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Hammer and Helm

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Hammer and Helm

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A Races of Renown Sourcebook for the d20 System Design: Jesse Decker smuterial in no way constitutes « challenge to the respective copyright holders of that material OGL Intertik is 1 Trademark of Green Ronin Publishing and Paradigm Concepts. Editing and Development: Jennifer Clarke-Wilkes Proofreading and Additional Development: Chis Pramas a Ducegeons & Dragous® and Wizards of the Conse® ace Registered Trademarks of Wizards of the Coast, and are used with permission, Proofreading: Jes Cover Illustration: Jin Pavelee Interior Illustration: David Griffith All ext in this product is designated as Open Graphic Design: Hal Mangold Garning Content Green Ronin Staff: Nicole Lindroos, Hal Mangold, Chris Pramas, and Evan Sass Printed in the USA. Green Ronin Publishing, PO. Bos 17 Renton, WA 98057-17 Hamner & Hein s ©2002 by Green Roni Publishing Artis ©2002 by the respective copyrighted artists, Reference t Table of Contents Table of Contents, Immolated 31 Chapter Fiver Introduction. ‘ Iroabound 2 Spells & Magic New Game Elements Knight of the Black Forge sn 33 Clanheart Magic and Existing Characters 3 Magesmich 36 Spell Liss. ' About the Author, 3 Mountain’ Fury Devote 38 New Cleric Domains 6 Chapter One: Spirit Stone Deter 39 _ New Spell Descriptions. oa “The Way of the Mountain... Stoachound 40 Chapter Six: Playing a Dorie Character enees5 Stonesinger. 41 81 Aleernative Dwarven Stormhammer “4 81 Racial Concepts wom? ‘Thunderthrower 5 Weapons a4 Sample Dwarven Pantheon =... 11 ‘Tundsin 47 Special and Superior ltems wo. 86 Chapter Two: Chapter Four x7 Feats 2 Creatures 48 Siege Fagines, 9 New Feat Types 12 Defender of Mar-Namor..o..48 Special Materials 100 Feat Descriptions. 14 Eldlotn (Arcane Dwarf) Appendix: Chapter Th Gore Mole ‘Typical NPC: we 101 Prestige Classes. Hammerstsuck Legionnaire. 101 Acolyte of the Crystal Pa Iron-Souled Master Artisan (Expert) 102 Cavern Strider Isen (Arctic Dwarf) Forge Priest (Cleric) 103, Cavernsguarder Stonestrider Dwarven Fighter 105 Chanheatt Diseiple Tempered. Stonehorn Sorceree 107 Gemseribe 2" Thaneguard Dwarven Rogue. 109 ammer & Helm . Unlike few games before it, the d2t ts the tools to build great roleplaying in the hands of those who play. With this building dwarven characters contin alin mind, Hamm and Gamemasters (Gi sses, spells, and equipment. ight quali of the dwarven race and provide ideas for how to enrich, expand, and occasionall and cultures. This book almost entirely consists of new These are intended to hi change what dwarves can do, allo make them more fan to inclade in a campaign. me elements such as fears, pres the stone of their mountain homes. That idea, while certainly not new to the fantasy gente oF to roleplaying > express that very ca of new things and encourages GMs and . their own preconcep: ake dwarven characters unique and ‘Oh, and if you're headed into a dungeon, take « dwarf New Game Elements and Existing Characters level, within the bound J race. However, there had a player been aware ld never punish a player cls, With that in mind, there is plenty of flexibility in the d20 system for GMs and players to +, For example, prerequisites for a in entirely new character, or the GM might of them ea For choices m change the requirements for using new material or even slightly alter existing prestige class be adjusted to allow access to the class wit allow an exist 1 7 - the GM is the final abiter of campaign in an interesting wa; please share your ideas www.greenronin.com. About the Author Jese Decker sublet the game indir in 1997 shorty aduating from college. He began at Wizards of the Const, Inc, asthe editorial assistant for DRAGON Magazine an! DUNGEC fora company other than Wizards and his first major solo writing eff ‘or writing d20 material, Jesse's most likely to be found at the gaming table When not Special Thanks Special thanks to Matthew Sern ‘sho contributed ideas, helped were always willing to talk about dwarves uN (ors sta One: BEN AEs sg the Mountain leplaying that be atthe fore 1s of fury burn brighter in you than gain, until all ay can help you find a happy medium, Dwarf Archetypes ae anatch with al simple archetypes for dwarf characters Locksmith While y he dwarven knack Dwarves and the Core Classes Although at their best as melee combatants, dwarves are adept in many roles. The following notes provide an entry point when choosing a class for a dwarf character, whether 2s a player or for an NPC. “Option” comments offer some roleplaying and world-building tips Barbarian ‘The combination of a racial bonus to Constitution (whieh extends a barbs rage) and increased speed (which offsets a dwarf's steepest racial penalty) make this a powerful class for dwarves. Because they can endute so much punishment, dwarf barbarians regard most other as fail GMs Option: Making barbarian the favored class for da provide theie ela Bard With ther excl penalty 0 Charisma, doarves make pod ding other dwarves, ie Fantasy image Inards. few levels of bare mig help some characters, but rogue levels almost always serve the same purpose berter. However, dwarves are ill-suited to the role makes 1 very fact that the (very) occasional dwarf bard a tremendous roleplaying opportunity ommon than fighters, dhvar? cleric some of the most effective and interesting characters around In combat, they ean do just about anything but move quickly GM's Option: Chan pecific deity) is an easy way to create a culture 1g dwarves" favored class to cleric (perhaps c Druid Viewed primarily as protectors of the forest, druids seem to fit well with the typical dwarven outlook. He the Underdark is as vast and varied asthe surface world, containing plenty of environments that need a clwarven protector steeped in nature’ lore Player's Option: Your GM the druid’ w Fighter This is the most common dwarven character class. Bu because a dovact is a Fighter doesn't mean he has to be ‘cookie-cutter character: Feat selection, weapon choice, ‘multiclass options all help to make the “typical” class nique Player's Opt ad of time and fight in preplanned formations using new feats such as Back-to-Back and Shield Wall (see Chapter 2: Feats) Although slower than humans, dwarf monks are still mobile and deadly ia ‘combat, Likely burdened with ‘embody the lone, stoic soldier archetype described above Playes’s Option: Since monastery, trappings common to the order, and other traditions associated with the character's discipline Paladin ANoigh acl aio shines plain the clas is still ideally suited to the dwarven. temperament. At lower lev ‘dwarf paladin will likely be the least mobile member of an adventuring party: However, a mount can easily solve this problem, and a dwarf paladin with an exotic navigate dungeons and other st GM's Option: Changing dwarves’ favored class to paladin emphasizes the lawful and orderly side of dwarven culture creating a society of holy warriors bent on crushing evil beneath their mighty hammers, Ranger Few can survive the deep eaverns alo a better chance than a dwarf ranger. Of the group, this characteris careful ough to detect most obstacles and encounters, tough enough to survive an ambush, and skilled enough to take the group over most Underground obstacles Player's Option: Unde: match a dwarf ran cess to Hide, Move Silently, classes have ambush t Hamm Rogue Most dwarf rogues take a Jevel of two of fighter to enhance theie combat abilities, and chey are more often “mechanics” adept at picking locks ancl disarming traps than “scouts” skilled at sneak pphistcate tactics. Between the Back-to-Back feat and your sneak attack, you'l usually flank foes without being flanked yourself Sorcerer Wit i careful spell selection can give a dwarf figh thee racial ponalty to Charisma, dw some much-needed versatility GM's Optio Feats) allow dwarf characters to base their sorcerous eats like Stoneborn Sorcery (see Chapter 2: abilities ‘on ability scores other than Charisma. Choosing one such feat, as required for all dwar? sorcerers (or those of a given clan) ory and a unique flavor to the provides a ready-made origin lass Wizard With years upon yeats to study inthe fastness of their strongholds, dsarves 3, if not particular common, wizards. The dwarven racial bonus to Constitution compensates for a wivard’s most severe weakness (lack of hit points) ctwart's most severe penalty ( exceptionally powerful while a wizard has pels that overcome a speed), making dwarf wizards Playce's Option: Skilled in magic and gifted with long lives, dwarf wizards are quite likely to be magical iventors. As with cother player-driven material, your GM will have to in the process and has final approval, but ‘many opportunities to create new spells or magic items 1 should have - Alternative Dwarven Racial Concepts - Dwarves have been a part of fantasy roleplaying for as long as the hobby’s been around, and most players realy envision & heavily armored divarf wartior, axe and shield in ed. But some want a moee orginal ake, ro lend flivor toa particular campaign ‘world, differentiate dwarven subraces or regional groups, oF 1 represent different onganizatons, Dwarves need not be artisans, need not be honorable, need not be miktant-or they could be ll Of those things. Th should help you begin think short hst of alternative concepts These descriptions ideas contained bur the ip short of creating new subrac thin could easily lead to that. They are noc necessary exclusive; you can easily combine ow or mone concepts 1 vision, Alternatively different sabraces or clans might embody cferent ideas. Each suggestion inciudes ideas for rmodiffing the race in minor ways ro embodya given theme The Dying Race A fequenty used ide, tis concept supposes that duarves, despite their coughnexs and ingemuity, ae losing the bate with die, The eae might have been devastated by dr cor wae with gob its members might simply be unable to reproduce f rug. Whatever the cause, dwarves are dwindling in number. This tinges all their activites with a perfect their eraft, hoping legacy that outlasts their people, while others head crazily into life of adventure, attempting to bury the pain of sense of melancholy: Some strive t0 the rice in glorious accomplishment. The great dwarven cities have faded, and dwarven Alternatively, the dwarves have united in one fortified ci state, facusing ther efforts on defending those who remain Dwarf children are isolated and protecte great lengths to unite existing communities in their drive Encounters that most dwarves the der. Advent meet will be of middle extinction, but encounters with individuals most often involve therm attempting some wildly heroie act. Alternative Racial Abilities Replace the dwarven +2 racial born Knowled in Appraise checks with a +2 racial bonus arcana) or Knowledge Isolationist Artisans This is another typical view of the race, isolatonists who build terrible fortified mountain hokds and allow none 1 center. A rare few from other races are allowed to parlay for minor creations thar the dwarves ate willing to trade These xenophobic dwarves often know of secret metals andl techniques that they guard zealously from other races Gaining access onc of these great dwarven cities might in itself span several adventures; even with a dwarf PC to speak for them, the party might have to prove their me rustworthiness before being admitted Although this theme is closer to the detail vis ind intrigue-driven campaigns could center on strife an merchants of other races as they compete for the few lucrative trade h the dwarven cities, War torn Chapter (ents 5 BBE yo) tate worlds might requi their well-crafted arms and armor to the fight or obtaining convincing dwarven smiths to lend special materials such as mithral or adamantine for the cause of good, More typical campaigns might feature an ancient dwarven city as the location of several adventures, in the course of which the characters must deal with dwarves intent Encounters The Diplomacy skil is of vital importance when dealing with ionists. NPC dwarves should beg! a8 unfriendly of hostile. Wandering dwarves, when they have ‘occasion to leave theie fortified cities, travel in lange groups and are often equipped for battle. Encounters generally begin as shouted exchanges with guards high atop Fortress walls or ringed around fortified wagons Alternative Racial Abilities Isolationist dwarves are more resistant to the social overtures of other races Nondwatves suffer a 4 circumstance penalty on Diplomacy ot Intimidate de of dwarves +2 racial bonus on saving throws against poisan, checks to change the at Also, instead of their no the isolaionists gain a +2 racial bonus ‘on saving throws against Enchantment magic and charm effects, (This stacks the normal +2 racial bonus on saves against spells and spell-like effects.) In this dwarves might well be the only race capable of producing masterwork weapons and armor. Desert Warriors Dwarves are hearty and strong, and they can handle hostile environments more ‘easly than most races. Riding huge burroning id living intent eines the desert dwarves rue the sands. They might rade peacefully or raid indiscriminately beyond the deserts boundaries, Dwarven cities located under deserts enjoy an wousual degree of protection, even compared with other chvarven fortestes. Encounters Moen ressive than most dwarven archetypes, these desert rike swiftly, mounted on unusual beasts capable of surviving their extreme environment, Most encounters ate sudden and unexpected; perhaps a dwarven tribe burst in on a lightning raid or arives i marketplace ‘with little warning, wining a normal day of trade into a frenzy of bidding for their exotie wares and mounts Werth ettew Alternative Racial Abilities The darkness of the desert night, rather than the caverns