Sub-Epic Offerings

Exquisitor (Inquisitor Archetype)
Selected among the “choicest” candidates, exquisitors use charm and social grace to conduct their inquiries. Although sweet instead of stern, they are no less ruthless than their grim counterparts.

Exquisite (Ex)
An exquisitor uses her Charisma modifier, rather than her Wisdom modifier, to determine all class features and effects relating to her inquisitor class.

Choice Words(Ex)
Exquisitors are skilled at deception and tactfulness. An exquisitor receives a morale bonus on all Bluff and Diplomacy checks equal to 1⁄2 her inquisitor level (minimum +1). This replaces stern gaze.

Charm Person (Ex)
At 2nd level, an exquistor can use charm person, at will, as a spell-like ability. She can use this spell-like ability on a specific humanoid only once in a 24 hour period. This replaces detect alignment.

Aloof (Ex)
At 2nd level, an exquisitor can add her Charisma bonus in place of her Dexterity bonus on Reflex saving throws. This replaces track.

Exploit Vulnerability (Su)
At 14th level, the exquisitor learns to use her charm to appear so precious in the eyes of her attackers that they second guess their intentions to kill her. Whenever a foe scores a critical hit against the exquistor, the exquistor adds her Charisma bonus as a luck bonus to her Armor Class against the foe’s attack roll to confirm the crit. This replaces exploit weakness
 

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Exquisitor (Inquisitor Archetype)
Selected among the “choicest” candidates, exquisitors use charm and social grace to conduct their inquiries. Although sweet instead of stern, they are no less ruthless than their grim counterparts.

Exquisite (Ex)
An exquisitor uses her Charisma modifier, rather than her Wisdom modifier, to determine all class features and effects relating to her inquisitor class.

Choice Words(Ex)
Exquisitors are skilled at deception and tactfulness. An exquisitor receives a morale bonus on all Bluff and Diplomacy checks equal to 1⁄2 her inquisitor level (minimum +1). This replaces stern gaze.

Charm Person (Ex)
At 2nd level, an exquistor can use charm person, at will, as a spell-like ability. She can use this spell-like ability on a specific humanoid only once in a 24 hour period. This replaces detect alignment.

Aloof (Ex)
At 2nd level, an exquisitor can add her Charisma bonus in place of her Dexterity bonus on Reflex saving throws. This replaces track.

Exploit Vulnerability (Su)
At 14th level, the exquisitor learns to use her charm to appear so precious in the eyes of her attackers that they second guess their intentions to kill her. Whenever a foe scores a critical hit against the exquistor, the exquistor adds her Charisma bonus as a luck bonus to her Armor Class against the foe’s attack roll to confirm the crit. This replaces exploit weakness
I actually really like this one. This is awesome.
 



Angel Paragon (Daeva)

Hit Die: d10.

Class Skills

The Angel Paragon’s class skills are Acrobatics (Dex), Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes), Knowledge (religion), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Ability Increased
1st​
+1​
+2​
+0​
+2​
Celestial Body, Daeva Spirit I​
-​
2nd​
+2​
+3​
+0​
+3​
Angel​
+1 Str​
3rd​
+3​
+3​
+1​
+3​
Astral Skin, Celestial Speed (40 ft.),​
+1 Con​
4th​
+4​
+4​
+1​
+4​
Daeva Magic, Regenerate (fast healing)​
+1 Cha​
5th​
+5​
+4​
+1​
+4​
Flight, Truespeech​
-​
6th​
+6​
+5​
+2​
+5​
Celestial Speed (50 ft.), Daeva Spirit II​
+1 Str​
7th​
+7​
+5​
+2​
+5​
Celestial Awareness, Change Shape​
+1 Con​
8th​
+8​
+6​
+2​
+6​
Daeva Spirit III​
+1 Cha​
9th​
+9​
+6​
+3​
+6​
Astride the Ladder, Growth​
+1 Wis​
10th​
+10​
+7​
+3​
+7​
Protective Aura​
+1 Str​
11th​
+11​
+7​
+3​
+7​
Daeva Spirit IV​
+1 Con​
12th​
+12​
+8​
+4​
+8​
Improved Celestial Awareness​
+1 Cha​
13th​
+13​
+8​
+4​
+8​
Smite Evil​
+1 Wis​
14th​
+14​
+9​
+4​
+9​
Daeva Spirit V​
+1 Str​
15th​
+15​
+9​
+5​
+9​
Regenerate (regeneration)​
+1 Con​
16th​
+16​
+10​
+5​
+10​
Daeva Spirit VI​
-​
17th​
+17​
+10​
+5​
+10​
Angelic Grace​
+1 Cha​
18th​
+18​
+11​
+6​
+11​
Daeva Spirit VII​
+1 Str​
19th​
+19​
+11​
+6​
+11​
Solar​
+1 Con​
20th​
+20​
+12​
+6​
+12​
Daeva Spirit VIII, Epic Champion of Good, Wish​
+ Str, +1 Con​

Class Features
All of the following are class features of the Daeva.

Weapon and Armor Proficiency
Daeva are proficient with all simple and martial weapons and its natural weapons. Daeva are also proficient with light and medium armor and shields (except tower shields).

Ability Bonus
The Daeva gains +1 to strength at 2nd, 6th, 10th, 14th, 18th & 20th level, a +1 bonus to constitution at 3rd, 7th, 11th, 15th, 19th & 20th level, a +1 bonus to charisma at 4th, 8th, 12th & 17th level and finally a +1 bonus to wisdom at 9th & 13th level for a total of +6 str, +6 con, +4 cha & +2 wis.

Celestial Body
At 1st level, the Daeva is a outsider (extraplanar) and has the following traits

  • darkvision 60 feets
  • low-light vision
  • medium sized
  • base land speed 30 ft.
  • 2 primary slam attacks which deal 1d8+ Str damage
  • a pair of wings. Although it's too weak to fly for now, when it fall it can slow its descent by making a DC 15 Fly check to fall safely without taking falling damage, albeit at a rate of 20 feet a round. When falling safely, the Daeva can make another DC 15 Fly check to glide, moving 5 feet laterally every round. Fly is a class skill for the Daeva.
  • unlike other outsiders, the Daeva can be brought back from the dead with raise dead and resurrection
  • Celestial Fertility (Ex) Daeva are perfectly compatible with mortal humanoids. Daeva are as likely to conceive with them as mortals are with those of their own kind. Daeva who take human mates become parents in short order. This ignores all mundane, extraordinary, supernatural effects and spells that would prevent pregnancy including a man normally being impotent or a woman being barren.
  • the Daeva gains a natural armor bonus equal to its charisma modifier
  • The Daeva start the game speaking Celestial and Common. A Daeva with high Intelligence scores can choose any languages it want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Daeva Spirit (Sp)
At 2nd level, the Daeva becomes able to use some SLAs (CL equal to HD) 3 times per day each.

