneuver ignore the immunity to ability damage. Against creature without Constitution score like construct or undead this deals 2d10 damage per initiator level.
Feats
Stone Power (Combat)
Prerequisites: Str 13, one Stone Dragon maneuver.
Benefit: When you use an attack action or a full attack action, or you initiate a Stone Dragon strike in melee combat, you can take a –1 penalty on all melee attack rolls and combat maneuver checks to gains 2 temporary hit points. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the temporary hit points gained by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. These temporary hit points last until the beginning of your next turn. These temporary hit points do not stack with themselves or other temporary hit points.
Shards of Granite (Combat)
Prerequisites: Stone Power, two Stone Dragon maneuvers, Base attack bonus +6.
Benefit: The Shards of Granite feat enables the use of three tactical options.
Battering Smash: To use this option, you must make a successful melee attack using one of the associated weapons of the Stone Dragon discipline (hammers, heavy blades, polearms, and unarmed strike) while you are taking a penalty of at least -3 to attack roll using your Stone Power feat. If you hit, you ignore the target's hardness (if any).
Eviscerating Strike: To use this option, you must hit the same creature at least two times in the same round using one of the associated weapons of the Stone Dragon discipline (hammers, heavy blades, polearms, and unarmed strike). On your next turn, you ignore any penalty you take on your attack roll from your Stone Power feat when making a roll to confirm a critical hit.
Unstoppable Onslaught: To use this option, you must make a successful melee attack using one of the associated weapons of the Stone Dragon discipline (hammers, heavy blades, polearms, and unarmed strike), while you are taking a penalty of at least -4 to attack roll using your Stone Power feat. If you hit, your melee attacks against that creature on your next turn overcomes its damage reduction (if any).
Epic Feat
Master of the Stone Dragon
Prerequisites: Knowledge (martial) 24 ranks, knowledge of 6 Stone Dragon maneuvers, able to initiate 9th level maneuvers
Benefit: You are able to learn and ready epic maneuvers from the Stone Dragon discipline, provided you spend the time and experience in order to do so. In addition, whenever you are hit by an attack, you may prepare to take the hit, consuming a prepared Stone Dragon maneuver to gain temporary hit points against that attack equal to 10 times the level of the maneuver consumed (epic maneuvers count as level 10th for this effect). Doing so counts as an attack of opportunity for this round.
Inscrutability of the Mountain
Discipline: Stone Dragon (Stance);
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Training Time: 1 month
While in this stance you gain 6 temporary hit point per initiator level you have which refreshes at the beginning of your turn, as long as you are in contact with earth, stone, and other minerals. These temporary hit points do not stack with other temporary hit points. However, temporary hp gained from the Stone Power feat does stack. You are immune to ability damage and drain, critical hits, energy drain, death effects, and precision damage while you are in this stance. If you starts and ends your turn in the same space, you cannot be knocked prone or forcibly moved until the start of your next turn, even with mind-affecting and teleportation effects, and are totally immune to natural environment and hazard effects like those caused by the Disruption of Heaven and Heart (tsunami, tornados, volcanic eruptions, etc.). This stance immediately ends if you move more than 5 feet for any reason in one round.
Mountain Bulwark
Discipline: Stone Dragon (Counter);
Level: Epic
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
Training Time: 10 days
You make a Perception check with a +8 competence bonus opposing your enemy’s attack roll. If successful, the attack is blocked and you may make an immediate melee counter attack against that opponent at your full attack bonus (if the opponent is within melee range for you) and inflict an additional 12d6 points of damage.
Mountain Proclamation
Discipline: Stone Dragon (Strike);
Level: Epic
Initiation Action: 1 standard action
Range: Melee attack
Target: One Creature
Duration: Instant
Saving Throw: Will negate
As part of this maneuver, you make a melee attack against your foe. This attack deals an extra number of d6 points of damage equal to your initiator level and the target must make a successful Will save (DC 20 + your initiation modifier) to resist being driven to its knees, knocked prone.
Orichalcum Bones
Discipline: Stone Dragon (Boost);
Level: Epic
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Training Time: 30 days
After you make a successful melee attack you can activate this maneuver: you gain damage reduction 50/orichalcum for 1 round.
Strike of the Heavens
Discipline: Stone Dragon (Strike);
Level: Epic
Initiation Action: 1 standard action
Range: Melee attack
Target: One Creature, Object, or Square and a 600-ft. Cone or 1000-ft. Line
Duration: 1 round
Saving Throw: Reflex negate
Training Time: 3 months
Upon using this strike you place a colossal blow to your enemy or an object, dealing sextuple damage (bonus dices like the flaming weapon property or precision damage is not multiplied) and knocking the creature prone. You attack also send a mighty shockwave, dealing half the damage of your attack to all creatures, unattended objects and structure within a 600-ft. Cone or 1000-ft. Line (your choose) and knocking them prone as well, a successful Reflex save (DC 20 + your initiator modifier) negate the prone but not the damage. Any ground terrain within the shockwave become difficult terrain. You are not affected by the shockwave of your own Strike of the Heavens. You can attack a square adjacent to you instead of a creature or object.