under mountains, has shaped this race; replace the usual a with low-light vision. A well-kept and difference berween dwarven darkvis well-handled mount can easily mean the life and death in the desert, especially for slow-moving humanoids, so desert dwarves gain a +2 racial bonus on Hanae Animal and Ride checks. Depending on the other details of the culture you create, you might change dwarves? arian. These no fe skills mo to metal and stone, favored class to ranger or b lic people ‘could gain a racial bonus on C their lifestyle Light Haters in the while plotting deviously to make them appropriate to n those relat the light and the races that dwell in ey might trade with surface denizens, all dependent on dwarven craftsmanship, ‘On the other hand, they might make re on the sun-lovers, heavily armored phalanses pounding through aboveground cities under Although aggressive, the ight haters need not be evil. In campaigns that take place primarily underground, this viewpoint is less offensive to most characters. In some the cloak of night settings there might be just cause for theit 1d it he overrun by evil creatures, for hatred of the surface world; sh example, the light haters might be great champions of good These dwarves add an interesting clement to the game if they are portrayed as savages. Perhaps the dangers of within the we eaverns deep 1th never allowed them to develop the talent for craft that most dwarves are known for, o pethaps the skill that they once possessed was lost. Either way, they do not share the expertise of typical dwarves, Usually these dwarves are isolated from surface races, trading and fighting with other deep-cwelling peoples almost exchisively, IF another dwarven culture of subrace ts in the game, rumors of the light haters might make their way to the ears of seasoned travelers, but most surface inhabjeants will never have heard of them. Encounters Unless group of adventurers has had prior contact with the light haters or is extremely careful while traveling, encounters typically begin with crossbow bolts and other projectiles fying ‘out of the da shoot-and-move tactics ness, Using care! dwarven raiding parties ean stay almost entirely Chapter One: The If the light haters are good aligned or familiar with the characters, hey might simply begin by magically snaffing ou the group's light sources. Alternative Racial Abilities Use the racial tits of deep dwarves for this archerype. If you decide to make them savage, change the race favored class 10 barbarian and replace all aca hoouses on Craft and Appraise checks with a+2 racial bonus on Craft (rapmaking), Listen, Spot, and Wilderness Lore when in an underground Lords of Battle Wherever there isa war to be fought, legions of dwarf soldiers lead the charge. The greatest generals of the world are dwarves, and they apply themselves to taking the Fight tall who oppose them, Despite the dangers inherent in organized warfare from spells and similar area aracks, dwarves are the forcmost military ace. They might be goad and honorable, leading allies against monstrous humanoids and other threats, oo they might be tyrants who use organization and supe ‘weaponry to erush the armies of other races. This archetype is more interesting when the dusarves havea meaningful reason for their miliaris approach ro life In campaigns that festare this archetype as a major antagonist, the simple desire todominate makes a fine ‘motivation. Good sligned dwarves with this woridview ell for a more refined approach. They ‘might be atoning for some ancient sin that, in hei eyes, searred the honor of their people fr all time; they could be searching fora lose artifact dexr vo their ace (oe the \world at lange); perhaps they are simply the only ones powerful caough to keep dangers monsters and humanoid hordes at bay Races: of Renow Jay/of -the ‘Mountain Encounters ‘This archetype leaves room for immense variation, from specific tactics and signature equipment to special mounts and siege engines. However, some elements typify all ‘encounters with the lords ‘of battle. A dwarf is rarely encountered alone. Instead, ‘omganized miliary units move carefully but swily ‘on missions for their leaders. Dwarven cities are much lke those of the typical archetype, but even more austere. Although lovers of good crafting like most dwarves, the lords of battle endow only weapons, armor, and other tools of ‘war with muck ereativity Alternative Racial Abilities Although the standard set oof dwarven abiliies needs like modification to work with this archetype, consider rectocing some skill bonuses inexchange fora bonus feat hac makes the dwarves’ sedicaton o organized barle more obvious. For example, remove the racial bonuses 0 (Cea skills and grant dwarves the Back-to-Back fe. Skyfarers Whether in wooden skyships ‘or massive flying citadel, the ‘dwarves rule the skies. They citer shelter theit erat in high acries or uproot whole ppeaks as they take to the air. Their love of the earth right keep them based in ‘mountain homes, or it might he subsumed by the freedom and power of the sky. The appearance of a dwarven armada on the horizon could mean invasion from above or prosperous trade. In dangerous workds, dwarves might have taken flight to save themselves. They developed thei powerful skyfaring magic because they had lost a war that few other races even knew of. As the dwarves delved into the mountains, so to0 did powerful Hammer & Helm Chapter One: The Way. deep: dweling creatures rise up tomeet them, and the tunnels were filled with bate, The dwarves fought but could not prevail Rather than abandon their most powerful cies they fashioned massive artifacts capable of lifting them bodily from the earth, separating themselves from their attackers. Now those atackers sock new foes and conquests ‘The dwarves might be tying in vain co warn the other surface welling aces, or perhaps they shun allances in the belief that sane they’ no longer need fear rack, they need not fight. In more peaceful setings, the dwarven skyships exist to promote trade, link distant mountain redoubrs, and demonstrate the great achievements of dwarven Ingenuity: Encounters "The skyfarers usually shape ‘encounters 10 ther liking, relying on mobility and powerful shipboard weapons to discourage meetings they do not want, Depending ‘on the type of fying device that the race uses, many situations are possible, The most obvious encounters are ‘with dwarven skymerchants landing just ouside a town lor eity with goods for sil Alternative Racial Abilities Ifthe dyfarer are only small part ofa larger dwarven ‘uur, no changes ned to be made to thei acl bilities However i the etre race fie the ait replace the ‘ncial bonus on Appraise checks with a2 bonus on Profession (lor cheeks. Dwarf wiards with acces 0 the Transmutation schoo! may a0 the factor ol spell to theit Spallbooks for fe, provided that they have access toa dsarven community introducing new, exclusively dwarven s CTT et toe New Arrivals ‘Whether recently open to trade, just arrived from other worlds, ‘or simply emerging from the Underdark forthe fst time, dwarves are newcomers, The powerful miners and eratsfoll. ‘might come into confit with other mces over territory, miners, or damage to the environment, or they could be alles ata crucial moment, Ihoiping the other races fend ‘off ternible foes, This archetype ‘works well in conjunction swith the light haters archetype detailed above, ‘To create a compelling vision of dwarves as new arrivals, you really have co create the reasons for botl their previous ‘solition and their present contact with other races. Among the possibiies are: the invention of powerful world- bridging magi; an exoxtus forced ly powerful enemies; the successful completion of some great quest (possibly even the focus of a previous campaig); a great journey theough the deepest eaverns of the earth; the recent creation of the race by some great power or deity; or the discovery Of a peeviousty unknown continent. Encounters This archerype demands one ype of encounter forthe fist several sessions-an awloward aod dcr he emperof the familar to player the “new arvival involve some tangible reminder that these people are al Speaking awkordly, haking!y, ‘or even misusing words can help convey the difficulties in communication. Use maintaining clistnetively painted miniatures to emphasize the dwarves outhndsh appearance, oF try is and abilities: own: Hammer & Helm Chapter One: The ANE Alternative Racial Abilities wd dwarven abilities need not be changed, although iF there has been not psolutely no prior contuet, dwar know Common as a staring language (requiring magie to make initial conversation possible). Nonchvarf characters ma take Dwarven asa language only with the GMS permission, In campaigns where previous isolation underground is the reason for the dwarves’ arrival, use the statisties for the deep. dwarf subrace to ighten this impression. Minions of Evil Toh cpio’ and high pendociregroops of demeves take fearsome opponens fo the players: Whether dupe, slaved, or wing alex, dwarves ofer great challenges 8 ‘ways t use evil dwarves as there are campaigns, Some might ack in their fastnesses, supplying other evil beings with powerful weapons; others take the front lines in bale against ‘good; and still others are broken slaves who have lost all of heie craft and holdings, forced to fight those they would prefer to ally with, Mountain Encounters The typical encounter with this archetype is, of course, conffontation. However, some interesting alternatives exist: For example, the pl ‘of good-aligned dwarves and attempt co deal with them in a fet characters might join small bands nonviolent fashion, hoping to free them from whatever yoke binds their people Alternative Racial Abilities Many variations on the dwarven racial abilities work for his archetype, because many different iterations of the archetype ate possible. Dwarves cursed by theit god for oalty to Incel xd by fell magic might have lost their resistance to spells and spell-like effects some failure might have a racial instead of Charisma. Those domin: perhaps having improved datkvision with a longer range ‘through magical augmentation by theit masters). The kind of dwarves in the ‘campaign, while dwarves who willingly entered a pact with duergar subrace might be the d ceil might be more likely to have af fiend template such as half dragon, Iycanthrope, oF - Sample Dwarven Pantheon - Many of the examples in this book cite a generic Forge God as the source of dwarven divine magic. While this make game clements easily portable and customizable, it doesn't fer GMs a clear view panthe deseribed below is a starting point if you are pressed for time; it works fine on its own but is aso tipe for expansion. Adding new deities, changing the listed do or alte build « Wg names and descriptions ate quick way practical dwarven pantheon, De rom (although you are always fre es have more than one po This also gives an idea of typical followers’ alignments. New d dese ins listed here are indicated with an asterisk and bed fully in Chapter §: Spells & Magic, Granok The Forge Ged, The Creator Almost every dwarf believes that creation began when, Granok, also known as the Forge God, struck his mighty hammer to the earth, The Fo pantheon and ruler of most aspects of their culture and re God is lord of the dwarven history. As ereator of life itself, he takes responsibilty for his ‘wore, inspiring bis priests to protect and educate dwarves whenever possible Followers of Granok ate by far the most prevalent and powerful dwarven clerics, espousing cooperation, nization, and advancement of the race Alignment: LG/LN Domains: Good, Knowled Symbol: A gauatleted hand Sconchearth*, Strength nf dwarven deities. The three-member Orbane Sif, The Merchant, The Hamner ‘Orbane, The Hammer, is both weapon and deity: An extension of the Forge God's power but with will and strength of is. (Orbane is venerated by dwarven warriors both good and evil "Those who seek penver for its own sake or profit from their sof Orba Forge God have opposing portfolios, craft seek the bless Although Orbane and the ey often work together to shape great works for the dwarven race. Followers of Orbane espouse violent creation, prowess in battle, and begerting wealth from the products of craft Alignment: LN/LI Domains: Armor, Evil, Sword*, War Symbol: A dwarven battlehammer Era The Earth Mother, The Edements, The Anil the Earth Mother, is the patron of mature and the source gems they shape, imbues energy, and watches over the natural world. ‘elements, She gifts the dwarves with the minerals and heir bloodlines with elemental Followers of Era espouse temperance when mining or consuming natural resources, often seek peace rather than rat, and attempt to blend dwarven habitats with the living rock in which they dwell Alignment: NG/N Domains: All four elements, Animal, Plant Symbol: A blossoming tree Races: of Renown: Petts & Helm ges ‘Chapter Two: sto the earth in ways members of other races cannot even guess at. The feats below provide new ways to explore this bond and new methods for dwarf characters to exemplify the history and ideals of their clan, Many feats embody the dwarven talent for cooperating with ther alles, Units of elite dwarven, foot soldiers, for example, could be built around the Shield Wall feat, and dwarven paladin/cleric tearns might use tacties tha take advantage of the Back-to-Back and Protected Casting feats. Most of the feats lescribed in this chapter do nor have a racial prerequisite; however, a GM can give each race its own feel by limiting certain feats to its members. Obviously, many of these feats emphasize certain aspects of dwarven cukure, and a GM might restrict any or all of them to dwarves. Conversely, a GM is free to allow members of other races to take dwarf-specific feats, such as a certain tree of bloodgift feats, if iis ppropriare