Level
Spell-like Ability
I​
Cure Light Wounds, Lesser Restoration, Remove Fear, Guidance​
II​
Aid, Continual Flame, Remove Disease, Resist Energy, Speak With Dead​
III​
Charm Person, Dispel Magic (Greater at 12 HD), Holy Smite, Remove Curse​
IV​
Blade Barrier, Commune, Heal​
V​
Animate Objects, Power Word: Blind​
VI​
Dimensional Anchor, Greater Restoration, Power Word: Stun, Resurrection​
VII​
Earthquake, Permanency, Prismatic Spray​
VIII​
Imprisonment, Power Word: Kill, True Resurrection, Summon Monster IX (good creatures only)​

Angel (Ex)
At 2nd level, a Daeva gains resistance to acid and cold and a bonus on saves against poison equal to his HD, and resistance to electricity and fire equal to half his HD. He gains also telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the angel (without gaining any benefict from it unless stated in this class) and good subtypes and his weapons/natural attacks count as good for bypassing DR. At 8th level the Daeva gains immunity to acid, cold and petrification.

Astral Skin (Ex)
At 3rd level, the Daeva gains DR/Evil equal to half it's HD and SR equal to 11+HD.

Celestial Speed (Ex)
At 3rd level, the Daeva increase its base land speed to 40 ft. and at 6th level to 50 ft.

Daeva Magic
At 4th level, the Daeva gains the ability to cast as a cleric equal to its Daeva levels-3. It does not gain any other cleric class abilities, including domains, channel energy or spontaneous casting, and uses charisma to determine max spell level, DCs & spells per day as opposed to wisdom. If the Daeva previously had cleric casting, this stack with the previous casting. At 17th level, this increase to equal to its Daeva level (instead of Daeva levels-3).

Regenerate (Ex)
At 4th level, the Daeva gains fast healing equal to ¼ its HD. Unlike the normal fast healing, this can also regenerate parts of the body as regeneration. As a full-round action that do not provoke attacks of opportunity, the Daeva can regrow lost limbs. At 15th level this increase to regeneration (evil).

Flight (Ex)
At 5th level, the Daeva wings strength, it gains a fly speed of 5 feet per HD (with average maneuverability). A Daeva gains a number of secondary wings attacks equal to its number of wings that deal 1d4 + ½ Str. The number of pair of wings increase by one every three levels thereafter (4 wings at 8th level, 6 wings at 11th level,…., 12 wings at 20th level).

Truespeech (Su)
At 5th level, the Daeva can speak with any creature that has a language, as though using a tongues spell (caster level equal to Daeva’s Hit Dice). This ability is always active.

Celestial Awareness (Sp)
At 7th level, the Daeva gains the following constant spell-like abilities (CL equal to HD): Detect Evil, Detect Snares and Pits, and See Invisibility. These can be dispelled, though they may be reactivated as a free action in the Daeva turn.

Change Shape (Su)
At 7th level, the Daeva gains the change shape ability (any small or medium humanoid, alter self). This ability functions as alter self, except that the Daeva does not adjust its ability scores and can remain in this form indefinitely.

Astride the Ladder (Su)
At 9th level, as a standard action 3 times per day, the Daeva can enter the Astral Plane. From here, it may arrive instantly in any Upper plane (Heaven, Nirvana and Elysium), any Lower plane (Hell, Abaddon and Abyss), or the Material plane. The Daeva always arrive at the last point it left that plane, though the first time it arrive on a plane it has not visited before it functions like plane shift. The Daeva may also travel to other planes accessible through the Astral Plane using normal travel times. The Daeva may remain in the Astral Plane as long as it wish. At 13th level, the Daeva can perform this as a move action, and at 17th as a swift action.

Growth (Ex)
At 9th level, the Daeva grows one size category, gains +2 Str, -1 Dex and +2 Cos. Its slam attacks deal 1d10 base damage and the wings naturacl attacks deal 1d6 base damage.

Protective Aura (Su)
At 10th level, the Daeva gains a protective aura. Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Daeva. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Daeva’s HD).

Improved Celestial Awareness (Sp)
At 12th level, the Daeva gains Discern Lies and True Seeing as a constant spell-like abilities (CL equal to HD). These can be dispelled, though they may be reactivated as a free action in the Daeva turn.

Smite Evil
At 13th level, a number of time per day equal to its Charisma modifier (minimum 3), the Daeva can call out to the powers of good to aid it in its struggle against evil. As a swift action, the Daeva chooses one target within sight to smite. If this target is evil, the Daeva adds its Cha bonus (if any) to its attack rolls and adds its Daeva level to all damage rolls made against the target of its smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the Daeva possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the Daeva gains a deflection bonus equal to its Charisma modifier (if any) to its AC against attacks made by the target of the smite. If the Daeva targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the daeva rests and regains its uses of this ability.

Angelic Grace (Su)
At 17th level, the Daeva adds its Charisma modifier as a sacred bonus on all its saving throws and to its Armor Class.

Solar
At 19th level, the Daeva ascends to the ranks of the Solars. It gains the sun domain for its cleric casting, or if it already has the sun domain, any other domain of its choice. Additionally, a number of times per day equal to its wisdom modifier, the Solar may declare any attack a slaying attack. This must be declared before the attack is made. If it hit an evil creature, the enemy must succeed on a DC (10+ ½ HD + Cha mod) Fortitude save or die instantly. Evil creatures take -2 to this save. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. Agaisnt living creatures, this is a death effect. When keyed to a living creature, this is a death effect. The Solar may only make one attack as a slaying attack per round. If the attak miss, the use of slaying attack is lost. The Daeva gains the following ability:

  • Slaying Arrow (Su)
    A solar’s bow needs no ammunition, and automatically creates a slaying arrowUE of the solar’s choice when drawn.
UE Pathfinder Roleplaying Game: Ultimate Equipment

Archangel (Ex)
At 20th level, the Daeva is elevated from traditional hierarchy of angels to a personal servant of a deity, ethos, or empyreal lord. The angelic paragon gains a host of celestials. This functions as the Leadership feat, except that all her followers are angelic paragons. She may use sending (as the spell) as a free action to contact any of her followers or her cohort. The angelic paragon also becomes much harder to kill. In most cases, it's difficult to destroy a an archangel through simple combat: the “destroyed” archangel restores herself upon the home plane of her deity, ethos, or empyreal lord in 2d4 days if she is not returned to life by other means. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy an archangel is to slay her upon the home plane of her deity, ethos, or empyreal lord.

