Difference between revisions of "Stone Sentinel (3.5e Prestige Class)"

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At 3rd level and every two levels beyond, the reach increases by another +10 feet.  You continue to threaten half the distance you can attack with.  For example if you have 40 feet of reach with this ability, you threaten 20 feet of it.  This continues to grow well into epic levels.
 
At 3rd level and every two levels beyond, the reach increases by another +10 feet.  You continue to threaten half the distance you can attack with.  For example if you have 40 feet of reach with this ability, you threaten 20 feet of it.  This continues to grow well into epic levels.
  
'''{{Anchor|The Stone Pact}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
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'''{{Anchor|The Stone Pact}}:''' A stone sentinel gains his advanced supernatural abilities over earth and stone through the ritual binding with an earth elemental which has been called or met under peaceful terms.  By making a pact, the earth elemental breaks off a small portion of its form and embeds it harmless into the hand or other body part of the stone sentinel, allowing him to progress through the class.  As the stone sentinel grows in power, the fragment of earth expands and begins assimilating the creature from the inside out, bringing minor earth traits such as rocky skin, an air of dust around them, an unusually heavy weight for their size, and earthtone skin, hair, and eyes.  At 10th level it pays off and the creature undergoes an apotheosis into an elemental themselves.
  
 
'''{{Anchor|Threaten the Sky}} {{Su}}:''' Going airborne won't save you from the stone sentinel.  The stone sentinel is able to project the earth-based effects farther up into the air than normal, kicking up rocks and debris to achieve it.  Any maneuver, effect, or spell which is limited to striking earthborne targets can now strike creatures flying up to 5 feet high per level, although any flying creature gets a +2 bonus on its saving throws against such effects.
 
'''{{Anchor|Threaten the Sky}} {{Su}}:''' Going airborne won't save you from the stone sentinel.  The stone sentinel is able to project the earth-based effects farther up into the air than normal, kicking up rocks and debris to achieve it.  Any maneuver, effect, or spell which is limited to striking earthborne targets can now strike creatures flying up to 5 feet high per level, although any flying creature gets a +2 bonus on its saving throws against such effects.
  
'''{{Anchor|Bonus Feats}}:''' At 2nd level a stone sentinel can select feats from a short list of related abilities.  He must still qualify for the feats as normal.  Choose from the following: [[SRD:Blind-Fight|Blind-Fight]], [[SRD:Combat Reflexes|Combat Reflexes]], [[SRD:Die Hard|Die Hard]], [[SRD:Endurance|Endurance]], [[SRD:Great Fortitude|Great Fortitude]], Improved Toughness<sup>CW</sup>, [[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus (concentration, knowledge arcana, knowledge geology, knowledge history, knowledge the planes)]], Steadfast Determination, [[SRD:Toughness|Toughness]]
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'''{{Anchor|Bonus Feats}}:''' At 2nd level a stone sentinel can select feats from a short list of related abilities.  He must still qualify for the feats as normal.  Choose from the following: Active Shield Defense<sup>PH2</sup>, Armor Specilization<sup>PH2</sup>, [[SRD:Blind-Fight|Blind-Fight]], [[SRD:Combat Expertise|Combat Expertise]], [[SRD:Combat Reflexes|Combat Reflexes]], [[SRD:Diehard|Diehard]], Dwarven Armor Proficiency<sup>RoS</sup>, Earth Adapt<sup>RoS</sup>, Earth Master<sup>RoS</sup>, Earth Sense<sup>RoS</sup>, [[SRD:Endurance|Endurance]], Exotic Armor Proficiency<sup>RoS</sup>, Exotic Shield Proficiency<sup>RoS</sup>, Extraordinary Concentration<sup>CAdv</sup>, Formation Expert<sup>CW</sup>, [[SRD:Great Fortitude|Great Fortitude]], Greater Heavy Armor Optimization<sup>RoS</sup>, Heavy Armor Optimization<sup>RoS</sup>, [[SRD:Armor Proficiency (Heavy)|Heavy Armor Proficiency]], [[SRD:Hold the Line|Hold the Line]], Improved Combat Expertise<sup>CW</sup>, [[SRD:Improved Natural Armor|Improved Natural Armor]], [[SRD:Improved Shield Bash|Improved Shield Bash]], Improved Shieldmate<sup>Mini</sup>, Improved Toughness<sup>CW</sup>, [[SRD:Iron Will|Iron Will]], Mountain Warrior<sup>RoS</sup>, Power Critical<sup>RoS</sup>, [[SRD:Power Attack|Power Attack]], [[SRD:Shield Proficiency|Shield Proficiency]], Shield Specialization<sup>PH2</sup>, Shield Ward<sup>PH2</sup>, Shieldmate<sup>Mini</sup>, [[SRD:Skill Focus|Skill Focus (concentration, knowledge arcana, knowledge geology, knowledge history, knowledge the planes)]], [[SRD:Stand Still|Stand Still]], Steadfast Determination, Steady Concentration<sup>RoS</sup>, Steady Mountaineer<sup>RoS</sup>, Stone Power<sup>ToB</sup>, Stoneback<sup>RoS</sup>, [[SRD:Toughness|Toughness]], [[SRD:Tower Shield Proficiency|Tower Shield Proficiency]], Tunnel Fighting<sup>RoS</sup>.
  
