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A Races of Renown Sourcebook for the d20 System
Design: Jesse Decker smuterial in no way constitutes « challenge to the
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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. 109ammer & 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 dwarvesuN
(ors sta One: BEN AEs sg the Mountainleplaying 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 knackDwarves 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
HammRogue
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 tornChapter (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 entirelyChapter 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 & HelmChapter 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 & HelmChapter 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 & Helmges ‘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 eeA 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 slotsNormal: 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 & HelmInfuse 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 theMountain'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 minuteinthe 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 aPrerequisit
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 & HelmSoul 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
BrgBO 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 nWeapon 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 spellsJable 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
shieldsChapter. 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 §
PoaTable 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 normallmodifier) 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 otherTable 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 painTable 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: dsRequirements
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 & HelmClasses
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 abilityChapter. 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