Epic Champion of Good
At 20th level, the Daeva's DR changes to DR/Epic and Evil, all attacks are considered epic and good for the purposes of overcoming damage reduction, and its regeneration increase to (epic and evil).

Wish (Sp)
At 20th level, the Daeva gains Wish as a spell-like abilities (CL equal to HD) usable once per day.
 

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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 axes, 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.


Stone Bones

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. 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 effects, 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 and half the damage (thus ¼ of 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): Four 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 (axes, 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 (axes, 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 (axes, 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 2d6 points of damage per initiator level.


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 Cone or 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 Cone of 10 ft. per initiator level or a Line of 20 ft. per initiator level (your choose) and knocking them prone as well, a successful Reflex save (DC 20 + your initiator modifier) negate the prone and half the damage (thus ¼ of 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 5d6 points of damage per 4 initiator level 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 2d6 points of damage per initiator level, 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 (bonus dices like the flaming weapon property are multiplied but precision damage is not multiplied). 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+1Deepstone initiator, Mountain fortress stance, Passwall+1 level of existing initiator class
2nd+2+1+1+1Crashing mountain juggernaut+1 level of existing initiator class
3rd+3+2+1+2Indomitable redoubt+1 level of existing initiator class
4th+4+2+1+2Stone curse, Dragon's tooth+1 level of existing initiator class
5th+5+3+2+3Awaken 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.
 

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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+1Deepstone initiator, Mountain fortress stance, Passwall+1 level of existing initiator class
2nd+2+1+1+1Crashing mountain juggernaut+1 level of existing initiator class
3rd+3+2+1+2Indomitable redoubt+1 level of existing initiator class
4th+4+2+1+2Stone curse, Dragon's tooth+1 level of existing initiator class
5th+5+3+2+3Awaken 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.
This is badass, I like it
 

Grim Reaper

A grim reaper is a character who has devoted his life to capture souls who have evaded their last destination. While all the grim reapers have this in mind, their ways change completely between one and the other: while a Neutral Good grim reaper finds himself in front of a Spiritualist and his phantom would try to help them find peace, a Neutral Evil grim reaper probably wouldn't has too much trouble killing the spiritualist and absorbing both him and the phantom. While the good grim reapers are allies of the psychopomps and hunt down the undeads, the evil have no problem cooperating with the undeads and are usually the hounds of the Nine Hells of Baator and recapture souls fleeing their torture.....whether they are deserved or not does not matter.

Alignment: Any.

Hit Die: d10

Starting Gold: 3d12×10 gp (190 gp). In addition, each character begins play with an outfit worth 10 gp or less and one scythe.

Starting Age: As fighter.

Class Skills

The grim reaper’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Table: Grim Reaper

Level​
Base Attack Bonus​
Fort
Ref
Will
Special​
1st​
+1​
+2​
+0​
+2​
Bound Scythe, Death Affinity, Lore of Life and Death, Smite Soul 1/day, Soulbind, Voice of the Dead​
2nd​
+2​
+3​
+0​
+3​
Eyes of the Reaper​
3rd​
+3​
+3​
+1​
+3​
Consume Soul​
4th​
+4​
+4​
+1​
+4​
Reaper Form, Smite Soul 2/day​
5th​
+5​
+4​
+1​
+4​
Necrotic Purge,​
6th​
+6/+1​
+5​
+2​
+5​
Ray of Necrosis​
7th​
+7/+2​
+5​
+2​
+5​
Smite Soul 3/day​
8th​
+8/+3​
+6​
+2​
+6​
Aura of Despair​
9th​
+9/+4​
+6​
+3​
+6​
Inspire Dread​
10th​
+10/+5​
+7​
+3​
+7​
Smite Soul 4/day,​
11th​
+11/+6/+1​
+7​
+3​
+7​
Power over Death​
12th​
+12/+7/+2​
+8​
+4​
+8​
Road of Souls​
13th​
+13/+8/+3​
+8​
+4​
+8​
Improved Reaper Form, Smite Soul 5/day​
14th​
+14/+9/+4​
+9​
+4​
+9​
Grave Hands​
15th​
+15/+10/+5​
+9​
+5​
+9​
Greater Eyes of the Reaper​
16th​
+16/+11/+6/+1​
+10​
+5​
+10​
Death Sanctuary, Smite Soul 6/day​
17th​
+17/+12/+7/+2​
+10​
+5​
+10​
Terrible Form​
18th​
+18/+13/+8/+3​
+11​
+6​
+11​
Deathward​
19th​
+19/+14/+9/+4​
+11​
+6​
+11​
Deadly Scythe, Inescapable Death, Smite Soul 7/day​
20th​
+20/+15/+10/+5​
+12​
+6​
+12​
Death Incarnate​

Class Features​

All of the following are class features of the Grim Reaper.

Weapon and Armor Proficiency: Grim Reaper are proficient with all simple and martial weapons, and with light armor. Grim Reapers are not proficient with shields of any kind.

Bound Scythe (Ex)
At 1st level, the grim reaper binds a single scythe to his call. That scythe becomes tied to his very soul, becoming a conduit for their purpose and their weapon of destruction. This scythe is always considered in the associated weapon group for all the disciplines the grim reaper have access to. The grim reaper scythe become almost an extension of his body: he is immune to disarm, steal, and sunder combat maneuvers made against his bound scythe when he holds it and his scythe cannot be broken with a strength check, a helpless grim reaper does not gain this benefit. A grim reaper can select feats that have a minimum number of fighter levels as a prerequisite, treating his grim reaper level as his fighter level, but if the feat specific to select a specific weapon (such as Weapon Specialization), the grim reaper can only select the scythe. The reaper may enchant the scythe normally. Finally, as a supernatural action, the reaper may call the scythe to his hand with a move action as long as he and the scythe are on the same plane. By meditating for 8 hours and expending 100 gp per grim reaper level, he may bind himself to a different scythe, breaking all ties with his former weapon.