 
'''{{Anchor|Earth's Grace}} {{Ex}}:''' At 2nd level, take nonlethal from earth attacks/fall damage
 
'''{{Anchor|Earth's Grace}} {{Ex}}:''' At 2nd level, take nonlethal from earth attacks/fall damage

Revision as of 02:55, 28 April 2011

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Date Created: 4-26-11
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Stone Sentinel

XXX
—<-NPC name->, <-race-> Stone Sentinel

The Stone Dragon discipline, Dwarven Defenders, and slow tanks in general all have their strengths but suffer from the same crippling weakness. All the opponent needs to do to win is... step back. Frustrated by their opponents ability to simply stay out of reach of their weapons, certain initiators of a magical bent went searching on how to better harness the power of earth and found the answer, naturally, residing on the Plane of Earth itself.

Becoming a Stone Sentinel

Entry Requirements
Alignment: Any.
Base Attack Bonus: +5.
Skills: Knowledge Geology 4 ranks, Knowledge The Planes 8 ranks.
Maneuvers: At least two Stone Dragon maneuvers.
Special: Must make a pact with a called earth elemental (see The Stone Pact below). Must speak Terran.

Table: The Stone Sentinel

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special ManeuversToB
Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known
1st +1 +2 +0 +2 Earth's Reach (+10 ft), The Stone Pact, Threaten the Sky 1 0 0
2nd +2 +3 +0 +3 Bonus Feat, Earth's Grace, Unrelenting Reflexes 0 0 0
3rd +3 +3 +1 +3 Earth's Reach (+20 ft), Geo Recovery 1 1 0
4th +4 +4 +1 +4 Bonus Feat, Iron Tower Stance 0 0 0
5th +5 +4 +1 +4 Earth's Reach (+30 ft), Hill Step 1 0 1
6th +6 +5 +2 +5 Bonus Feat, Geo Healing 0 1 0
7th +7 +5 +2 +5 Earth's Reach (+40 ft), Stone Tongue 1 0 0
8th +8 +6 +2 +6 Adamant Castle Stance, Bonus Feat 0 0 0
9th +9 +6 +3 +6 Earth's Reach (50 ft), Geo Regeneration 1 1 0
10th +10 +7 +3 +7 Bonus Feat, Elemental Apothoesis, Mountain Step 0 0 1

Class Skills (4 + Int modifier per level.
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (geography) (history) (the planes) (Int), Listen (Wis), [[SRD:Martial Lore Profession Skill|Martial Lore Profession]] (), Search (Int), Spot (Wis), Survival (Wis).