for that cany - New Feat Types - Bloodgift Feats level, provided thatthe character me character can never have more than prerequisites. A Seema: Bonding Feats {ke blood feats, bonding fens ropresent powerful es to hij canicit at noes’ a pce Nae Hae il ‘otherworklyforees but need not be taken at Ist evel. Bonding fx characters, a special feat that isa prerequisite for other represent the culmination of extensive taining, devotion, and oft bloodgift feats. A prime bloodgift can be chosen only at Ist personal sacrifice-they are often acquired ate in. a character's career Acquiring Bonding Feats “To eke « bonding fest, the character must undergo a bonding ritalin adit to meting the oxher prerequisites fr the feat Bonding rituals are intense, week-long ocdeals tht require the character’ complete atension. These are intensely personal and varied afi, so each player should design his or her characters own bonding ral in conjunction with the GM. Regardless of is exact saure, each bonding rival requites 1,000 gp wort of ceremonial material, usually in the form of incense, tattooing inks, and other elaborate components. Bonding rcuals pull ar the very essence of those undergoing them, draining the character of 500 XP. They are often solitary affair, but occasionally, depending on the nature ofthe ceremony, the character might be guided by another bonded individual ora spiritual figure In ‘hese cases, the character must compensate the other participants before acquiing the bonding feat; the player and GM should work out the details oF this equirement and payment in advance ‘A character undergoing a bonding ritual must devote 8 hours a day to the ceremony during the week of its duration ‘The characteris always considered farigued when not ditectly engaged in the rial and suffers all he normal penalties (cannot run or charge, effective -2 to Strength and Dexterity). The character can perform simple tasks such as talking and walling during the week but cannot fight of participate in any other strenuous activity without ruining the atual. In addition, if the ritual is disturbed or ifthe character fails to spend atleast 8 hours in a 24-hour period participating in it, the process is ruined, and all materials used and XP spent are wasted. ‘A few bonding feats have other bonding feats as prerequisites. In order to gain them, the character must perform a second bonding ritual paying gold and XP costs a second time, JTable 2-1: Feats General Feats Feats Prerequisites Artisan Avlease 1 sank in three different Craft skills Mester Anisan Artisan Back-to-Back Base attack bonus +1 or higher Tandem Fighting Back-to-Back Protected Archery Back-to-Back, Point Blank Shot Protected Casting Back-to-Back, Combat Casting Boars Charge Ste 13+ Clanteart Magic Spelleaster Earth Harmonics _Bardic music ability, Stonecunning, Perform 5+ ranks Exotic Armor Proficiency ‘Armor Proficiency in the armoeS weight category, base atack bonus +1 or higher Flameborn Sorcery Dwarf, Dex 13+ Giantfoe Dwari, Dodge, Dex 15+ Improved Dispelling Con 13+, spelleaster level 5+ Infuse Casting Spelleaster level 7+, turn oF rebuke undead abiicy Instinctive Siege Engine Use Profession (siege engineer) 7+ ranks, Wis 13+ Low to the Ground Ste 13+ Mountain's Youth Con 13+, middle age or younger Rapid Siege Engine Use Profession (siege engineer) 5+ ranks, base tack bonus +5 0o¢ more Seaborn Sorcery Dwarf, Ste 13+ ‘Shield Wall Shield Proficiency Lock Shields Shield Wall Skyborn Sorcery Dwarf, Wis 13+ Stoic Wis 13+ Stoncborn Sorcery Dwarf, Con 13+ Wisdom of Ages Wis 13+, 200+ years old Metamagic Feats Feats Prerequisites Remote Casting Stonecunning, Intuit Direction 10+ ranks, Spellcraft 10+ ranks Bloodgift Feats Feats Prerequisites Deepblood (Prime) Dwarf, Wisdom 11+ Deepsight Deepblood Shadowblend Decpblood, Hide 5+ ranks Drakeblood (Prime) Dwarf, Cha 12+ ‘Aspect of Command Drakeblood, Cha 14+ ‘Aspect of Feat _Drakeblood, Aspect of ‘Command, Cha 16+ Races of Renown: Blood of Magie Drakeblood, Any two metamagic feats, Ability to cast arcane spel a8 a bard or soncetce Borgeblood (Prime) Dwarf, Desterty 11+ Fires Within. Forgeblood Divine Flame Forgeblood, Turn or rebuke tundead sbiliy, Cha 12+ Dwarf, Con 15+ Seoneblood Prime) Rocklike Stoneblood Stonebinder Stoncblood, Cha 12+ Stonelord Stoncblood, Cha 12+ Bath's Armor Stoneblood, Rocke, Base Foriude sve of +6 or higher Bonding Feats Feats Pretequisites Oath of Dreams Bonding ritual, Wilderness Lore 10+ ranks, any smetamagic feat Dreamehild| Bonding rita, Oath of Dreams Ont of Iron Bonding ritual, Appraise 5+ ranks Sou! of Iron Bonding ritual, Oath of Iroa, Con 154 Pledge Areane Bonding tial, Any metamagic feat, Knowledge (arcana) 104 ranks, Ability to cast arcane spells Pledge of Flame Bonding ritual, Great Fortitude Greater Pledge of Flame Bonding ritual, Pledge of Flame Pledge of Frost Bonding ritual, Great Fortitude Greater Pledge of Frost Bonding ritual, ledge of Frost Pledge of Shadow Bonding ritual, Decpblood, Shadowblend, Blind-Figit, Hide 10+ ranks Skybond Bonding ritual, Lightning Reflexes Skystride Bonding situa, Skybond, Spring ‘Attack, Jamp 10 ranks Spell Channeling Feats Feats Prerequisites ‘Mystic Endurance ‘Toughness, spelleaster level 5+ ‘Mystic Force ‘Str 13+, spelleaster level S+ Mystic Presence Cha 134, spelleaster level 5+ “Mystic Resistance Con 13+, spelleaster level 5+ “Mystic Sight Wis 13+, spelleaster level 3+ Mystic Stealth “Mystic Summoning Dex 13+, spellcaster level 5+ Spell Focus (Conjuration), spellcascer level 5+ Spellcaster level 5+, turn undead ability Mystic Turning. fe eran oo) = ln ee A character eannot have more than one bonding feat, except ia require the character to have levels ia the case of those that have a bonding feat as their prerequisite class. Using the feat requires expending a spell Spell Channeling Feats Fede ah avon ws a Despite 5 of a evel of theit choice from their dil al nding reputation tothe contrary, Most know that dwarven smith " a spell channeling feat does not provoke an attack of dwarves ae at lting magic course through thir owen veins. * ? - Feat Descriptions - Artisan [General] Back-to-Back [General] You have a knack for learning Craft skills You are skilled at fighting back-to-back with a trusted ally Prerequisites: At least I rank in three different Craft skills. Prerequisites: Base 1s +1 of higher. Benefits: You Craft skills of ceach of the skills to which you choose to apply this bonus Aspect of Command [Bloodgjft] 2 competence bonus on three different Benefits: When you are adjacent to an ally who also has the re Vou mast haveesica] paakin BacltyBick far you cannot be anhed Blood of Magic [Bloodgjft, Metamagic] Your draconic heritage allows you to appl Your family’s ancient bond with dragons thers more likely lead, rmetamagie feats to your spells quickly and instinctively Prerequisites: Drakeblood, Cha 14+ Benefits: Add +2 to the DC forall wgainst Enchantment Prerequisites: Drakeblood, ability to cast arcane spells as bard or sorcerer. Benefits: You can cast a spell enhanced by y Aspect of Fear [Bloodgift] ‘You ean tap into your draconic heritage to unsettle foes with your mere presence feat applied toa spelt aional metamage feats lengthen the casting time as normal. For esample the dwarf sorcerer Bornhaln casts in empowered fibull, using Blood Prerequisites: Drakeblood, Agpeet of Command, Cha 16+ Benefits: You gain the ability xo emit a sudden burst o supernatural fear in @ 15-foot raclus, Creatures in the area ‘must succeed at a Will saving a? action, and it us spe tanda senate one of Borns Shel spel sles, However if Bornbaln c Spel fae engehe still mba, applying the Sell (of times Per ¢2¥ Enhanced by both metamagic feats the fin uses up one of Bornaln’s 6th-level spell slots Normal: A bard or sor the enhanced spell a er using ullround action Boar's Charge [General] bypass foes more readily in combat Prerequisites: Ste 13+ Benefits: You not nced to move before making an inst an opponent Clanheart Magic [General] ‘You have access to clanheatt spells, special magi thet embodies many elements of dwarven culture Prerequisites: Spelleaster. fits: The clanheart spells (sce Chapter 8: Spells 8 effects. Yo must acqui nin no special ability to east these spel and level If you belong to a spelleasting class that has fewer than nine spell levels (such as bard of you have access to those level. IE s, the clanheart spells are on spells only up to your el rou have more chan one spelleastin the spell ists ofall of them, Deepblood [Prime Bloodgift] ‘Your family has an ancient bond with shadow and deep places Prerequisites: Dwarf, Wisdom 11 Benefits: You gain a +4 racial hoous on Spot checks when using darkvision. IF normal light conditions exist, you do nor Special: You can take Deepblood only at Ist level. A character can never have more than one prime bloodgift. Deepsight [Bloodgift] ancient bond with the ip places of the earth 1 darkvision, Prerequisites: Deepblood, Benefits: The range of your darkvision increases by 10 feet. Special: You can take this feat multiple times Divine Flame [Bloodgift] Your ancestral te with elemental ire allows you to channel positive of negative energy through your weapon, causing extra fre damage Prerequisites: Forge Cha 12+ J, ruen oF rebuke undead ability ‘on your spell ist, which affeets item use and other Benefits: You gain the ability to expend one of your turn or rebul that d for a numb dead attempis to adel 1d6 points of fire dam spon that you wie A character cannot have more than one weapon at atime benetiting from Divine Flam Drakeblood [Prime Bloodgjft] ‘Your family has an ancient bond with dragons, and some raconic blood flows through your veins your family beea Prerequisites: Dati, Cha 12+ Benefits: You gain a +3 racial bonus on Intimidate checks Special: You can take Drakeblood only at Ist level. A character can never have more than one prime blocdgift. Dreamchild [Bonding] You further bind your being to the magical essence of the woodlands, gaining more aspects of fey ceeatures, Prerequisites: Bonding ritual, Oath of Dreams Benefits: You are immune to magical compulsions Earth Harmonics [General] Because of your understanding of how sound moves through the carth, ereatutes with the Earth subtype find your bardic music hatd to resist Prerequisites: Bardic stonecunning, Perform usc ability (or equivalent) ranks, ‘The DC to resist your bardie music is increased by ever the ability is a creature with the Earth subtype. In addition, your bardic music can affect creat with the Earth subeype even if they are normally immune to mind-influencing effects. This feat governs simi from other classes, such as the stone (Gee Chapter 3: Prestige Classes). Earth's Armor [Bloodgift] Your ancestral tie with the earth grants you amazing ability to Prerequisites: Stoncblood, Rocklike, base Fortitude save of +6 oF higher s: You gain damage reduction 1/-+5, Special: You reduction increa ss needed to deal fall dam regardless ‘cannot take the Earth’ Armor times you take th at more than five times. han you have taken the Rocklihe feat, whichever is fewer. Chapter, Exotic Armor Proficiency [General] Choose a type of exotic armor, such as dwarven plate or plated leather (sce Chapter 6: Equipment for alist of exotic types). You understand how to wear that type of exotic armor without severe penalty tet: Armor Proficiency in the Prereq) category (For example, you must have A [Heavy] to take Exotic Armor Proficiency [dwarven plate), base attack bonus +1 of hi wor’ weight mor Proficiene Benefits: You suffer only the exotic armor's normal armor check penalty, maximum Dexterity restric on, arcane spell failure chance, and movement rate reduction, Norm: not profice + armor check penalty on attack eolls and on all skill checks that involve moving, including Ride. In addition, the armor imposes an additional 35% arcane spell failure chance (which tacks with the armor’s basic arcane spell failure chance) and a competence penalty 10 AC £ you are wearing exotic atmor with which you are . You suffer a competence penalty equal to 5 Special: You car take this feat multiple times. Each time you take the feat, you gain proficiency with a new type of exosic armor. Fires Within [Bloodgift] blood, Prerequisites: Fon Be efits: You gain fire resistance 5. Flameborn Sorcery [General] Your s clemental ame rather than the blood of dragons ‘erous powers ate derived from a hereditary link with Prerequisites: Dwarf, Dex 13: Benefits: ¥ Charisma mod u use your Dexterity modifier instead of your fer forall spell-oriented offeets that use an ability score modifier. This includes determining bonus spells per da, saving throw DCs, and the maximum level of spells that you can learn, This affects only spells that you east as a bard of sorcerer. Special: You can take this feat only-at 1st level. You can never learn spells from the Transmutation school Forgeblood [Prime Bloodgift] Your Family has an ancient bond with elemental fie, and you hh more easily than others can survive exposure 10 cold Prerequisites: Dwarf, Dexterity 11 Benefits: The frst 5 points of cold damage you take each round is treated as subdual damage. In addi Fo damage from cold and exposue bn, you gain a id subdaal +5 racial bonus inude saving throws to 3 n 7 You can take Forgeblood only at Ist level. A character can never have more than one prime bloodgift Giantfoe [General] You know the deepest dwarven sccrets of giant fighting, Prerequisites: Dwarf, Dodge, Dex 15+ Benefits: four dodge bonus against giants increases to +8. ‘Special: IF the punggw spell is cast on you, your dodge bons Greater Pledge of Flame [Bonding] You further bind your being to the magical essence of fre, gaining the ability to eloak your body in flame for short amounts of time Prereq) 1es: Bonding ritual, Pledge of Flame Benefits: Once per day as a free action, you ean sheathe ourself in flame for a number of rounds equal to your Constitution bonus. The