Death Affinity (Ex)
By their very nature, grim reapers stand betwixt the veil of life and death. Mindless undead see them as though they were other undead, and do not willfully attack them unless ordered to, or until the grim reaper takes some offensive action against them. Furthermore, intelligent undead, spirit and psychopomp are more inclined to feel closer to the grim reaper than to other living creatures, granting the grim reaper a bonus equal to ½ his grim reaper level to Charisma-based skill checks and Sense Motive checks when interacting with these creature and their starting attitude towards him is one step better.

Lore of Life and Death (Su)
The bound scythe automatically gains the ghost touch and soul-bane qualities when held by the grim reaper: the bane weapon special ability against all creatures with a soul (this work even if the scythe don’t have at least a +1 enhancement bonus, giving at the grim reaper at least a +2 weapon against creature with soul).

Smite Soul (Su)
Once per day, a grim reaper can mark the soul of a foe they wish to take.

As a swift action, the grim reaper chooses one target within sight to mark. If this target is a creature with a soul, the grim reaper adds his Charisma bonus (if any) to his attack rolls and adds his grim reaper level to all damage rolls made against the target of his smite. Regardless of the target, smite soul attacks automatically bypass any damage reduction (DR) the creature might have.

In addition, while smite soul is in effect, the grim reaper gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the grim reaper targets a creature that is considered to be soulless, the mark is wasted with no effect.

The smite’s effects remain until the target is dead or the next time the grim reaper rests and regains his uses of this ability. At 4th level, and every three levels thereafter, the grim reaper may use mark soul one additional time per day as indicated on the table above.

Soulbind (Su)
At 1st level the scythe of a grim reaper is more than just a weapon; it is an instrument for binding souls. Each creature that dies within a 30 foot radius near the reaper, and as long that creature have a soul*, have his soul bound into the scythe (keep track of the HD of the soul). Any abilities that use souls within the scythe automatically release that soul. A creature whose soul is bound cannot be resurrected by any means, though the use of a Wish or Miracle spell can release it earlier than expected from the soulbind. The distance increases by 30 ft. every 4 levels to a maximum of 120 ft. at 12th level. The grim reaper cannot use soulbind if the creature can rejuvenate (like the vampires, archdevil with the Infernal Resurrection, demon lord with Abyssal Resurrection, mythic creature with the Immortal ability etc). The grim reaper cannot kill creature with the regeneration unstoppable like the Tarrasque.

Note: If the targets soul is already claimed by a third party, your abilities still function as normal and you will claim the soul upon it's death. However, the entity that claimed the soul will be aware that someone else has stolen what they consider to be theirs and will know your exact location for 1 minute per hit die of the soul claimed. The GM should not notify you if this is the case.

Recovering your soul: If a grim reaper has claimed your soul, he may choose at any time to release it, allowing you to be revived as normal. If the grim reaper dies, his scythe can be destroyed as a normal weapon and all the souls stored are realise, allowing those creatures to be revived as normal.

*: even if outsiders have their souls and bodies as a one unit, soulbind and the other class feature (like lore of life and death and smite soul) work white theme as if they had a normal soul. Soulbind metaphorically absorbs all their essence, mind and will and not just the soul. Soul Sight see them as a superposition and mixture of physical and spiritual body.

Voice of the Dead (Ex/Sp)
A grim reaper’s ability to hear and understand spirits of the dead is developed enough to allow her to speak in this tongue as well. A grim reaper may use the language to understand and be understood by petitioner, psychopomps, souls, and undead creatures (all of which know the voice of the dead as a language, even if it is not listed) and to communicate with each other. Additionally, language is no longer a barrier when the a grim reaper uses a speak with dead spell. At 9th level a grim reaper can use as a spell-like abilities with caster level equal to his grim reaper level, three times per day each, speak with dead and speak with soul.

Eyes of the Reaper (Sp)
At 2nd level a grim reaper's unique nature grants it the ability to distinguish between characters on the cusp of death, and those who have passed beyond the veil. He gains deathwatch as constant spell-like ability, using his grim reaper level as a caster level.

Consume Soul (Su)
At 3rd level the grim reaper may use souls he's captured for his own benefit, ingesting his enemies souls and using their power to fuel his own life force. As a swift action, the grim reaper may consume a soul to regain 1d6 HP. For every five HD the soul possessed, increase the amount of HP regained by 1d6. By taking longer (a full-round action), the grim reaper may ingest the soul more completely, multiplying the number of d6 rolled by three.

Reaper Form (Su)
At 4th level the grim reaper can take the form of the Grim Reaper as a move action. When he enters this state he takes the form of the Death itself. The shape changes from grim reaper to grim reaper but all reflect the death (some take the classic form of the Grim Reaper in a black cloak, other take the shape of Death in in the Castlevania animated series of 2021, other the shape of Malthael of Diablo III) this is purely cosmetic and is description of the grim reaper its thematic calling card, once chosen it can no longer be changed. He floats slightly above the ground and therefore ignores all difficult terrain, this does not increase his base move speed. The grim reaper can enter this form a number of times per day equal to his Charisma modifier and may maintain the form for a number of minutes equal to his class level. While in Reaper form the character gains spell resistance (11 + grim reaper levels). The grim reaper is profoundly different in its Reaper form: for not being recognized by one who knows it, he can attempt a Disguise check with a +20 circumstance bonus. Any attempts to scry or otherwise locate the grim reaper work only if the grim reaper is currently in the form the creature is attempting to locate (or if the creature knows that the two forms are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Necrotic Purge (Su)
At 5th level the end of a hose may be compressed to increase the force of the water at the end. So can a soul as well. By ejecting a soul quickly through his scythe, the grim reaper increases the raw destructive power that is dealt by his weapon. As a swift action, the grim reaper may expend a single soul from his scythe, causing the next attack that hits during this turn to deal an additional 1d6 damage. For every three HD the soul possessed, increase the damage dealt by 1d6. This extra damage is multiplied on a critical hit but not with Vital Strike or similar abilities.

Ray of Necrosis (Su)
At 6th level, honing his power, the grim reaper may purge a soul from his soulbound scythe with such force that it blasts out to damage his foes. As a standard action, the grim reaper may eject a single soul from his scythe, making a ranged touch attack at a distance of 100 ft. in a black ray. Creatures hit with this ray take 1d6 damage for every 2 HD the soul possessed.

Aura of Despair (Su)
At 8th level, enemies within 10 feet of the grim reaper take a –2 penalty on all saving throws.