Table: The Epic Stone Sentinel
Level Special
11th +1 maneuver known, Earth's Reach (60 ft)
12th +1 maneuver readied, Bonus Feat
13th +1 maneuver known, Earth's Reach (80 ft)
14th Bonus Feat
15th +1 maneuver known, +1 maneuver readied, +1 stance known, Earth's Reach (90 ft)
16th Bonus Feat
17th +1 maneuver known, Earth's Reach (100 ft)
18th +1 maneuver readied, Bonus Feat
19th +1 maneuver known, Earth's Reach (110 ft)
20th +1 stance known, Bonus Feat

Class Features

All of the following are class features of the Stone Sentinel.

Maneuvers: At 1st and every two levels beyond, you gain a new maneuver known from the Devoted Spirit, Stone Dragon discipline. You must meet a maneuver’s prerequisite to learn it. You add your full stone sentinel levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd and every three levels beyond, you gain an additional maneuver readied per day.

'Stances Known: At 5th level and every five levels beyond, you learn a new martial stance from the Devoted Spirit, Stone Dragon discipline. You must meet a stance’s prerequisite to learn it.

Earth's Reach (Su): You obtain a spiritual connection to the earth through your Stone Pact (see below), allowing you to channel your attacks through the ground. You may attack up to 10 feet away (or your normal reach range if you are larger than medium) with a melee weapon by conjuring a stone simulacrum of your weapon from the ground, before vanishing. The attack deals as much damage and is the same type, material, and enhancements as the weapon you swing. The reach of your weapon is irrelevent, so you do not gain an extra benefit from reach weapons. Your enemies must be touching the ground for you to hit them with this ability, though you are not restricted by terrain, only that it be a solid surface underneeth your feet and that of the enemy's. Even though your weapon effectively reaches out to 10 feet, you only threaten half the distance (5 feet usually).

At 3rd level and every two levels beyond, the reach increases by another +10 feet. You continue to threaten half the distance you can attack with. For example if you have 40 feet of reach with this ability, you threaten 20 feet of it. This continues to grow well into epic levels.

The Stone Pact: A stone sentinel gains his advanced supernatural abilities over earth and stone through the ritual binding with an earth elemental which has been called or met under peaceful terms. By making a pact, the earth elemental breaks off a small portion of its form and embeds it harmless into the hand or other body part of the stone sentinel, allowing him to progress through the class. As the stone sentinel grows in power, the fragment of earth expands and begins assimilating the creature from the inside out, bringing minor earth traits such as rocky skin, an air of dust around them, an unusually heavy weight for their size, and earthtone skin, hair, and eyes. At 10th level it pays off and the creature undergoes an apotheosis into an elemental themselves.

Threaten the Sky (Su): Going airborne won't save you from the stone sentinel. The stone sentinel is able to project the earth-based effects farther up into the air than normal, kicking up rocks and debris to achieve it. Any maneuver, effect, or spell which is limited to striking earthborne targets can now strike creatures flying up to 5 feet high per level, although any flying creature gets a +2 bonus on its saving throws against such effects.

Bonus Feats: At 2nd level a stone sentinel can select feats from a short list of related abilities. He must still qualify for the feats as normal. Choose from the following: Active Shield DefensePH2, Armor SpecilizationPH2, Blind-Fight, Combat Expertise, Combat Reflexes, Diehard, Dwarven Armor ProficiencyRoS, Earth AdaptRoS, Earth MasterRoS, Earth SenseRoS, Endurance, Exotic Armor ProficiencyRoS, Exotic Shield ProficiencyRoS, Extraordinary ConcentrationCAdv, Formation ExpertCW, Great Fortitude, Greater Heavy Armor OptimizationRoS, Heavy Armor OptimizationRoS, Heavy Armor Proficiency, Hold the Line, Improved Combat ExpertiseCW, Improved Natural Armor, Improved Shield Bash, Improved ShieldmateMini, Improved ToughnessCW, Iron Will, Mountain WarriorRoS, Power CriticalRoS, Power Attack, Shield Proficiency, Shield SpecializationPH2, Shield WardPH2, ShieldmateMini, Skill Focus (concentration, knowledge arcana, knowledge geology, knowledge history, knowledge the planes), Stand Still, Steadfast Determination, Steady ConcentrationRoS, Steady MountaineerRoS, Stone PowerToB, StonebackRoS, Toughness, Tower Shield Proficiency, Tunnel FightingRoS.