Bames do not harm you, but any creature touching you takes 146 points of fre damage. You do not deal this extra fire damage with weapon attacks, but your unarmed attacks do deal 1d6 fire damage in addition to their normal damage. Instead of a normal melee attack, sou may make a melee touch cack to deal 1d6 points Of fire damage; such attacks do not provoke an attack opportunity Greajer Pledge of Frost [Bonding] ve gaining the abi shore a further bind your being to the magical essence of cold, ty to cloak your body in an aura of cold fo Prereq: tes: Bonding ritual, Pledge of Frost Benefits: Once per cay as free action, you can sheathe ourself in an icy aura for a number of rounds ec Constitution bonus The cold does not harm you, bu creature touching you takes 16 points of cold dimage. You dk | damage with weapon attacks, but your anarmed attacks do deal 1d6 cold damage in addition to theie normal damage. Instead of @ normal melee atack, you may mak such attacks do not provoke an attack of opportunity. melee touch attack to deal 1d6 points of cold damage: Improved Dispelling [General] You are better at dispelling magical effects. Prerequisites: Con | level 5+ spell Benefits: You gain a + competence bonus on easter level cheeks made to dispel a magical effect. This bonus applies on when you cast a spell such as dip git does not affect dispel checks made with items or means other than your own spells. The bonus does apply to checks made to counter a spell using died magic or similar spell Hammer & Helm Infuse Casting [General] You can infuse positive or negative energy into an allied spelleaster’s spell, increasing its effectiveness. Prerequisites: Spelcaster level 7+, turn or rebuke undead _henefits of the Lock Shields feat until the beginning of your ou are adjacent to an allied spelleaster of the yament, you may use one of your tura or rebuke Low to the Ground [General] undead attempts to infuse thei spelleasting with positive ory, e 7 negative energy. To do so, you must ready an action 1o infuse Y* dificult eip, overrun, or push back the ally’ casting, Wh sa spell, Prerequisites: Ste 13+ ar ally a +2 Benefits: You gain s +4 circumstance bonus on all rolls made to resist being tripped, overrun, oF pushed back by a bull rush attack Master Artisan [General] You have a gift for crafting Instinctive Siege Engine Use [General] mundane items Prerequisites: Artisan Benefits: You gain a +1 make attacks with siege engines competence bonus on skill is you do with other weapons. checks to use a specific Craft skil, which you choose Prerequisites: Profession siege enginees) 7+ ranks, Wis when taking this feat. This bonus stacks with the bonus Benefit: You may use your base artick bonus plas your Wisdom modifier in place of a Profession siege engineet) check when stacks with siege For example, Ormharst the smith is making a master Normak: Attacks with siege rally requite a siege engineer) shill check. Lock Shields al Grune pha eee ‘ waco ener eiecndaee [General] siasicihag ta th ae Tee I eke cowl When working as part of a shield wall, you can lock shiekls at the skill check. Mukiplying the check result 23) by the ‘ith your companions for better defense against ranged item's DC (15) gives a resuls of 345, This isthe sp value that attacks and arca effect spells, Ormbarst would normally finish in one week; however, since he bas the Master Artisan (weaponsmihing) feat this value is Prerequisites: Shield Wall doubled t0 690 sp, Benefits: When you ate using a small or larger shield and aor larger shield nd Normal: You normally produce finished goods equal in means soian ahi value to your skill check result times the item's DC in silver + shield, you gain one ‘over bonus t0 AC that quarter cover. This grants a + mor bonus from the Shield Wall feat and Special: You must apply one of the bonuses from the Artisan +1 cover feat to the skill to which you apply the bonus from the Master ‘on Reflex saves against area effeers. Any round in Artisan feat stacks with the Mountain's Youth [General] Yost kiln yoo ictiptsi’ Cassie ager yenngs Benefits: You neither suffer the penalties nor gain the bonuses for progressing into mid age. You suffer the penalties and gain che bonuses for progressing into other age ceategorics normally Normal: A character progressing into middle age normally suffers a1 penalty to Strength, Constitution, and Dexterity and gains a +1 bonus to Intelligence, Wisdom, and Charisma. Mystic Endurance [Spell Channeling] You can dl nnel magical energy through your body, granting yourself increased toughness Prerequisites: Toughness, spelleaster level 5+, Benefits: As a standard action, you may channel “Transmutation spell. Yo to Constitution for every level of the channeled spel. I gain a +1 enhancement bonus you channel a spell of 4th level or higher, you also become temporarily immune to poison, This benefit lasts for I minute. Mystic Force [Spell Channeling] ‘You can channel magical energy through your body, making the next spell you cast more able to penctrate a foe's spell resistance Prerequisi es: Str 13+, spelleasterleve Benefit: spell. You may apply a circumstance bonus equal to the Asa standaed action, you may channel an Evoeation channeled spells level to the next easter level check you make t0 penetrate a foe's spell resistance. You must apply the bonus to a spell you cast within the next 1 minute or lose the bonus. Mystic Presence [Spell Channeling] ‘You can channel magical enesgy tl gh your body to imbue sour personality with forcefulness Prerequisites: Cha 13+, spelleaste level 5+ Benefits: As a standard action, you may channel an Enchantment spell. You gain a +1 enhancement bonus 10 Charisma for every level of the channeled spell. If you channel a spell of 4th level or higher, you may also make an Intimidate check as a free action against any foe that you damage in melee combat, This benefit lass For ! minute Mystic Resistance [Spell Channeling] oct wih the elt sea enegy Prerequisites: Con 13+, spelleaster level 5 Benefits: As a standard action, you may channel an Abjuration spell. Choose an energy type: acid, cold, electricity, fire, oF sonic, For every level of the channeled spel, you ignore 3 points of damage from the chosen enengy type pet round. If you channel a spell of 4th level or higher, you ean resist wo types of energy: The benefit granted by Mystic Resistance overlaps (and does not stack with) spells such as mndure comnts. This benefit lasts for 1 minute Mystic Sight [Spell Channeling] You can channel magical energy through your body, temporarily improving your vision, Prerequisites: Wis 13+, spelleaster level 3+ Benefits: As asta cou may channel a Divination spell. You gain for every level of the channeled spell. If you channel a spell Of dth level or higher, you also gain low-light vision Gif you already have low-light human in poor lighti Mystic Stealth [Spell Channeling] You can channel magical energy through your body to cloak yourself from sight. ement bonus on Spot checks sion, you sce thrce times as far 28a conditions). This benefit lasts for 1 Prerequisites: Dex 13+, spelleaster level 5+ Benefits: As a standard action, you may channel an Illusion spell. You may use the Hide skill once while directly observed. The level of the channeled spell must be equal than the number of creatures observing you or the Hide check automatically fails. Mystic Summoning [Spell Channeling] You can channel magical energy through your body to Prerequisites: Spell Focus (Conjuration),spelleaster level 5+ Benefits: As a standard action, you may channel a CConjuration spell. The next ereature you summon with sure aly, or similar spells is advanced (ace the monster advancement rues in the MN) by a number (of Hit Dice equal to the channeled spel’ level Mystic Turning [Spell Channeling] al energy through your body, allowing you to affect a greater amount of undead with your turn oF rebuke attempts. Prerequisites: Spelleaste level 5+, turn oF abi ike undead Benefits: As a standard action, you may channel a Necromaney spell. You apply a circumstance bonus equal to the channeled spell’ level on turning checks and turning damage rolls made during the next 1 minute inthe Cold subtype. Oath of Dreams [Bonding] You bind your being to the magical essence of the woodlands Phe, al: A character with the Forgeblood feat cannot take the eof Frost feat and become a fy Prereq) ites: Bonding ita Wikkrass Loe 10+ nk, Pledge of Shadow [Bonding] feat. ‘You bind your being to the magical essence of shadow This Benefits: Your c type changes to fey, so spells that bond allows you to conceal your melee attacks whenever you affeet humanoids (ike charm pervn and dominate poien) 0 ate ip shadowy conditions, catching opponents off guard Additionally, y see the druid class in the surroundings” includes underground caves and the like Prerequisites: Bonding Blind-Fight, Hide 10+ x Oath of Iron [Bonding] poreiaepinro igen pacer affected by thi fat noe are You bind your being to the magical essence of metal ores, gaining a supernatural feel for the quality of metal Bat footed (such as with the Prerequisites: Bondi the miss chance from al, Appraise 5+ ranks a Benefits: You gain a +5 insight bonus on gin the benefit the Appraise sil to gauge the level of ‘enchantment on metal items, weapons, and armor. The DC is equal to 13 + the caster level abilities, vou must make separate checks to identify the potency of exch '\ Protected Archery g4 [General] tems with multiple any Pledge Arcane anally [Bonding] You bind your being to the essence of magic, gaining the ability to sense magical auras. 8: Bonding ritual, any feat, Knowledge (arcana) ‘opponents that your adjacent ally threatens ‘when you make an attack with a ranged ability to east arcane spells Benefits: You can use dtr magia will attains oreart ee clo Protected Casting Soar hghen ateaneopacaaig lr [General] Pledge of Flame [Bonding] You bind your be become a creature Je other skilled warriors, in spelleasting when anally re skilled at fighting alony Ju are able to shield your ordinating your actions w the magical essence of fire and fie Prerequisites: Back-to-Back, Combat Casting Prerequisites: Bonding ritual, Great Fortitude. facitWencom in the Fire subtype. Back feat, you gain a +4 ¢ checks made t0 cast spells defensively. This bonus stacks with Pledge of Frost [Bonding] the bars granted by the Corbat Caring feat You bind your being 0 che coagical essence of cold and Rapid Siege Engine Use [General] become a creature of cold. You acent 10 an ally with the Back-to umstance bonus on Concentration Benefits: You g rained at siege engine use and can often carry on cagine Prerequisites: Bonding ritual, Great Fortitude while operating a Prerequisit attack bonus rofeasion (siege engineer) S+ +5 or higher ranks, base Benefit: As long as you remain adjacent to the siege engine ‘you are operating, you only need to spend a move-equivalent action each und to count as an active crewmember, Normal: You must ke fall-ound aetion every round to ‘operate a siege engine when serving as patt of its crew Remote Casting [Metamagic] You understand spatial relationships and distance so well that you can cause spells to originate in nearby areas even if you do not have line of effect to the point of origin Prerequisites: Spelleraft 10+ ranks Intuit Direction 10+ ranks, Benefits: You cause burst, emanation, or spread spells to take effect at any poine within the normal tunge of the spell, even if you do not have an unbroken line of effect. Make a Spellerafe check with a DC equal t0 25 + the spells effective level (after adjustment for metaragic feats, including Remote Casting). You must specify both recasting the spel If you fal the Spelleaft check, or the spells poin of origin ends ‘up in a material objec, the spell fails A remotely east spel uses uypa spell slot three levels higher than the spells actual level ance and direction Normal A speleastr mist have an unbroken lin of effet west e Rocklike [Bloodgift] Prerequisite: Stonebood Benefits: You gin a +1 inherent bonus to natural armor. IF you rormally have no natural armor, you instead gain a “+1 natural armor bonus to AC. This bonus dacs noe stack with those granted, by magical effects He birkukin oan ana of natal armen. Special: You can take this feat mulsiple times, Seaborn Sorcery [General] Your sorcerous powers are derived from a heredi Prerequisites: Dwarf, Str 134 1a modifier for all spelloriented effects that use an ability scone modifier. This includes determining bonus spells per da, saving throw DCs, and the maximum level of spells that you can learn, This affects only spells that you cast as @ bard of sorcerer Special: You can take this feat only at Ist level. You ean never learn spele from the Illusion school Shadowblend [Bloodgjft] Your family’s ancient bond wih the deep places ofthe earth grants rom greater benefits from concealment in shadows or darkness Prerequisites: Deepblood, Hie 5+ ranks Benefits: Whenever you have concealment because of shadows, darkness, or poor lighting cond concealment is treated as one “step” better than it normally ‘would be. For example, moderate darkness normall provides one-quarter concealment, imposin miss chance on attacks. However, if you have the Shadowblend feat, you instead treat moderate darkness as granting one hhalf concealment, imposing a 20% miss chance. This feat provides no benefit if you have otal concealment, and it can rnever increase the miss chance above Shield Wall [General] ‘You are skilled at fighting next to shield-using alles. Prerequisites: Shield Proficiency Benefits: When you are using a small of larger shield and eld Wall f shield, you gain a +2 1s stacks with those provided by your armor and shield, If you are separated from yous adjacent ally at any time during the round (such as being pushed back by a bull rush attack), you immediately lose the benefits of the Shield Wall of your next turn