This ability functions only while the grim reaper is conscious, not if he is unconscious or dead.

Inspire Dread (Su)
At 9th level the grim reaper connection to the realm of the dead grows stronger, inspiring fear in those who do not share your might. When he charge or make a full attack, he gain the frightful presence ability with a DC 10 + ½ grim reaper levels + grim reaper charisma modifier for 1 round and a range of 30 ft. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to his frightful presence for the next 24 hours. Creatures with a number of HD equal or lower than the grim reaper level -4 but higher than 4 are instead Frightened for 1d4+2 rounds rather than Shaken if they fail. Inspire dread is a fera, mind-affecting effect.

Power over Death (Ex)
Upon reaching 11th level, the grim reaper gains the following traits.

-Darkvision 60 feet.

-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

-Immunity to death effects, disease, massive damage, paralysis, poison, sleep effects, and stunning.

-Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

-No need to breathe, eat, or sleep.

-The grim reaper stop aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the grim reaper has already take such penalties, they are removed at this time.

Road of Souls (Su)
At 12th level grim reaper reach the point where souls are not just power, but matter, to be manipulated and bent to his will. As a move action, grim reaper may expend a soul to teleport 10 ft. per HD the soul possessed. This is a conjuration [teleport] effect.

Improved Reaper Form (Su)
At 13th level the grim reaper improved his Reaper Form. The grim reaper can now enter reaper form a number of times per day equal to two times his Charisma modifier and may maintain the form for a number of minutes equal to five times his class level, the grim reaper in reaper form gets a bonus to natural armor equal to ½ his reaper levels, a profane bonus to armor class and saving throw equal to his Charisma modifier and a fly speed (Su) equal to his land speed, for grim reaper without land speed, use his higher base speed.

Grave Hands (Su)
Greveyards have ties to the realm of the dead, and at 14th level grim reaper learn to desecrate a section of ground, causing it to become a temporary graveyard filling with the inhabitants of the realm of the dead. Using this ability is a standard action which uses two of his stored souls, or as a swift action if he use four souls. Grim reaper designate an area of ground within a range of 100 ft. with a radius of 20 ft. Enemies within that area take 5d6 damage and are entangled for a round as hands crawl up and pull them down, ravaging at whatever they can reach. A successfull Reflex save DC 10 + ½ grim reaper levels + grim reaper charisma modifier half the damage and negate the entangled condition. This area lasts for a number of rounds equal to your Charisma modifier before dissipating (minimum one round).

Greater Eyes of the Reaper (Su)
At 15th level a grim reaper's gain spiritsense 60 ft. A grim reaper notices, locates, and can distinguish between living, undead and creatures with a soul within 60 feet, just as if it had the blindsight ability. The grim reaper gains the ability to see the souls of those around him. The souls of creature illuminate to him at a distance of up to 60 ft., appearing like the true form of the creature. Mundane or magical disguise is useless against the grim reaper, only mind blank spell can stop this.

Death Sanctuary (Su)
At 16th level the grim reaper gains a personal extradimensional space, which can contain only his bound scythe. Storing the weapon is a swift action, and retrieving it is a move action. He can now call the scythe even from other planes.

Terrible Form (Su)
At 17th level the grim reaper inspire dread ability is always active when in Reaper Form and if a creature is exposed to it, he gains immunity against it only for 1d4+1 rounds not 24 hours. Creature immune to mind-affecting or fear effect now must save against it but gain a +4 to the save.

Deathward (Su)
At 18th level grim reaper gains immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Living and undead grim reaper now are cure by both negative and positive energy. Undead grim reaper gains his Charisma modifier as a channel resistance.

Deadly Scythe (Ex)
At 19th level the bound scythe, when held by the grim reaper, automatically gains the vorpal weapon quality and his base critical threat of increase to 19-20 before apply other effects like the keen weapon quality or the Improved Critical feat.

Inescapable Death (Su)
At 19th level whenever the grim reaper damage an opponent with a soul, that opponent is under a Dimensional Anchor effect until the end of the grim reaper next turn. Now even Wish or Miracle cannot release a soul captured with soulbind, if the grim reaper doesn't want to free her. The grim reaper can now, with soulbind, prevent a creature to self-resurrect even if the creature can rejuvenate like the vampires, archdevil with the Infernal Resurrection, demon lord with Abyssal Resurrection, mythic creature with the Immortal ability etc, or the target soul is not in his body such as with a lich (inescapable death does not overcome death incarnate, see below). Now the grim reaper can kill creature with the regeneration unstoppable like the Tarrasque if they, brought to negative hit points equal to their Constitution score and within the range of Soulbind, fail a Fortitude save DC 10 + ½ grim reaper levels + grim reaper charisma modifier; the save must be repeated every round they reamin within range and their hp remain below negative constitution. Now even mind blank cannot block greater eyes of the reaper.

Death Incarnate
At 20th level the grim reaper has become death itself and is therefore immune to it. The grim reaper give his soul to the death, that will protect her. The grim reaper gains immunity against any effect which specifically affects a creature’s soul (such as trap the soul, or the abilities of certain monsters). Enter Reaper Form is now a free action. If the Grim Reaper hit an undead creature or an escaped soul (like a spiritualist phantom; other are GM discretion), the creature must immediately make a Will save DC 10 + ½ grim reaper levels + grim reaper charisma modifier or have his soul sucked into the scythe like per the Soulbind and Inescapable Death class features. If the Grim Reaper would take enough damage to kill him, instead of dying, his body turns to ash and is blown away. However, because a grim reaper's soul is held by death intself, he rejuvenate at a chosen destination in 1d10 days, but without any gears. Permanently slaying a grim reaper is an achievement subject to GM discretion, but should involve a great quest, artifacts, mythic power and the direct intervention of a deity.
 

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Originally from this forum PrC Contest XI: Fallen, yet not Forgotten

Drifting Petal Ascendants

The fallen petal

may ride upon the breeze and

ascend to heaven.

- Mitsuhide Sakura, the Vagrant Ascendant​

Many see the Drifting Petal Ascendants as nothing more than deluded ronins, vagrants gone mad. The ascendants couldn't care less. While each individual warrior fights for different specific ends, with varying precepts and principles, all strive to uphold a greater good -one that cannot be encompassed by the will of a single mortal. This does not mean they dedicate themselves to divine beings, although some may do, rather these ascendants often strive to uphold the dignity of mortal beings where it would be oppressed. For many ascendants, their first sublime mission is toppling the corrupted liege they once served. Beyond that, many seek to thwart greater evils that threaten the world.