Supreme Mountain Hammer
Discipline: Stone Dragon (Strike);
Level: Epic
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
Training Time: 10 days
You put the weight of a mountain range behind your attack, pounding through armor and bone. As part of this maneuver, you make a single melee attack. This attack deals an extra 30d6 points of damage and automatically overcomes damage reduction and hardness.
Titan Strike
Discipline: Stone Dragon (Strike);
Level: Epic
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial
Training Time: 10 days
As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 12d6 points of damage, and the creature struck must succeed on a Fortitude save (DC 20 + your initiator modifier) or be hurled 6d6 squares away from you, falling prone in that square. A creature of a smaller size category than yours gets a –4 penalty on this save; a creature of a larger size category than yours gets a +2 bonus on the save. The enemy’s movement doesn’t provoke attacks of opportunity. If an obstacle blocks the creature’s movement, the creature and the obstacle struck each take 1d6 points of damage per 5 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.
True Judgment of the Lord of the Mountain
Discipline: Stone Dragon (Strike);
Level: Epic
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
Training Time: 15 days
You make a Perception check in place of your normal attack roll (you may add any enhancement bonus from your weapon or feats that apply from the use of your weapon to this Perception check as well), and if this Perception check equals or exceeds the target’s armor class, the attack deals sextuple damage. If this check does not meet or exceed the target’s armor class, then the attack fails and you miss.
Disruption of Heaven and Earth
Discipline: Stone Dragon (Strike);
Level: Epic [Pinnacle]
Initiation Action: 1 full-round action
Range: 1-mile radius spread per 2 initiator level centered on yourself
Target: The area
Duration: Instant
Saving Throw: No one (see below)
Training Time: 1 year
The pinnacle of the Stone Dragon school. Turn the heavens, the sea and the earth into one big cauldron and use a power capable to destroy the world, that even the Gods fear. This power has different effects based on where it is used and the zones it affects but the whole zone regardless is tilted in the direction of your choice: all structures take a number of d10 damage equal to your initiator level and all the creatures in the area must make an Acrobatic check (if on land), Swim (if in water), or Fly (if in air) DC 20 + your initiator modifier or fall prone (only if on ground) and plummet from tilted upheaval, suffering a d6 for every 5 ft. of fall (maximum 20d6 fall damage as normal). All solid ground in the area undergoes a terrifying earthquake and immense cracks open in it that make it down for miles and miles, in the large bodies of water terrifying tsunamis are unleashed hundreds of meters high which crash down in all directions while in the air titanic tornadoes and hurricanes form (the effects of earthquakes, tsunamis, tornados and hurricanes are at the discretion of the GM but are always devastating). These effects are only the general ones and based on the type of terrain the GM can ask for different rolls and give different effects: on a volcano this would cause an automatic devastating eruption on an immense area with enormous dangers due to all the effects that accompany the eruption (poisonous clouds, ash, lava, pyroclastic flows, etc.). You automatically pass the initial roll but you are not immune to all the effects caused by the upheaval (you do not risk falling but still suffer the Tsunami if you are in the affected area).
Deepstone Sentinel (Prestige Class)
Hit Die: d10.
Requirement
To qualify to become a deepstone sentinel, a character must fulfill all the following criteria.
Feats: Stone Power
Skills: Perception 10 ranks.
Martial Maneuvers: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance.
Class Skills
The deepstone sentinel’s class skills are Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (martial) (Int), Perception (Wis), and Sense Motive (Wis).
Skill Ranks per Level: 2 +
Int modifier.
Table: Deep Stone
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Maneuver per Day |
1st | +1 | +1 | +0 | +1 | Deepstone initiator, Mountain fortress stance, Passwall | +1 level of existing initiator class |
2nd | +2 | +1 | +1 | +1 | Crashing mountain juggernaut | +1 level of existing initiator class |
3rd | +3 | +2 | +1 | +2 | Indomitable redoubt | +1 level of existing initiator class |
4th | +4 | +2 | +1 | +2 | Stone curse, Dragon's tooth | +1 level of existing initiator class |
5th | +5 | +3 | +2 | +3 | Awaken the Stone Dragon | +1 level of existing initiator class |
Class Features
All of the following are class features of the Deep Stone.
Maneuver
At the indicated levels, a deepstone sentinel gains new maneuvers know, readied and stance know as if he had also gained a level in an initiator class to which he belonged before taking the prestige class. He adds his full deepstone sentinel levels to his initiator level to determine his total initiator level and his highest-level maneuvers known. If the character had more than one initiator class before becoming a deepstone sentinel, he must decide to which class he adds the new level for the purposes of determining the maneuvers and stance.
Deepstone Initiator
A deepstone sentinel substitute his base initiator modifier with Strength or Constitution, which of the two is higher.