Skybond [Bonding] You bind your being to the magieal essence of the sky and tend your turn adjacent to an ally with the Sh ‘who is also using a small of lay armor bonus to AC. This armor b at until the beginning become a creature of air Prerequisites: Bonding ritual Lightning Reflexes, Benefits: You gain the Air subsype Skyborn Sorcery [General] Your sorcerous powers are derived from a hereditary link with elemental air rather than the blood of dragons. Prerequisites: Dwarf, Wis 13+ mn modificr instead of your I spell-riented effects that use an Benefits: You use your Wis Charisma modifier ability score modifier. This includes deter per day, saving throw DCs, and the n that you can learn. This affeets only spells that you east as a bard or sorcerer Special: You can take this feat only at Ist level. You can never learn spells from the Abjurai Skystride [Bonding] You bind your being to the magical essence the sk; gaining the ability © walk on air Prerequisites: Bonding ritual, Skybe 10+ ranks. id, Spring Attack, Jump Benefits: You gain the spell-like ability to east air wulk per day as a cleric of a level equal to your character level Hammer & Helm Soul of Iron [Bonding] You can bind ry being to the magical essence of metal 2s, gaining the iron-so\ Prerequisites: Bonding ritual, Oath of Iron, Con 1 Benefits: Once per day soled creature (see the [ron -Souled template in Chapter 4: Cr free action. This benefit lasts for a number of rounds equal to an gain the qualities of an iron {ures for more information). Activating this ability is Stoic [General] ‘You seldom reveal what you are thinking or Feeling, making iteasy to conceal your intent from others and aiding your dealings with those who value emotional — distance Prerequisites: Wis | 7 Benefits: You gain a +3 circumstance bonus on Bluff checks when others tty to read your reactions or emo This boous applies only when another initiates a Sense Motive ou. You also check agains yet +1 circumstance bonus Diplomacy checks made to influence the reactions of dwarves and other individuals ‘who dislike emotional exuberance Stonebinder [Bloodgjft] Your ancestral tie with the earth allows you to summon more powerful earth creatures than noemal. Prerequisites: ‘Stoneblood, Cha 12+ Benefits: Whenever you use 1 Conjuration spell to summon a creature with the Earth subtype 8 the iron-souled template (see Iroo-Souled in Chapter 4: Creatures for more information) Stoneblood [Prime Bloodgift] Your family bas an ancient bond with elemental earth, which enhances your natura instincts, Dwarf, Con 15+ ability all increase by Special: You can take Stoneblood oaly character can never have more than one level. A € bloodgift. Stoneborn Sorcery [General] Your sorcerous powers are derived cicary link with clemental earth rather than the ns. per day, saving throw DC you can learn, This affects only spells that you cast as a Stonelord [Bloodgjft] ‘Your ancestral te with the earth allows you to compel creatures of the earth more easily: Other dwarves and earth creatures find your words more appealing and are generally more inclined to be civil to you Prerequisites: Stoncblood, Cha 124 Benefits: You gain a +4 bonus oa Diplomacy skill checks made t0 influence the reactions of dwarves Earth subtype. In addition, yo 4 racial b of Ench and creatures with id a re DCs ent sp against creatures with the Earth subtype Tandem Fighting [General] ‘You are skilled at fighting warriors, and you are m ‘effective in combat when inating your attacks 3 a single opponent Back, Prerequisites: Benefits: When you are adjacent to an a Tandem Fightin attack and dama Wisdom of Ages [General] You have seen many things in your long life, and those experiences give you a great store of knowledge to draw upon Prerequisites: Wis 13+, 200+ years old Benefits: You gain a +1 competence bonus on all Knowledge checks. You also pick two Knowledge skills thar you may use untrained Hamme: Hammer 1s (teem pene Classes So Chapter Brg BO ct ejtseg Beles Prestige Classes - Acolyte of the Crystal Path - (Shardbrother/Shardsister) neva s-of Renown: restig eo cater the orde st find the worship of thei deity to be the only philosophy they need. Characters of other classes almost never become shardbrothers or shardsisters, Abbreviation: Acp Hit Die: d10 Requirements ne ofthe ful all To qualify to become an a Crystal Path, a character m the following criteria Alignment: Any lawful Race: Duar Unarmed Strike Toughness Class Skills Iyte of the Crystal ass skills (and the leey ability for each skil) are Balance (Des), Climb (St) Concentration (Con), Craft Ind), Eseape Arist (Des), Hide (Des), Jump (Su) Inquit Direction Knowledge (religion) (In Listen (Wis), and Spor (Wis) Skill Points at Each Level: 4 + Int modifier. Class Features All of the following ae clas features of the acolyte of the Weapon and Armor Proficiency Acolytes of the Crystal Path gain no proficiency with any ‘weapons, armor, oF shields Unarmed At{ack Progression (Ex) Levels in the acolyte of the Crystal Path prestige class stack with monk levels for purposes of determining the characters unarmed stack bons. The prestige class confers no other monk abilities. Crystal Path (Su) a ca cc AANSE SPRAY aged his body begins to take on many aspects of s that inspire his martial philosophies, As this supernatural connection to crystal grows, he increases in weight as his body becomes increasingly dense, making it almost impossible for him to swim, Yt Jined through advancement in the prestige class applies a penalty to the Iyte’s Swim checks as if weight gained. In addition, his were encumbered by the tural armor increases and his appearance undergoes many cosmetic changes. These effects are summarized in Table 3-2 Emerald Fists (Su) Crystal Path advances in ‘with exystal-like calluses, The increasing! resilient material has the rich ‘of the purest emerald, 1g the shardbrother’s suc overcome a creature's damage reduction as though using a +1 ‘weapon, As he advances along the Crystal Path, his unarmed, attacks become even more powerful. At 4h level, his ‘unarmed attacks overcome damage red th level as +3 ind at 8th level reapons, Note that this ability reduction, This ab monks A stike ability Flawless Stance (Su) Acolytes of the Crystal Path espouse the theory that a crystal holds the key toa perfect defense. When oriented properly, the) sa, the facets of a crystal ean cam any blow: As members ge cass advance in level, thei features grow more an ‘on a crystalline hardness and appearance, and they sof their bodies at chis technique that he ans lucton. ‘The amount tution bonus and ean ‘of damage resisted is equal toh be overcome by we Tor greater enhanecrent. (For As the acolyte advances inthe prestige cass, t lution becomes mote and weapons 0 ith level. Thus ifthe character deserbed above became 2 9th lev Path, his Rigid Body (Su) As the acolyte continues dow ‘overcome a 6h ley scale of the Crystal wge redction would improve to 3/43, Jable 3-1: The Acolyte of the Crystal Path wt Class Base Fort Ref Level AttackBonus Save Save Save_—Special Ist 40 2 40042 Unarmed attack progression, Crystal Path 2nd + +340 43 Emerald fists (+1) Sec +2 Boo 483 Flawless stance (+1) ah +3 Moo HF Emerald fists (+2) Sth $3. 4H 4 Rigid body eh +4 $542 45 Emerald fists (#3), assess stance (+2) 7h +5. $5 4245 Earth mastery Sth +6 6 2 +6 Emerald fists (+4) oth +6 4346 Flawless stance (+3) 10h "7 BE 48 eH? Caitical resistance, body of crystal Table 3- Crystal Path Aspects Class Weight Increase. Natural Level (Swim Penalty) Armor Boost Appearance Ise +10 bs. (2) + Features sharpen dnd +20 bs, (4) Caystablke calluses form on hands Sed +35 Ibe 7) 42 Features become angular, skin color begins to fade th +30 bs. (10) Azula features become actal facets 5h +70 bs. (14) 8 No body hai, skin color fades further ooh Ibs. C18) Knuekles become erysal spikes 7th +115 ths. (23) “4 Skin akes on smooth planes Sth +140 Is. (28) Hands lose all color and become clea, flawless crystal oh +170 bs (34) +5 Skin color fades completely 10th “+200 ths. (40) ‘Complete crystalline appearance his meditation, A Sh evel, this igiiy develops far enough to miu! Critical Resistance (Su) dure ies on duction of 10/- that ap At 10th level, the acolyte of the Crystal Path reaches the end by constriction. Thi oes nor stack with any othe of his training, and his body transforms almost entirely int oF slanage selec se doses dcleod sent crystal, This transformation makes it much more difficult fo cfcess of constrict astack (pach athe fire dan others to score critical hits against him. Any time the ac salamander’ til) would be s critical hit, roll 2%. Ifthe resule Earth Mastery (Ex) lower, treat the atack as a normal hit, nota eritical At 7th evel the acolyte of the Crystal Path perfect tin «Boddy off Crystal (Ex) damage if both he and his foe touch the ground. - Cavern Strider - Few members of other races realize that there is as much Few clans include many cavern strides in their number climb peneath a mountain a there ison its slopes. those who follow this path often find the bond with the Asa imb with kil and caution, and their caverns they explore replaces loyalty to the clan, Whether allows them to detect many faults and this isthe ease, of they nply yield to wanded slang that th ‘oukl miss, Even all eavern striders are active adventurers, In battle, they seek come one with vith less developed ins among dwarves, though, are thd he hose wh + combine instinct er ground, controlling the field against those unable ollow and filling the air with rang and skill to bond withthe stone andl cmb it ke no others. Member every cass have been known to become cavern scrders, bue martally inclined classes such as fighters, rangers and barbarians produce most of the prestige class adherents Abbreviation: Cst Hit Die: di, Requirements all eh Solowiog cei Climb: 10 ranks. Craft (Stonecutting): 5 ranks, Jump: 5 ranks Wilderness Lore: 5 ranks Special: Stonecunning ability Class Skills The caver stider’s class skill (and the key ability foreach skill) are Clim See), Craft (In), Intimiclae (Cha) Jump (Str), Spot (Wis), Swim Innaie Direcaon (W and Wilderness Lore (Wis) Skill Points at Fach Level: 2 + Inc modifier Class Features All of the following are class features of the eavern strider prestige class3 Weapon and Armor Proficiency Cavern striders gain no proficiency with any weapons, armor or shickls Climb (Ex) Ac Ist level, a cavern strider gains a climb speed of 10 feet ‘Anchor Stance (Ex) J level, the cavern strider has no chance of falling nbing as long as he moves 5 feet or less each round, In addition, he need not use his hands to climb, instead anch is feet to the surface. Anchored in this way, the ‘cavern strider ean fight without penalty while climbing. Wall )) Walk (Su) At 3rd level, the cavern strider can move con vertical or even 1g surfaces f 15 feet, overhan, with a spe s climbing on remai Ar Sth level, the cavern strider may move at his normal speed on any surface regardless of its angle. He can tun and charge normally, even on vertical and overhanging Downwall Charge (Ex) Ar 4th level, the cavern strider deals more damage charge attacks made by moving down a wall o Anytime the cavern strider hits with such a charge ata he adds twice his Strengeh boous co damage instead of the ‘usual multiplier. - Cavernsgaarder - Most dwarven prestige classes answer the urge to specialize ina narrow aspect of their fied, but the Cavernsgaarder is the opposite. Almose any dwarf ean qualify for the class, asit represents membership in the Cavernsgaard rilitia 'ven communities. In defensive military the anchor of dvvarven strategy It ost never used offensively The Cavernsgaacd isa large military force, and the requirements to join are much lower than for other prestige classes. Typically, Cavernsgaatders serve fo Most become officers in other dwarven military units or pursue more peaceful ms within their lan’ stronghold, A. few Cave another prestige class later in their earcers, der veterans Almost all Cavernsgaarders ate drawn from the ranks of dwarf warriors, but Fighters, ba rians, and rangers often join as well. Dwarf paladins generally feel thar they serve their the Cavernsgaard. Rogues and bards teeking more martial training sometimes ens Members of other classes rarely join the ‘guard est in serving their deity, so they seldom join put few can tolerate the strict rules, Abbreviation: Gea Hit Die: 10. Requirements To qualify to become a Cave full all che arder, a character must Alignment: Any n Weapon Pro. any), Sh Shield Wall (Gee Chapter 2: Feats Class Skills The Cavernsgaanier's class skills (and the key ability for each skill) are Climb Ser), Craft (Int), Handle Animal (Cha) Jump (St), Ride (Des) and Swim (Ser Skill Points at Each Level: 2+ Int modifier. Class Features All of th lowing are te 2nd 4 42 +2 8 Cavernsgaarder prestige class ad 43 8 Weapon and Armor Proficiency Cavernsgaarders are proficient wih all simple and martial weapons, with all armors, and with shields, Table 3-4: The Cayernsgaarder Class Base = Fort Ref Level Attack Bonus Save Save +0 40 + Close ea te Sa to support one an forts in comba A Cavernsgaarder idjacent to an al with a close fighting boous applies his own elose fighting bonus his attack and damage rolls Cavernsgaarders can appl their close fighting bonus only once per attack, regardless of the number of adjncent alles with a wilt Special Command Glos fighing +i] Radius (Ex) Command rcias ee. ie Caseig Close fighting +2, ‘command radius Shipton sashes bexion done nc Clanheart Disciple d with the innate power of the clan's ancestry and sd its lore, chanleart disciples embody the bi spelleasting traditions of the dwat trusted advisors to the heads 0 Where m promotes and protects the clan as a whole 1 people, Many serve as erful families and clans. rsmiths craft powerful iter, Clanheart disciples, even those ealled a life of adventure remain loyal to