The strength of a Drifting Petal Ascendant is her conviction in her mission and the dedication of her soul. Ascendants draw upon a mystical power rooted in their own force of will, a power that drives them to act alone upon their sublime missions. Some compare it to the mental force of psions, while others to the life force of monks. The ascendant's power, however, lies in the only aspect of hers that is not mortal -her soul.

BECOMING A DRIFTING PETAL ASCENDANT

Drifting Petal Ascendants were all once servants of mortal lords. Perhaps they were once ideal vassals, obedient to their lords every command, or perhaps they had their doubts from the start. One way or another, they decided on rejecting their mortal lords forever and forswore the service of any other mortal being, knowing that obedience to an impure being is tantamount to an impure life.

Drifting Petal Ascendants have no true organization, and are guided by individual precepts rather than a universal code. Nonetheless, all ascendants have three principles at their core. First, they are dedicated to the purity of their souls and minds; this ensures a balanced view of what is good. Second, they are devotees of righteousness; this gives meaning to their existence. Lastly, they are dedicated warriors who let nothing stand in their way. As long as a character can recognize all these within herself, she is fit for the path of the Drifting Petal.

Hit Die: d10.

Requirement

To qualify to become a Drifting Petal Ascendant, a character must fulfill all the following criteria.

Alignment: Any non-evil.

Base Attack Bonus: +6.

Feats: Iron Will.

Skills: Knowledge (Nobility) 4 ranks.

Weapon Competence: Must have competence with the Katana.

Special: Challenge Class Feature (the Ronin Archtype of the Legendary Samurai count as having the Challenge class feature for this prerequisite even if the Ronin exchange it for any ability or archetype that replace Challenge).

Special: The character must have been ordered by one of her superiors to do something that violated her personal principles or caused her deep emotional trouble. The character must have ended his service to her superior afterwards, whether through resignation or by disobeying the order.

Class Skills

The Drifting Petal Ascendant’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+1​
+0​
+1​
Ascendant Soul, Fast Movement, Masterless Warrior +2, Samurai Training, Soul Abilities​
2nd​
+2​
+1​
+1​
+1​
Spiritual Grace, Unbreakable Resolve​
3rd​
+3​
+2​
+1​
+2​
Bonus Feat​
4th​
+4​
+2​
+1​
+2​
Iris Ascension​
5th​
+5​
+3​
+2​
+3​
Ivy Ascension, Masterless Warrior +4​
6th​
+6​
+3​
+2​
+3​
Bonus Feat, Spiritual Purity​
7th​
+7​
+4​
+2​
+4​
Aster Ascension​
8th​
+8​
+4​
+3​
+4​
Rose Ascension​
9th​
+9​
+5​
+3​
+5​
Bonus Feat, Timeless Body​
10th​
+10​
+5​
+3​
+5​
Masterless Warrior (Immune), Sakura Ascension​

Class Features
All of the following are class features of the Drifting Petal Ascendant.

Weapon Proficiencies
Drifting Petal Ascendant are proficient with all simple and martial weapons, plus the tetsubo and all one-handed slashing weapons. Ascendant are proficient with all types of armor (heavy, light, and medium).

Ascendant Soul
Although they each ascendant’s personal ambitions and principles differ slightly, all ascendants essentially strive for the greater good. Drifting Petal Ascendants follow personal precepts that they believe constitute purity of soul. Each ascendant often chooses three to four precepts (no matter what, all ascendants have at least one). Common examples are refraining from theft, refraining from harming innocents, telling the truth at all times or even refraining from damaging nature. These precepts are loose, however, and many people feel that ascendants don’t even follow them at all. Nonetheless, whenever an ascendant does break one of her precepts, she loses one daily use of her soul abilities (see below).

Fast Movement (Ex)
A Drifting Petal Ascendant increases her move speed by 10 ft. as long as she is not encumbered and not wearing a heavy armor.

Masterless Warrior (Su)
A Drifting Petal Ascendant has cut of all ties with his former superiors. Having seen the errors and flaws of all those who claim supremacy in any way, she rejects all forms of compulsion and subservience. A Drifting Petal Ascendant gets a +2 on all saves against compulsion effects, and the DC of a diplomacy check to affect her attitude is increased by 10. At 5th level, her bonus on saves against compulsion effects is increased to +4 and at 10th level she becomes immune to them completely.

Samurai Training (Ex)
A Drifting Petal Ascendant's class levels stack with any levels she may possess in order to determine the benefits of her Challenge class feature plus the Mount class feature (if any).

Soul Abilities (Su)

Drifting Petal Ascendants are able to channel the power of their own indomitable souls into devastating attacks, or powerful defenses. A Drifting Petal Ascendant can use these abilities a number of times per day equal to her Drifting Petal Ascendant level + her Charisma modifier.

  • Aloe Charm: The ascendant can manipulate her soul’s force to heal others. As a standard action, the ascendant may sacrifice up to her character level in hit points, healing another adjacent creature an amount equal to her Charisma modifier plus 1d6 hit points for each hit point sacrificed.

  • Breeze Rider: The ascendant can increase her speed temporarily. She gets a dodge bonus to AC equal to half her character level rounded down (minimum of +1) and an increase in movement speed of 5 feet. This lasts for one round per point of Charisma bonus. Initiating this ability is a move action. Multiple use of this ability does not stack with themself.

  • Imposing Glare: Using nothing more than an intense glare, an ascendant can instill fear in her opponents. This ability can be used on any foe within line of sight as a standard action. The target must make a Will save (DC 10 + Drifting Petal Ascendant prestige class level + ascendant’s Charisma modifier) or become frightened for one round per Drifting Petal Ascendant level.

  • Rose Thorns: At a moment of injury, the ascendant can lash out with supernatural force against a foe that has wounded her. As an immediate action, she may inflict 1d6 per Drifting Petal Ascendant level + her Charisma modifier in damage to any creature that damages her in melee. A successful Will save (DC 10 + Drifting Petal Ascendant prestige class level + ascendant’s Charisma modifier) halves the damage.

  • Sakura Storm: The ascendant channels her power into an attack of speed, rather than strength. As a full round action, the drifting petal ascendant can make up to two attacks, at her highest attack bonus, against each opponent within reach. She adds her Charisma bonus (if any) to her damage.

  • Soul Shield: The ascendant gets spell resistance 11 + her character level for a number of rounds equal to her Charisma modifier. Initiating this ability is a move action.