Mountain Fortress Stance (Su)
As a novice deepstone sentinel, you learn to make yourself as impenetrable as a mountain fortress. This ability is a key component of this prestige class’s combat abilities. While you enter in a Stone Dragon stance, or as as swift action while in a Stone Dragon stance, you can forgo its normal benefit to gain the effect of mountain fortress stance. This ability lasts as long as you would maintain the Stone Dragon stance, or as described below. You can also stop using mountain fortress stance and resume gaining the normal benefit of the stance as a swift action. When you use this ability, you can choose to create a fortress of earth or rock, provided you are standing on earth, stone, rock, or a worked surface such as a cobblestone street or a flagstone floor (as long as natural earth or rock is no more than 1 foot below you). The square (or squares) that you occupy forms a pillar of earth or rock 5 feet tall, with you on top. Each square adjacent to you is buckled and steeply sloped, becoming difficult terrain. Any creature that attempts to enter or leave one of these squares must make a DC 10 Acrobatics check or fall prone in the last square of the area it occupied. Creatures that ignore difficult terrain automatically succeed on this check, and flying creatures are unaffected. Creatures with four or more legs or the stability racial trait gain a +4 bonus on this Acrobatics check. You retain the benefit of mountain fortress stance until you end your Stone Dragon stance or move more than 5 feet in a round. You are unaffected by the difficult terrain you create with this ability. If you move only 5 feet in a round, the pillar of earth you have created moves with you, creating new squares of difficult terrain in every square adjacent to your new position. If creatures occupy those newly adjacent squares, they do not need to immediately make Acrobatics checks as described above. However, if on their turn they attempt to leave the area of difficult terrain, they are affected by mountain fortress stance as normal, and squares that are no longer adjacent to you return to their natural state. If you move more than 5 feet in a round while using mountain fortress stance, the effect ends, and the ground immediately returns to normal.
Passwall (Sp)
You can use
passwall once per day per class level as a spell-like ability. Your caster level is equal to your deepstone sentinel class level.
Crashing Mountain Juggernaut (Su)
Beginning at 2nd level, if you start your turn with mountain fortress stance active, as a full-round action you can end the Stone Dragon stance you initiated to gain the benefit of this ability. When you do so, the hill you created with mountain fortress stance suddenly sinks, sending any foes standing in squares adjacent to you crashing to the ground. In addition, you tumble down the crumbling hill like a living avalanche. When you use this ability, all creatures within the area of difficult terrain created by your mountain fortress stance must make a DC 15 Acrobatics checks or fall prone. The bonus for stability or having extra legs does not apply. In addition, you can use a charge to attack an enemy as part of this ability’s activation. If your attack is successful, it deals an extra 2d6 points of damage owing to the momentum you gain as you hurtle down your temporary hill and slam into your opponent. You cannot activate mountain fortress stance on the same turn in which you use this ability.
Indomitable Redoubt (Ex)
Once you attain 3rd level, while you are in mountain fortress stance, you can also initiate and gain the benefit of one additional Stone Dragon stance. This can be the stance you entered to initially activate mountain fortress stance, or another Stone Dragon stance you know. You must otherwise follow all the normal rules for entering and maintaining a stance.
Stone Curse (Su)
From 4th level on, you can strike an opponent and channel the leaden weight of the earth into its arms and legs. For a brief moment, it labors in vain, unable to move under the crushing burden you impose. As an immediate action, you can give up your damage to force an opponent you hit with a melee attack to make a successful Will save (DC 10 + ½ your character level + your Str modifier) or become unable to move for 1 round. The creature’s speed for all movement modes drops to 0 feet. A flying creature’s fall to the ground and can take additional falling damage. You must choose to use this ability after successfully attacking an opponent but before rolling damage.
Dragon’s Tooth (Su)
From 4th level on, as a standard action, you can cause a pillar of stone to erupt from the earth within 60 feet of you. The pillar occupies one square and is 5 or 10 ft. tall (your choice). You can call forth a stone pillar only from natural, unworked earth or stone. A creature standing in the square must succeed on a Reflex save (DC 10 + ½ your character level + your Str modifier) or be knocked prone. You can dismiss a pillar you created as a standard action, but otherwise the pillar remains where you called it forth.
Awaken the Stone Dragon (Su)
At 5th level, you can cause a localized earthquake to rumble through the ground around you. Through your study of Stone Dragon techniques and your strong connection to elemental earth, you can awaken the slumbering wrath of stone to send your enemies tumbling to the ground. The earth churns, rocks explode into cutting shards, and the ground rebels against your foes. Once per encounter as a swift action, you cause the ground around you to shudder and churn as if rocked by an earthquake spell as a CL equal to your initiator level with the following difference:
- This is extraordinary in nature.
- The range is 10 ft. per CL.
- The Reflex save is (DC 10 + 1/2 your character level + your Str modifier) instead of being fixed.
- All enemies within the area must make successful Reflex saves (DC 10 + 1/2 your initiator level + your Str modifier) or take 12d6 points of damage and fall prone. A successful save allows an opponent to take half damage and remain standing.