their lan; no matter the distar fout those threats that ri stronghold. Adventutin «someday appr le ples often use magical means to stay abreast of events within the clan and ro send ba interesting lore or discoveries. Wiear ls and sorcerers account for neatly all clanheart es. Disciples from the same clan must belong to the same spelleasting tradition-no elan woukl have both sorcerers and wizards in the role, for example. Rare clans have bards and other arcane spelleasters as their clanheart disciples, Abbreviation: Chd Hit Die: di, Requirements qualify to become a clanheart disciple, a character must fulfil all the following criteria Craft (Any*):7 At GM’ option, must be in clan's i "ALGMG option, Re} holm OE) must be the prime bloodgift associated with the character can), Clanheart Magic Gee Chapter 2: Feats), Iron Wil. 1 Srd-level arcane spells (must be of appropriate spelleasting tradition for the clan) Class Skills The clanheart cscipl'¢ nd the key ability for each skill ate Alchemy (It), Concentration (Cor), Craft (nd, Knowledge ni), Profession (Wis), Sey (It, exchasive sil), and Spell: Skill Points at Each Level: 2+ Int modifir. Class Features All of the following, of the clanheart d le prestige class Weapon and Armor Proficiency Chan with any weapons, armor, oF shields, Spelicasting A clnhear disciple continues tsning disciple levels gained the character gins new apa known and spell per tay a if se ha also gained sev in spalesting cs the ade the presi she belonged to before lass. She does not, however, gain any other benefit a character of chat class would have gained (metam on). T she adds the level of clanheart disciple tothe level of some other spelleasting class the character has, then determines spells per day, spells known, and easter level accordingly Gifted Familiar (Su) pu tmietacheene icp fnew spec billy that depends on the disciple’ prime bloodgft In addition, levels of clanhcart disciple stack with sorcerer or wizard levels (player choice) to determine the familiar’ evel-dependent benefits If the clanheare disciple has no familiar, this ability does nothing, Deepblood Familiar gains darkvision with a rang not stack with any existing darkvisior Drakeblood An. Forgeblood Familie gains a +2 inherent bonus to Dexterity Stoneblood Familiar gains a +2 inherent bonus to Constitution, Blood Power (Su) At 2nd level, the clanh 1 disciple chooses one power fro the list below, according to her prime bloodgift. She chooses a second power at 4th level. Once chosen, blood powers can never be changed. Deepblood (AUROMANCY) Shadow Magic (Su): Add +1 to the save DC for all Illusion spells east by the elanheart disciple Shadowcloak (Fx): The clanhe gains a +2 competence bonus on Disguise cheeks. Stealth (Ex): The clanheart Jns a +2 competence 1s on Hide and Move Silently checks Drakeblood (DRACOMANCY) ‘Compelling Magic (Su): Add +1 t0 the save DC for all antment spells east by the disciple Draconic Immunities (Ex): The clanheart disciple becomes immune to sleep. and charm ef Natural Armor (Ex): The one abil by her prime bloods. +2 inhetent bonus scone as determined by her prime bloodgift Deepblood +2.Wis Forgeblood +2 Dex. - Gemscribe - Since their ing can consume raw gemstones of ‘of the precious minerals, Many have become famous adventuring as they seek out erystal riches, Greed a appreciation for the gems that their are demands. A gemscribe fien torn between two loves-the erystals that power his ‘magic and the magie they make possible Most gemscribes are wizards, but clerics, sorcerers, and t0 a lesser extent bards also become gemscribes. The rare druid gemscribe must constantly weigh the power he uses to protect nature against the faet that his magic destroys gems that are themselves part of the natural world. Abbr Hit Die: 2 Ge Requirements To qualify to become a gemseribe, a chara the following criteria st fulfil all Alignment: Aay lal Base Fortitude Save: +5. Appraise: 7 ranks Knowledge (Arcana): 7 ranks Feats: Great Fortitude, any two metamagie feats Special: Stonceunning ability Class Skills The gemeribe' class skills (and the key ability for each skill are Alchemy (Int), Appraise (Int), Concentration (Con), Craft nt), Diplomacy (Cha), Knowledge (arcana) (Int), Kn religion) (Int), Profession (Wis), Sery (Int, exclusive sk Spelieraft (Ine Skill Points at Each Level: 2 + Int modifier. Class Features Allof the following are cass features of the emscibe Weapon andArmor Proficiency Generis ain 0 profieny wah any weapons amor Spellcasting be level is gained, the character gains new spells Jable 3-7: The Gemscribe Spellcsting Peper eats ce +1 level of existing class Geacasuig aa pea 7 Vilereiel elena clon GGemceting Epovrer Spell +1 level of existing cae Gemessing Mazinize Spel +1 level of existing lass known and spells per day aif he had also gained aleve ciptiaen Spat ina spelleasting class h od to before he added the Heighten spel prestige class, He does not, however, gain any other benefit a At Is level, the gemscribe can use the gemcasti 1 increase the effective level of a s ach use of this worth of gems per level by which the spel is heightened, character b determines spells, Extend Spell accordingly Gemcasting (Su) he Extend Spell feat. Each use of this When casting Silent Spell At 3rd level, the spell quiedy as though using the Silent Spell feat Bach use of this he Empower Spe cconstumes 200 gp worth of gems per level of the smscribe ean use the gemeasting ability © ject as though using the Maximize Spe Maximize §) (Only one gemeasting enhancement can be ad one in a g maximize a spe spell. Using the gemeasting ability does not raise its jective feat. Each use of this ability consumes 250 gp worth of gems spell leve per level of the original spel P . - Immolated - Fire is consumption. Fire is power. Fire is all This is the swith and wreathed in fire, the immolared in ck to purify Members of every clas of immolation, but most of the class's adherents are clerics ofa fire deity Abbreviation: Imm Hit Die: ds, Requirements ‘To qualify to become an immolated, a character must fulfill all the following criteria, e Attack Bonus: Grent Fortitude, Skills skill) are st), Craft for each Climb (lex), Intimidare (Cha, Intuit Direction (Wis), Jum (Wis), Switn (Str), and Wilderness Lore (Wis) Skill Points at Each Level: 2 + Int modifier. Class Features All of the following ate clas features of the immolated = Weapon and Armor Proficiency Immolated iain no proficiency with any weapons, armor, or shields, Body of Fire (Su) The body of an immolated is smoking immolared a +2 circumstance As the immolated increases in level, the flame and smoke become jurther effect Fire Shield (Sp) At Ist level, an fi cid once per day a8 roe his ime lasts fora number Elemental Form (su) ‘Once per day fora number of rounds equal to his class level plas his Constitution bonus, the immolated ean transform fire elemental Flame Staff (Su) flame staff cannot be permanently en Save Special Body of fire, fre shield Elemental form Flame staf Hal flame Mask of incorporeal fire At dh level, the immolared can hurl dame at ‘wll as an attack action, This is a ranged touch attack that deals 16 fire damage, The flare ha nt of 10 feet and a maximum range 10 fect times the immolated’s ‘normal torch, Mask of Incorporeal Flame (Su) ‘Once per day on attaining 5th level, the immolated can hhecome incor posed completely of fame. While idetipecsi the ieaablaeslinesicar ih cr ocoppbal ects and creatures normally. The immolated can re incorporeal for a number of rounds equal t stitution that he occupies; they must make a Fortitude save with a DC dition, asa standaed action, the immo equal to 10+ the immolated’s class level + the immolated’s ion modifier. Objects that fal catch fre and follow al rules for burning. Objects that normally do not annot be ignited with this abit: - Ironbound - ‘pli of he kame thas they wets. Eivigg proat Gat Exotic Armor Proficiency (Su) dwarven armor ean stop any blows the i und shrug off Ae 1 level and every other level thereafter, an ironbound acacks that others might never recover from. They embody ig bonus Eantc Armor Proficiency, the philosophy that if you cannot be overcome, you must vet preva Toe ronbound exter ei Ready Shield (Fx) is most valuable. Members of this prestige class often serve as lasteditch defensive forees in lage dwarven cites. At Ist level, the ironbound ean equip a stowed shield as a free uesion, He may take one such free action per round, AC Bonus (Ex) At 2nd level Tales of heroism fill the a of the ironbound, and they cearry these like a standard, For every dwarven her completed a desperate quest, the ironbound ean cite a stalwart vield passage. romghold the onboud ais a +2 armor bons to AG Sth level, this bonus increases To +4. This boats stacks with de ooemal Homures sd by the character's armor and shield Purely magical armor bonuses sud the mage armor spell or bracers of a sheued tise doecyet nc hold off a tremendous number of acackers. trigger this ability physical suit of armor that the character 4s proficient with, Armored Home (Ex) At 3rd level, the ironbound ean sleep in armor with an armor check penalty of | up to-7 without suffering Fighters, paladins, and cleries Abbeviation: Ir Hit Die: 410. of fatigue the next day. At 7th level, the ironbound is never fatigued after sleeping -gunless of its armor check Requirements To qualify a character must full al the following criteria . é SI & fortress | of One (Ex) Ac th level, the itonbound becomes -come an ironbound, penalty Base Attack Bonu Craft (Weaponsmithingy: 5 ranks Feats: Armor Proficie Exotie Armor Proficiency Class Skills The ironbound!’s el Tumble skil, he bonus increase his bonus only if he is wearing medium or heavy armor. Shield of Faith (Sp) At th evel, th are Climb (Str), Cr an (Cha), Jump (Str), Ride (Wis), and Swim (Str) Skill Points at Each Level: 2 + Int modifier. sawiets Class Features Aiiof lie Caine actin tamed dckoinad Dual Shield (Ex) peconge i At th level, the ironbound may use two shields at once and Weapon and Armor Proficiency Lronbound gain no proficiency in any weapons but are proficient with light, medium, and heavy ar shields Chapter. gus fast (xel eae Fs Table 3-9: The Ironbound Class Base = Fort, Ref. Level Attack Bonus Save Save Is. +0 +2 40 2nd + +3 +0 3rd +2 43 + 4th 8 +4 41 5th 8 4 41 Gh +4 45 2 7th +5 +5 #2 8th +6 +6 +2 9th +6 +6 +3 10ch +7 47 8 and still make attacks, although with difficulty: One buckler normally imposes a -1 penalty on an attack roll, but 1 mibined greatly hinder movement and raise this penalty to -4 Unhindered (Ex) Ac Bch level, the in hough its armor check penalty were 1 better Magic Vestment, (Sp) A Bh evel, the as a cleric of a level equal to the ironboundl c Armored Will (Su) Once per day ace per day mn attaining 9¢h level, the ironbound ma apply the armor bonus from a suit of armor worn a Special Fnotic Armor Proficiency, eedy shield ‘AC bonus (+2) Exotic Armor Proficiency, armored home (7) Foctress of one, shield of fuith Exotic Armor Proficiency, AC bonus (+3) Dual shield Exotic Armor Proficiency, armored home (any) Unhindered, magie vestment Exotic Armor Proficiency, armored wil Untouchable resistance bonus on one Will save, He must decide to appl he b before rolling the saving theow: This resistance into aecount only the itonbound’s armor and any accompanying enhancement bonus. It does not include armor ponuses from the characters shield, the AC bonus clas ability, and purely magical sources such as the may armer spell ot Untouchable (Ex) At 10th level, bomus to his touch AC he ironbound may apply half of his total armor his includes b and shield (phss appropriate enhancement bonuses) as well as that from the AC bonus class ability, It does not include armor bonuses from purely magical sources such as the mage armor spel. or braces of armor (although such boouses still add ich AC if applicable). This box applied even if the ironbound is flat-footed, to the ironbound’s s can be - Knight of the Black Forge - (On an anvil of unworked iron, the dvarven paladin /priest Dug Malicath, But Malicath had prepared for this sn Kincoth shattered the phylactery of the arch-lich with the magic to curse ever destroyed the phylacte burden of his own dark soul. The lich’ curse was strong and not even the blessings of the Forge God could fre The pri ‘would eventually overc Durgen from warned him thatthe lch’s soul ne his own, and that death was the only escape. Even resurrection would offer no release, since Malicath’s soul would return with Durgen’. Weary from the great strugele with the lich, Durgen nonetheless knew that he could not give in ro death while the dwarves still needed the protection of his sword. He left the stronghold, vowing that although darkness might overtake him, its power would never harm the dwarves but only those of evil Durgen yet remains, hanging between life and undeath by will alone, struggling to serve his clan and people even as the taint of Malicath decays his body: Deep in the Underdark, he trains soldiers to turn the blight of necromantic magic against the other evils of the world, using the tools of darkness keep dwarven cities safe. The anvil oo had been tainted by Malica! (of the order that he leads curse; Durgen took it and now uses it as a symbol ‘The Knights of the Black Forge are a powerful order of marval spelleasters protecting the fringes of dwarven cities aod nations. Alone of in small groups, they battle deep in the Underdark, often taking the fight to powerful evil creatures before they approach too close to dwarven settlements. The order is a mix of paladins, fighters, and members of other martial classes eager to share the burden of the preat Durgen, and outeas's from the dwarven nations who retain some loyalty to their people despite their exile. The Black Forge is ‘often the Final hope of those who come to serve, offering one last, datk road by which they