  • Soul Smite: The ascendant channels her resolve into a single powerful blow. As a standard action, she makes a single attack at her highest attack bonus, adding her Charisma bonus to the attack roll. The critical threat of her weapon is doubled for this attack, and she deals an additional 1d6 damage per Drifting Petal Ascendant level on a successful hit. This increase in threat range does not stack with keen weapons or the improved critical feat.

  • Spirit Ivy: The ascendant can channel her soul outwards to incapacitate her foes without harming them. As a full round action, the ascendant can create an aura that assaults the minds of all enemy creatures within a 15-foot radius. All affected creatures must make a will save (DC 10 + Drifting Petal Ascendant prestige class level + ascendant’s Charisma modifier) or be dazed for 1d4 rounds.

Spiritual Grace (Su)
At 2nd level, a Drifting Petal Ascendant gains a bonus on all saving throws equal to her Charisma bonus (if any).

Unbreakable Resolve (Su)
At 2nd level, the Drifting Petal Ascendant becomes immune to all fear effects and charm effects.

Bonus Feat
At 3rd level and every 3 levels thereafter, a Drifting Petal Ascendant gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The ascendant must meet the prerequisites for these feats, but she can select feats that have a minimum number of fighter levels as a prerequisite, treating the sum of the class that gave her the Challenge and the levels in this prestice class as her fighter level.

Iris Ascension (Su)
The ascendant’s travels and personal reflection have led her to a sublime understanding of the human soul and the human mind. At 4th level, she gets may add her Charisma bonus (if any) to all Sense Motive checks. Furthermore, she can discern the alignment of any creature she sees for at least one minute. If the creature is attempting to conceal its alignment, she makes a Sense Motive check opposed by a Bluff check by the creature. This ability cannot overcome the undetectable alignment spell.

Ivy Ascension (Su)
At 5th level, the ascendant focuses her soul on carrying out her sublime mission on the field of battle. She gets a +2 on all CMB check made to bull rush, disarm, grapple, and trips. She also gets a +2 on her CMD to resist them. She automatically succeeds on all saving throws to survive massive damage.

Spiritual Purity (Su)
At 6th level, the ascendant becomes immune to all possession effects. Furthermore, she gets a +4 sacred bonus to AC against all ethereal creatures.

Aster Ascension (Su)
The soul of an ascendant is so pure that its presence manifests in her physical appearance. At 7th level, the ascendant’s body can never suffer permanent damage such as scars, burns and other skin defects; she is still susceptible to severe damage such as grievous wounds or mauling, but she always heals cleanly. Additionally, the purity of her soul exerts a positive force on her body, giving her a +2 bonus on saving throws against poison and disease. This cannot restore lost body parts. Permanent damage suffered before gaining this class feature is not restored.

Rose Ascension (Su)
The ascendant’s soul manifests as more than just a glow of radiance, intensifying in times of tension into a terrifying aura. All creatures trying to attack her must make a Will save (DC 10 + Drifting Petal Ascendant prestige class level + ascendant’s Charisma modifier) or be shaken for the rest of the encounter. A creature that succeeds on the save is immune to the effect for the rest of the encounter. This ability is a fear, mind-affecting effect.

Timeless Body (Ex)
At 9th level, a Drifting Petal Ascendant stops aging and cannot be magically aged. Any age penalties already accrued remain in place, however, and she still dies when her natural life span expires.

Sakura Ascension (Su)
At 10th level, the ascension of a Drifting Petal Ascendant is complete. Her devotion and purity have brought her to a level that is almost beyond mortal. She no longer needs to drink, eat or sleep.

In addition, the force of her soul is strong enough to overcome death on its own. Should the ascendant die from any reason other than finishing her natural life span, she simply breaks down into a bunch of cherry blossom petals which are blown away by the wind and scattered all over the land. Her equipment does not change with her but falls to the ground occupying the square where she was. So long as at least one petal is not destroyed, they create a new body to house the ascendant’s intelligence and personality, and in 1d6 days she comes back to life as if by true resurrection in a safe place of her choice. The ascendant may choose not to return to life is she feels her duty has been accomplished whether by her dying actions, or by her allies. The ascendant can only use this ability once per year.

PLAYING A DRIFTING PETAL ASCENDANT
Being a Drifting Petal Ascendant is a path difficult to understand. Ascendants are warriors first and foremost, but deep inside long for peace. They see mortals as flawed, but know only mortals can save the world. They are scorned by the world for their vague principles, and have accepted their lonely fates. Nonetheless, ascendants are generally willing to share their philosophies to those who are willing to listen.

Combat: Combat is rarely a first choice for Drifting Petal Ascendants. Most ascendants prefer to use their skills at intimidation and disabling to deal with minor enemies, reserving their true strength for beings they have deemed truly evil. Against such chosen foes, they always seek to end battles as quickly as possible. They use their soul abilities like Spirit Ivy and Sakura Storm to get past lesser foes, always seeking to eliminate their main targets first. Once in melee with their primary targets, they let loose their full offensive power.

Advancement: Having forsaken their earlier paths in life, Drifting Petal Ascendants tend to begin diverging rather swiftly. They advance themselves in ways in which they can best help others, while still honing their martial skills to combat evil. Some advance as rogues to diversify their talents, while others who seek primarily martial strength may advance as fighters or swashbuckler. The path of the Drifting Petal, while philosophical and intellectual, rarely encourages magic. Likewise, because of the unique ideology it holds, even the most chaotic or lawful of ascendants rarely become barbarians or paladins.

Resources: Drifting Petal Ascendants are often vagabonds with no true affiliations. Given their strong force of personality, though, they almost always catch the public eye. Most are welcomed in oppressed societies, and some even gain small armies of peasants-turned-warriors. Beyond that, an ascendant has nothing but her sword, her name and her spirit to draw on.


DRIFTING PETAL ASCENDANTS IN THE WORLD

Everything I have stolen I will return! For every life I have taken I shall repay ten hectares of land! I swear all this on my life and my land! Please... spare me...”

-The Late Daimyo Ono Komamura, held at

bladepoint by Shiro, the White Flower of Death​

Drifting Petal Ascendants are generally perceived based on the social tier of the person observing. Emperors, kings and other political leaders tend to look on them with scorn and, often, fear. Religious leaders can either sympathize with them or hate them, depending on their particular beliefs. Vassals, retainers and knights -the group to which ascendants once belonged- feel a sense of rivalry with them as well as a sense of duty to take them down. Among commoners, especially in poorly governed lands, Drifting Petal Ascendants are seen as god-sent heroes.

