Durumgir Stoneskin (3.5e Racial Paragon Class)

Durumgir Stoneskin
Most Durumgir utilize their natural toughness and manifold racial abilities to excel at martial combat. While most progress along the path of increasing martial skill, some others decide to further develop the innate abilities of their race, increasing their prowess in that manner. A Durumgir Stoneskin brings their natural toughness to its natural extreme.

Making a Durumgir Stoneskin
Increasing strength, toughness, and durability helps a Durumgiru be a better defensive warrior, or possibly safe-guards an overly aggressive Durumgiru.

Abilities: Strength and Constitution--and the abilities to utilize high scores--are relevant for this class.

Races: Only Durumgir can become Durumgir Stoneskins, as per Racial Paragon Class rules.

Alignment: Any.

Class Features
All of the following are class features of the Durumgir Stoneskin.

Weapon and Armor Proficiency: A Durumgir Stoneskin is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

 : At level 1, a Durumgir Stoneskin embraces his physical nature, gaining a permanent +1 to Strength and +2 to Constitution. At level 3, the Durumgiru gainst another +1 to Strength and +2 to Constitution.

 : At level 1, a Durumgir Stoneskin learns to grit and ignore things. As an immediate action, once per round, a Durumgiru can choose to reroll a single Will save or Fortitude save. The Durumgiru must use the result of the second roll, even if it is worse. If the second roll is higher than the first roll, the Durumgiru takes non-lethal damage equal to the difference.

 : Understanding that his body is as tough as the weapons he wields and the armor he wears, Durumgir learn to embrace the instinctive physical attack of their race: a quick headbutt, bucking forward with the upper body while the lower torso stays firmly rooted to the ground. This attack is a swift action, with a -2 penalty to hit, and deals the Durumgiru's strength modifier worth of bludgeoning damage to both the target and to the Durumgir. This is considered the Durumgiru's sole natural weapon for attack roll purposes, less the -2 penalty mentioned earlier. More important than the damage, a hit also drives the opponent directly back a square (not providing attacks of opportunity), and the opponent must make a save of DC (10 + 1/2 Stoneskin's HD + Stoneskin's strength modifier) (Fortitude negates) or be knocked prone. If the Durumgiru is wearing armor spikes, he may add damage from the spikes to this attack (1d6 for medium creatures).

 : Durumgir are noted for their extreme hardiness, and a Stoneskin's trademark is the ability to completely ignore many blows. At level 2, the Durumgiru gains damage reduction (no negate) equal to half his constitution modifier (rounded down). (Note that this may reduce damage from making a head-butt attack.) The Durumgiru also gains natural armor equal to his constitution modifier.

 : Six limbs creates interesting possibilities for grappling, especially when all of the limbs can grasp, and four of them are able to adhere to any surface. At level 2, a Durumgiru learns to use his natural advantages to their fullest: Opponents take a -4 to any grapple check to move a Durumgiru or to escape its grapple. Additionally, the Durumgir gains a general +2 to grapple checks.

 : Combining incredible traction and determination, a Durumgir Stoneskin is well-knowing for brutishly bulling people out of his way. At level 2, the Stoneskin may roll twice for any checks related to overrunning or bullrushing other creatures.

 : As the self-discovery of a Durumgir Stoneskin advances, he comes to better understand his unique senses. At level 3, whenever the Durumgiru is both firmly on the ground and has full hearing, the Durumgiru gains normal blindsight with a range of 20 feet + (5 feet × his Wis modifier).

 : While a Durumgiru is not particularly fast, the combination of weight and traction allows Durumgir to drive it's strikes with continuous force. A Durumgiru can learn to use this to his advantage. At level 3, whenever a Stoneskin charges, if the opponent has his back to a wall or other solid object (or his feet on the floor, should the Durumgiru come from above, etc.), the Durumgiru can crush his opponent between his weapon and the terrain. With most weapons, this allows him to double his strength modifier. With a weapon that deals double damage on a mounted charge, the Stoneskin may deal fully-doubled damage, as if he were charging on a mount.