ean help their people Abbreviation: KBE Hit Die: dio, eo ~gg Races: of Renown: Hammer § Poa Table 3-10: The Knight of the Black Forge Class Base Fort Level Attack Bonus Save + +2 Ref Will Save Save +2 +0 +2 434043 43 +4 +4 45 +5, +6 +6 47 43 +4 +5 +6 47 +8 +9 +3 +4 +4 +5 45 +6 +6 ” 4 4 4 +2 42 +2 43 3 Requirements To qualify to become a knight of the Black Forge must fulfill all the following criteria Alignment: Any Base Attack Bo Knowledge 1): 5 ranks Feats: Great Fortitude, Iron Will. ast 2nd-level Necromancy spell hhave the Leadership feat. Special: The charaecer must seck out and single-handedl an undead creat slay “The negative enengy infusing to the character by the power of he black anvil of Durgen. The type of undead ereature determines the characteristics of the bond of unlife Class Skills ‘The knight of the Black Forge’s class skills (and the key ability foe cach sl) are Cl 5), Concentration (Con), Cra es) Init (Che), jump (Se), Keowee (arcana) (0, Knowledge ion), Profesio (Ws), and Ride Den} Sl Points at Each Level: 2+ Int mode. Class Features All ofthe following are clas features ofthe knight of the Block Forge prestige lass Weapon and ‘Armor Proficiency righ of dhe Black Forge reprint witha simple and rar weapons, with Hight, medium, and heavy armor, and Bond of unlife (special attack) Special anathema, life from death Bond of unlife (ability score increase) Horror of horrors ‘Undeath before death Spells Begoning at nt level a night of the Blade fe gfe nen ares Walon seh eos 0 ie aight of the Black Forge witha Wisdom ge gains the spells level, f 10 or lower eannot east these spells, Bonus spells are based! on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight’ Wiselom modifier (f any). When, the knight gets 0 spells of a given level, such as 0 Istlevel spells at Istleve, she gets only bonus spells. A knight of the Black Forge without a bonus spel for chat level eannos yer eas a spell of that level. The knight of the Black Forge’ spell list appears below: \ knight prepares and casts spells just as cleric docs Alignment Anathema (Su) Before attaining 1s¢ level in ths class, a character must voluntarily shift her alignment to neutral or she cannot gain levels as a knight of the Black Forge. The knight’ code ‘of honor is forever at adds with the undead power bound into her soul, making her at times seem outside of morality. Despite this alignment shift, she does not lose abilities from asses previously held. For example, a paladin who becomes 2 knight of the Black Forge Of acquiring levels in new classes (or even in a previous cla however, the normal rules governing alignment still apply: For ‘example, the paladin described above retains her class abilities ceven though her alignment is now neutral, but she could not advance further asa paladin, Life from Death (Su) a knight an undead ereatute by cue sewnds and init wound spell, Beginning at Ist level, the Black Forge is affected as ints from care wounds spells and gaining ¢wennds spells. Ths ability also applies to the spells ba nlar spells, Damage caused by other negative energy effects affects you normall modifier) or be held as the bold Bond of Unlife (Su) Seles pl hl By slaying an undead creature, the knight of the Black Forge Escape: The knight ean turn nse ick bins ‘own soul. The type of undead gpell. She ean shift from corporeal to, de by this bond of unlife. The andatd action. The kaigh bond cannot be severed, and the changed, Each bond gra ains aa inherent bonus to an ability score; a cial abilities: At 2nd leve Shadow Bond Ability Score Boos +2 Dexterity Special Attack: Once per day, the knight ‘ean make a melee touch attack that deals 146 points of temporary Strength damage if i hits. This ppportunity fr 's not draw an attack of Ghoul Bond the target Ability Score Boost he knight ean become al us a standard action This ability is usable once per Once per day, an make a patalyzing attack with her melee weapon, This is treated as a normal Horror of Horrors (Su) ning at 4th level, the the Black Forge can negative energy that modifier) oF be paralyzed for ng the undesdlind iinutes in addition to Se aaieer etic tees taking 90% strengthening herself. Once per attack. Elves Jay the knight may make a melee touch attack creatute, Ifthe attack hit Escape: Climb 10 ft deals 1d4+1 points of Strength drain. The ke Wight Bond Ability Score Boo Strength an enhancement bonus to her own core equal to the amou Undeath before Death (Su): At 8th level the knight of the Black Forge receives a +4 unholy bonus on all saving made to resist necromantic magic, death effects, and damage from negative energy Attack: Onee per day throw ieee ee ecm, night of the 3 hitpoints oF dathage. Te Black Forge Spell List, does not affect ereatutes immune to energy draining effects, detec undead, inf a, protection fram esl, shied Ist level — cause ear, ell ouch, Escape: Climb 10 fe Light wounds, invisibility to wn Vampire bond a 2nd level — cath hl, ondary, bl snded, nit madera Ability Score Boost: +4 Charisma pends cary, bcd ther jal Attack: Once per day, the knight eam make a Sed level — deper darkness fear mgatve energy protection, nam timate dead, death ward, infict erions wounds. - Magesmith - None love the sound of hammer striking anvil so: much as the dwarves. None bend to the work wi pure edge of a new Feats*: Craft Magic Arms fers acquire at east (Craft [weaponsmithiny ‘ee Chapter 2: Feats) so greatly that their masterwor the glyphs and sgils cof magical power. Most dv _—__ item must be created entirely by the @) svn wees ©) the appropaate Craft sil to fshion sesmith, incl spending the requisite gp and XP to imbue it with magic Class Skills The magesmith's class skills (and the key ability for each skill) are Nlcherm races. One of the many seal sivalres that exists between the two races revolves around smagesmithss art. The elves claim Skill Points at Each Level: 4 lot modifier. Class Features All of features of the magesmith prestige 3 following are class Weapon and Armor Proficiency Magesmiths gain no proficiency with any weapons, amor, oF God ate the most likely individuals. shields red closely by dwarf wizards. ragesmiths are multiclassed exp. Spellcasting magesmiths nues training in magi nith level, the characte Abbreviation: Msm Hit Die: dé. er day as if she had al P isting clss she belonged She ° Requirements feeiretieacwrot dart To qualify to becomea magesmith, a character rust fulfil all ss would have gained (improved lead, metamagie or item This essentially means that she adds jesmith to the level other Table 3-11: The Magesmith Base For Ref Will Attack Bonus Save Save Save +0. 0 4042 +0 4043 HoH 8B Moo 44 Hoo 44 spellcasting class the character has, then determines spells pe day, spells known, and caster level accordingly Ignore Prerequisites (Ex) fon sie pean cag capewne, weapons, and wondrous items, A create items asif able to cast any Ist-level arcane spell She does not gain the ability wo actually east the spell, only 10 exeate items that require the spell as a prerequisite The anagesmith mst still meet all other prerequisites to craft the item, including other, higher-level spell prerequisites, ‘This ability increases as the magesmith advances in level: A aod a Oth-level magesmith can create them as if able to east level arcane spell At 10th level, magesmith ean exeate magic arm andl wondrous items as if able to cast any 3rd level divine spel. Bonus Feat sich mus be dra rom the olowingse Brew Poson, Cr Rod Crf Sra Craft Wane, Craft Wenchous Ker, Pon Rtg Master Artisan, Serbe Scroll, and Skill Focus (Craft any) Reduced XP Cost (Ex) As a magesmith advances in level and perfects the art of making magic items, she becomes adepe at making powerful Special Ignore prerequisites (istlevel arcane spells), bonus feat Reduced XP cost 6%) Fast crafting (1,500 gp) +1 level of existing class +1 level of existing class Ignore prerequisites @adl-level areane spells), bonus feat Reduced XP cost (10%) Signature rune Fast crafting (2,000 gp) Ignore prerequisites Grd-level arcane spells), bonus feat Reduced XP cost 200 ignore prerequisites Grd-level divine spells) +1 level of existing cass +1 evel of existing class +1 level of existing class magesmith pays 5% less XP when making a magic item, At Gth level, the reduction becomes 10%, and at 10th level i improves t0 20%. This redvetion affects only the XP cost associated with the base cost of the item; XP costs for rerequisite spells are not reduced. This ability does not stack with feats or other abilities that reduce the gp ot XP cost Fast Crafting (Ex) effort. At 3ed level, magie tems 1 for every 1,500 gp of the item's base value from a single day ake 1 day to cre price, rather than every 1,000 gp. At Sth level, this rate of production rises to 1 day for every 2,000 gp of the item's base Signature Rune (Su) rd level, the magesmith are rune, which levelops a sign any item that she makes, Inseribing he rune does not affect the cost of the item, Any item hat bears a magesmith’s signature rune becomes 5 pounds lighter when earre magesmith’s arcane mark. The item returns to its normal weight when not carried by the marked creature or when he arcane mark is removed. Ikems can not have an effective weight of less than 0 pounds, At 7th level, the magesmith perfects her signature rune. Any ) pounds lighter when carried iso bears the magesmith’s arcane mark item so inscribed becomes by a creature who al - Mountain's Fury Devotee - Many legend exist of berserk dwarf warriors: From fierce roll and giant-slayers wielding huge axes to battleragers donning heavy spiked armor and grappling their foes, afew members of every dh ore themselves the fury of the fight. The slumberi Of the eath fl At home shore devotees are the devotees 0 reed weapon, Although other dwarves respect the power tothe mounian’ fury, they must alo be caus le nervousness on the faces of hry devorees tthe adventuring them, though, provided that they can see pst the devotees chaotic approach t0 dwarven society Abbreviation: Mf Hit Die; d10. Requirements ns fury devotee, a character Alignment: Any chaotic Base Attack Bonus: +6. Craft (Any): 7 ranks (*\t the GM's option, must be in clan’ favored Craft skil Wildern Feats: Boar’ Ch ie: 7 ranks cee Chapter 2: Feats), Improve ower Attack arian rage ability scunning ability. Wiklerness Lore Skill Points at Each Level: 4 + Int modifier ina near-mindless Class Features All of the following ae lass features of the mountains fary dlevoree prestige lass. Weapon and Armor Proficiency Mountain's fury devotees gain no proficiency with any ‘weapons, armor, or shields. Fury of Stone (Su) ‘then ung dr arbxan Page sli nado wot ‘Special Pury of stone ‘Additional rage 1/day Stoic as from an anal of natural armor, do 0% inerease) This benefit ends when the rage os Additional Rage (Ex) Stoic Fury (Ex) At 3rd level, the mountain's fury devotee becomes so sxe of the ability adept at focusing on his rage that he is not affected by Enchantment and other mind spells ca while raging. Such spells may stil affect him if his rage's durat affecting spel befe affect him while he mages, Avalanche Charge (Ex) If the devotee ent underfoot. Anytime the devotee knocks a foe attack, he may immediately make prone dus ‘one melee atta The devor the attack is ved, finishing his movement and any other Hammer - Spirit Stone Defiler - f ancient dwarven magic that holds Spirit stone isa produce fen earth -mentia, oF simply a lust for power too great 1 few defile spirit stone. They use the material to ext iy nm opclcting Spirit leseribed briely in the Special Matetials section of Chapter 6: Abbreviation: Ssd Hit Die: di Requirements stone defile, a character must fulfil al the following criteria, Alignment: Any evil Craft (Stoneworking): 10 ranks. Knowledge (Arcana): whieh is sumed in afoul rie that granks pawer over the Class Skills The spirit stone de ows advancement in the prestige css class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), C (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (In cexchisive skil), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. ak The charicter must obain 4,000 gp wrth of spit stone, Class Features All of the following are class featutes of the spirit stone Weapon and Armor Proficiency Spirit scone defilets gain no proficiency with any weapons, ls known gained he belonged character of that ¢ would have gained fmpeox and s0 on), This essentially means that he ads the level of spire stone defilerto the kvel of some her spelleasting lass the character spells per dy decal aah Flesh and Stone Su) Ac scleve the characte binds sing the powcr touch aracks bound 5 deal 1d attacks do not harm other creatures. Spirit Stone Servants (Su) Beginning at 2nd level, the spirit stone defile can enhance undead he ercates with the animate dead spell o similar magic by inldng sp tne at power component Every 20 ieances a single ereated of Hit Dice equal to the defilers class level, Sheathed in fragments of spict stone the advanced undead looks alien and warped. Sometimes such ‘creatures bear the visages of the dwarven souls that formerly blessed the spirit ‘now twisted with pain Table 3-13: The Spirit Stone Defiler Base For. Ref Will Attack Bonus Save Save Save +0 +0 40042 1 +0 40043 4 Hoot 48 +2 +++ 42 OH 44 Spirit Stone Conduit (Su) At 3d level |, the defiler can use spirit stone as a powe than others c cast more efficient! Exery 100 gp Of spirit stone consumed in the casting allows the spirit stone filer to heighten (as the feat Heighten Spel) a Necromaney spell by one effective caster level Spirit Stone Binding (Su) Ah evel the spi tone defer ean se the precious the ereaurcs Flt Dice to allws a Wil save to resist (DC 10 + defiler’s class evel + defers spell, except thac it affects undead only and lasts for 1 week per defiler class level. IF the defiler make with aster insufficient spirt stone, the undead creature is unaffected and the