Daily Life: Ascendants generally go from place to place, seeking tyranny to overthrow, bandits to combat and innocents to defend. On the road, an ascendant lives austerely, spending the mornings in meditation, the evenings in martial training and everything in between walking or riding. When engaged in a mission, they actively seek what resources they can get to aid them, and gather as much information as they can. Ascendants almost never begin an undertaking without significant information. An uninformed judgment is an unjust one, after all.

Ascendants are also generally helpful people. They are predisposed to doing small things to help common people whenever they can. However, because of the almost supernatural presences they have, some people find them difficult to approach for help.

Notables: Hunted by armies and mobs from various liege lords and social parties, it is rare that any ascendant should avoid fame or infamy for long. Whether for their actions, their supernatural charisma or their awe-inspiring beauty on the battlefield, Drifting Petal Ascendants often inspire admiration and fear all at once.

Most famous among all ascendants is a man known only as Shiro, who earned the title of White Flower of Death, inspiring the very idea of a Drifting Petal Ascendant. Shiro was once a great general, and his lord went so far as to name him as his successor, despite having three sons capable of taking his place as liege. One day, however, Shiro was ordered to burn an entire city to slow an enemy advance. Haunted by the dying screams and the baleful looks from his own troops, Shiro turned on his lord. He slew him and took to the road. His legacy continued for twenty years, during which he toppled the corrupt empire to which his liege belonged.

Another known ascendant is the half-elf Mitsuhide Sakura. While Shiro was misunderstood as a heartless terror soaked in the blood of thousands, Sakura was idolized as a savior of the common folk, and a vision of unparalleled beauty on the battlefield. She dedicates her life to battling bandit lords and thief princes, although she has also taken down a number of corrupt governors.

Organizations: No organizations call together any large number of Drifting Petal Ascendants. Many ascendants may become leaders of militant or guerrilla groups for some time, however, and a few attract permanent followings in the form of small war bands.

NPC Reaction
Higher level ascendants tend to provoke a sense of awe and wonder by their mere presence. NPCs in a position of power would have likely heard of an ascendant's actions, and would treat them with hostility, but temper it with caution. To NPCs of lower station and power, respect or fear are the dominant emotions. Much to the satisfaction of the ascendants, such sentiments mean that open hostility isn't common from the masses.

DRIFTING PETAL ASCENDANTS IN THE GAME
A Drifting Petal Ascendant functions as a powerful melee combatant capable of holding her own against multiple opponents, just like the cavalier or samurai she once was, but more efficient when neutralizing weaker foes to duel against primary targets.

Adaptation: Drifting Petal Ascendants can be placed in a loose organization that shares some ideologies, while agreeing to disagree on others. Because of their decisions to reject all mortal lords, Drifting Petal Ascendants can never be part of an organization with a fixed hierarchy. Building on this, DMs may choose to limit them to being Chaotic Good, and turning them into tenacious liberators of the people.

Encounters: Unless they are bound to the service of a mortal power, most PCs may be able to maintain peaceful contact with Drifting Petal Ascendants. However, because of their limitless devotion to their vague principles, many ascendants take measures that can be seen as anarchic or extremist. Such ascendants are more likely to draw the attention and ire of the PCs.
 

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Archmage (revisited Dweomerkeeper)

Hit Die: d6.

Requirement

To qualify to become a Archmage, a character must fulfill all the following criteria.

Domain: If the character has the domain class feature, he must have the Magic domain or one of its subdomain.

Feats: 3 Metamagic Feats.

Skills: Knowledge (arcane) 10 ranks, Spellcraft 10 ranks.

Spells: Able to cast divine spells and arcane spells.

Class Skills

The Archmage’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+0​
+0​
+0​
+1​
Mantle of Spells 1​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
2nd​
+1​
+1​
+1​
+1​
Arcane Sight​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
3rd​
+1​
+1​
+1​
+2​
Mantle of Spells 2​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
4th​
+2​
+1​
+1​
+2​
Supernatural Spell 1/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
5th​
+2​
+2​
+2​
+3​
Mantle of Spells 3​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
6th​
+3​
+2​
+2​
+3​
Supernatural Spell 2/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
7th​
+3​
+2​
+2​
+4​
Greater Arcane Sight, Mantle of Spells 4​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
8th​
+4​
+3​
+3​
+4​
Supernatural Spell 3/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
9th​
+4​
+3​
+3​
+5​
Mantle of Spells 5​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
10th​
+5​
+3​
+3​
+5​
Cloak of Mysteries, Supernatural Spell 4/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​

Class Features
All of the following are class features of the Archmage.

Weapon Proficiencies
Archmages gain no new weapon or armor proficiencies.

Spellcasting
When a new archmage level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of archmage to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.

Mantle of Spells (Su)
At 1st level, an archmage creates a personal mantle of arcane and/or divine spells. He chooses one arcane or divine spell that he can cast, and thereafter he can convert prepared spells of that spell's type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a cleric's ability to spontaneously convert prepared spells into cure or inflict spells. At every odd-numbered archmage level after 1st, the character chooses another spell to add to her mantle.

Arcane Sight (Sp)
Upon attaining 2nd level, an archmage gain arcane sight as a constant spell-like ability, with caster level equal to his character level. At 7th level, this improve to greater arcane sight.

Supernatural Spell (Su)
At 4th level, the archmage is so attuned to the fabric of magic that he can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, he can use any one spell as a standard action (regardless of its original casting time as a spell) as a supernatural ability. The spell chosen must be one that is currently available to the archmage (that is, one that he has prepared or that he knows and has a spell slot of the appropriate level available to cast), but he can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the archmage does not require any components, does not provoke attacks of opportunity, and ignores the target's spell resistance, just as if he were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the archmage gains one additional use of this ability per day.

Cloak of Mysteries (Su)
At 10th level, an archmage is wrapped in a mantle of ever-flowing magic, and all metamagic feats that he currently knows or learns in the future become easier to use. The total spell level increase for applying metamagic feats to any spell drops by 1, to a minimum +0 level. For example, an empowered maximized fireball uses a 7th-level slot (+4 levels) instead of the usual 8th-level slot (+5 levels), while a silent fireball uses a 3th-level slot (+0 level). A spell affected by the Heighten Spell feat is unaffected by this ability.
 
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