Earth's Grace (Ex): At 2nd level, take nonlethal from earth attacks/fall damage

Unrelenting Reflexes (Ex): At 2nd level, use Con to determine number of AoOs from Combat Reflexes, make AoOs whenever

Geo Recovery (Ex): At 3rd level, heal more at night sleeping on earth

Iron Tower Stance (Ex): At 4th level,

Hill Step (Ex): At 5th level, 10 ft step

Geo Healing (Ex): At 6th level, fast healing 1 on earth

Stone Tongue (Su): At 7th level, stone tell

Adamant Castle Stance (Ex): At 8th level,

Geo Regeneration (Ex): At 9th level, regen 1 on earth bypass air and adamantine

Elemental Apothoesis (Ex): At 10th level, turn into elemental earth, DR 10/adamantine, earth glide for HD rounds per day

Mountain Step (Ex): At 10th level, 15 ft step

The epic stone sentinel gains a bonus feat (selected from the list of epic stone sentinel feats) every two levels after 22nd.

Epic Stone Sentinel Bonus Feat List: <-list of bonus epic feats->

Campaign Information

Playing a Stone Sentinel

Combat: Look at them all, running around the battlefield chasing down enemies. You don't need no such wild hootnanny. By standing right here you got all the power you need, both to survive and to bring down the pain on your enemies. You're a tank in the truthest sense of the word, but you can help out even if you aren't very mobile.

Advancement: Now that you can attack at range, dwarven defender and other unmoving tank options are a valid option for you.

Resources: Stone Sentinels are usually found in dwarven military ranks, as living mobile walls that slowly advance forward over a growing ramp of corpses.

Stone Sentinels in the World

A thousand years ago the mountains were, and a thousand years they shall remain. Come at me with your worthless fury, feeble creature of meat and bone. For I shall see you and your children buried.
—Iron Curtain, Warforged Stone Sentinel

NPC Reactions: Stone Sentinels represent an unyielding force, a knight who will not fall in the face of danger, and in a way there is something brave and romantic about that. Stone Sentinels are treated much like one would treat a knight in shining armor, someone who will defend you in times of need. The fact they can actually achieve this is even better.

Stone Sentinel Lore

Characters with ranks in Knowledge The Planes can research stone sentinels to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge The Planes
DC Result
10 Stone sentinels bond with earth elementals and in doing so gain mastery of the stone dragon discipline and increase its powers.
15 Stone sentinels can strike you from afar without moving from their spot, a spot well rooted and well defended.
20 Powerful stone sentinels can even regenerate from what would be lethal damage, and strike at creatures both flying high above and far away, shuffling at a surprisingly quick pace.
30 Those who reach this level of success can research specific stone sentinels, their lore, whereabouts, motives, and activities.

Stone Sentinels in the Game

Adaptation: Perhaps give this as a replacement to Dwarven Defender. Instead of maneuvers, you gain extra armor bonus, extra fighter bonus feats, and/or free armor enhancements up to +5.

Sample Encounter: Nothing can move The Wall! Each year The Wall, a Dwarven Stone Sentinel comes and challenges warriors to move him in the arena before he defeats them. None have yet succeeded.

EL 15: PENDING.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityMartial Maneuvers +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Climb +, Concentration +, Craft +, Intimidate +, Knowledge +, Listen +, Martial Lore Profession +, Search +, Spot + and Survival +
Skill Points4 +
SummarySure, you don't move much in battle but you'll be damned if that stops you from reaching the enemy! Open up the true potential of the Stone Dragon discipline. +
TitleStone Sentinel +
Will Save ProgressionGood +