spirit stone is consumed. Attempting a spirit stone binding Special Flesh and stone Spirie stone servants pit stone conduit Spiri stone binding ‘Memory consumpnon Spelleasting +1 level of existing class +1 level of existing cass +1 level of existing class +1 level of existing cass “level of existing class Memory Consumption (Su) At th level, the defiler ean trap the thoughts of seaticat creatures to produce a foul perversion of spirit stone. Even thi those who are willing to deal in spirit stone will n substance. Once per day per point of the defiler’s Charisma bonus, the defiler may make a melee touch attack that deals 146 points of permanent Intelligence drain. By concentrating hat created per point of Intelligence drained. Only the defile this substance can use it in casting, and it behaves just like ne for purposes of his class abilities, The defiler must complete this creation within one day of draining the Invellige itis lost. Likewise the drained Intelligence is lost, and the substance is ruined, if he is interrupted in his The spirit stone defiler can keep only a limited amount of this perverted substance around. The total value of false spirit dfiler’s Charisma bonus - Stonehound - the earth risk Dwarven miners andl even travelers ben age monsters and other hazards far more dangerous than he normal dangers of working under the cath, Yer despite heir skill pical miners cannot ane lepths have to ee fer. That they do 43 10 have to face +3 the horrors of i he deep is thanks oA the work 25 stonehounds. It 45 is they who root +6 ‘out the powerful +6 ets oF v the outskirts Jable 3-14: The Stonehound settlement, they who seek out new veins of ore, and they who leave a mine last, collapsing the wnnels and ensuring that no evil creatures hhome where dwarves once delved. Ref Save will Save 2 40 3 40 +3004 4H 4H 450 42 Special Almost all stonehounds Stonelore Sneak attack +146 Others sometimes Improved tracking ener the clss, but few are self reliant Sneak attack +246 asia diemlios 46 42 Find the path completely the 648 profeedods dynes 47-43 Speak attack +346 Abbreviation: Su Hit Die: ds Requirements To qualify to become a stonehound, a character must full all the following criteria. Intuit Direction: 5 ranks, Search: 10 ranks, Wilderness Lore: 10 ranks. Feats: Track Special: Stonccunning ability Class Skills The stonchound’s class skills Class Features All of the following are class features of the stonchound Weapon and Armor Proficiency ‘Stonchounds are proficient with all simple and martial weapons, with light and medivm armor, and with shields Sneak Attack (Ex) to make sneak attacks ogue whenever her nied a Dexterity bonus 0 AC or flanks her target, Ac targets rogue), the bonuses to damage stack. Improved. Tracking (Ex) At-th level, the onchound ced without penalty when using the Wilderness Lore skill to track a creature Find the Path (Sp) At 8th level, the stonehound may use find the path once per day a8 the spell cast by a cleric of a level equal to the stonchound’s class level ~ Stonesinger - ‘Others rarely regard dwarves as mu J, but in fact music ‘who master their clans traditional verses and special plac init. However, a few bards and sf acts with the earth around them, perfecting magical performances that give them great study the way their my power over stone. Known as stonesingets, these performers and spells to commune with the earth, helping take at Jeast one level of bard to gain the necessary skill in Perform. Members of other cksses almost never become Abbreviation: Sts Hit Die: a, Requirements To qualify the following criteria n become a stonesinger, a character must fulfil all Race: Dwacf Craft (Stonemasonty): 5 ranks, Knowledge (Arcana): 5 ranks. Perform: 10 r Feat: Earth Harmo Language: Terran Special: Bardic music 1c Chapter 2: Feats), 1 equivalent ability H mmer & Helm Classes Class Skills The stonesinger’s class skills (and the key ability for each ski are Appraise (In), Climb (Ste), Concentration (Con), Craft (In), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Perform (Cha), and Spelleraft (Int). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class feature of the stonesinger prestige class Weapon and Armor Proficiency Stonesinge ‘weapons, armor, or shields Stonesong Stonesong is the stonesinger’s ability to commune with the earth and its cre number of different effects be used once ier le effects require uses of the ‘The stones levels in stonesinger and bard to determine the number of uses Of stonesong, as wel as bardic music, per day: Like the bardic ty, the sto ability can be used with performances other Whatever the chosen type o however, it must be verbal, For example, recitals, soliloquies, and produce the effects described below, but a speeches ean ddrum performance could not. A stonesinger can use the stone aly while he ng abiley h. I he loses contact with the ground for any reason, any stonesong ability that he is usin is touching the ea immediately. Stonesong can be used inside buildings and in wing on something ons where the character iss irked earth be anchoted to the gre the ability to work Guiding Song (Su) A Istlevelstonesinger with atleast 11 ranks in Perform can speed at which his allie remain in contace with th increase we over the batlefield as long a affected, anally must hear the stonesinger si round. To be fall round 3s long asthe stonesinger sings and for 5 rounds after the stonesinger stops singing (or for 5 rounds after the ally ean no longer heat the stonesinger). IF the ally ever Joses contact with the ground, the effeets of the stonesong end immediately. While singing, the stonesinger can fight but cannot cast spells, activate magie items by spell completion (such as scrolls), or activate tems by command word. Affected allies have their base speed increased by’ 20 fect. A guiding song isa mind affecting, language-dependent ability Stonefist Melody (Su) A 2nd level stonesi improve his allies fighting ails as long as they remain in ‘contact with the ground. To be affected, anally must hear the stonesinger sing fora full round. As with guidin he stonesinger may sing, play, or recite a stonefist melody while taking mundane actions, but not magical actions Affected alles receive a +2 morale bonus on attack and weapon damage rolls The cffeet sts as ong as the sings and for 5 roun onesinger stonesinger stops singing (or 5 rounds aftr the ally ean no longer hear the stonesinger)..A Stonfit melody 2 ind-affecting, language dependent ability Holdfast Dirge (Sp) A 3rd-level stonesinger with atleast 13 ranks in Perform can greatly reduce the speed of creatures that are in contact with the ground. All creanures that can hear the stonesinger must make a successful Will save (DC 13 + stonesingers Chatisma modifier) or have theit base speed halved. Only land-based movement is reduced, nly creatures touching the ound or stone are affected Te effect ends immediately after the ston immed onesinge?) ind-affecting alsliny that requites two daily OF the stonesong Bolstering Oratory (Su) with a least {4 ranks in Perform ean ing a ound To be afeeted, a ally A 4th-level stone improve his alli as Fong as they remain in contact with the the stonesinger sing for a full round. As with guiding song the stonesinger may sing, play, or recite a bolstering oratory ‘while taking mundane actions, but not magical actions. AC and worary hit points, The effect lasts as long as the Affected allies receive a +1 natural armor bor 1d10 singer stops singing (or 5 rounds after the ally can no longer hear A bole language-dependent ability that requites two daily uses of the the su oratory isa rin-affecting, stonesong ability Chapter. Gunes Prestige pees Table 3-15: The Stonesinger Base Fort Attack Bonus Save +0 + 3. 8 +4 45 +6 +6 +7 Ref Save 40 +0 et +1 41 +2 2 42 3 8 42 3 3 +4 +4 +5. +5 36 +6 47 Earthbending Melody (Sp) A Sthvlevelstonesingge with atleast 15 ranks in Perform ean control creatures of the earth with his musi. This ability fund sly asthe deminte menterspel cast by a 17th-level sorcerer but affects only creatures with the Earth subtype. The The target can make a Will save (DC 19 + the stonesingers to negate the effect. If the stonesinger cer the first creature ends immediately dependent ability that An eartbiending eds s 2 mind aoctiny Shaping Song (Sp) A 6th-level stonesinger with atleast 16 ranks in Perform sn eause stone to bend and warp. This functions like the sane ss spell east by a soreerer of a level equal to the stonesinger® class level, Bard levels, if any, stack with stonesinger levels to determine the effective easter level. A shaping song requires three daily uses of the stonesong abil Song of Passage (Sp) A 7th-kevel stonesinger with at leas 17 ranks in Perform can ns like the paca spel east by a sorcerer of & level equal to the stonesingers cass level, except thatthe song of prcsage can only create passages through stone, lay, or other i plas ther nonstone substances. Bard levels, if any, earthen m i has no effect on wo ack with lve. A seg stoncsinger levels to determine the effective cast of prasagerequites three daily uses of che stonesong abil Child of the Earth Ballad (Su) A Bh-level stonesinger with at least 18 ranks in Peoform ean of earth. To be ger perform Earth subtype, @ 4 natural armor bons to AC, 2d10 temporary hit points, and affected, an allied dwarf must h fora full round. The affected dwarf gains wilt Save 42. 8. 8 +4 +4 5. +5 Special Stonesong. (guiding song) Seonesong (stonetist melody) Stonesong (holdfast dinge) Stonesong (bolstering oratory) Stonesong (carthbending melody) Stonesong (shaping song) Stonesong (song of passage) +6 Stonesong (chiki of the earth ballad) +6 Stonesong,(stoneheart chant) +7. Stone conduit, stonesong (earthmoving oratory) damage reduction 10/+2. The affected ally al ‘chance to avoid critical hits (oll d?e on a result of 25 ot less, ne critical hit instead deals normal damage). The effect ends immediately after the stonesinger stops singing (or immediate after the ally ean no longer hear the stonesinger). ‘The cid of th daily uses of the stonesong abil Stoneheart Chant (Sp) A Oth-level stonesinger with at least an make one ally incredibly resistant to damage as long as that ally remains in contact with the ground. To be affected, an ally must hear the stonesinger sing for a full round. As with guiding song, the stonesinger may sing, play, or recite a stencbart chant while taking mundane actions, but not magical dally gains damage reduction 15/+3 and is immediately after actions, The aff 2410 temporary hit points. The effec mediately ater the ally can the stonesinger stops singin ineleart chants a ri 1 longer hear the stonesinget). affecting, lang uses of the stonesong abil dependent ability that requires three daily Earthmoving Oratory (Sp) A 10th-level stonesinger with at least 20 ranks in Perform a greater earth tlemental. The elemental remains for | round for every rank the stonesinger has in the Perform skill. The earthmoving ratory functions in all other respects as summon monster cast by a 17¢h-level sorcerer. While present, the elemental et. An does the bidding of the s Stone Conduit (Su) are affeeted normally by his stonesong and bardic ‘music ablites evea if they cannot hear or understand him. This abily does not allow the stonesinger to affect creatures hat ate immune to his stonesong for other reasons, Races: of Renown: Hammer 3 1S tlhe - Stormhammer - The preatest crus ‘wick! spells along with ther signature weapon, the dwarven battichammer (See Chapter 6: Equipment for details on this weapon.) Acknorwledged as champions by clan and faith, they ccking out the darkness ‘where ic arks and crushing it with mighty hammer blows bemharmmers ‘Stormhammers, by their very nature, rarely take part in clan politics or assume a leadership role. They are often away from the clan strongholds, seeking foes and thwarting injustice. Scormhammers are almost always paladins and clerics although rmulticlassed fighter/cleris sometimes enter the prestige class Muliclassing Note: A paladin who becomes a stormhammer ean continue advancing a a paladin, provided that she remains lawful good. Abbreviation: Sth Hit Die: d8 Requirements “To qualify to become a stormhammer, a character must fulfil all the following criteria, Alignment: Any good. Base Attack Bonus: +6, Knowledge (Religion): 7 Feats: Exotic Weapon Proficiency duneven bardehan Special: Ability to turn undead Class Skills The stormhamme’s class skils abilty for cach skill) are i Profession (Wis), Sery il), and Spelleraft Skill Points at Each Level: 2 + Int modifier. Class Features All ofthe following are cas features ofthe stormbammer prestige class Weapon and Armor Proficiency Stormhammers gain no proficiency with any weapons, armor, or shields, Int), Diplomacy (Cha), Spellcasting A stormhammer continues training in magic. Thus, when a new stormhammer level is gained, the character gains ‘new spells known and spells per day as if she had also gained a level ina spelleasting class she belonged t0 before she added the prestige class. She docs not, however, gain any other benefit a eh gained (improved chance of _metamagic or item creation f means that she adds the level of storm ‘of some other spelleasting class the chan determines spells per day, spells known, and easter level accordingly. Throw Battlehammer Ex) , (Ex) A stocmhammer smay theow her dwarven batleharsmer with of 10 feet. This ability does not allow hee to throw weapons other than a dwarven Smite (Su) lm P\\ ‘cpt ther sormharmer evel The the smite evil or smite ability from the ability one extra time per dy attacks do not increase, but the {mage bonus is based the smite ability, As lo he levels frorm all classes that gran as the dwarven battlchammer, she ean use this ability with a melee oF ranged attack Mighty Blow (Ex) Ae Sve lie ce mies tc Ri oes hammer wields her

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