Stone Warden (3.5e Class)
From D&D Wiki
Stone Wardens defend the earth the same as the elementals would. They remain in a sleeplike state until provoked. Stone Wardens can call upon the earth for both offence and defence.
Making a Stone Warden
Stone Wardens are strong defenders and melee combatents. Their grapples, once started, are almost impossible to break. However they are slow, and take time to build their strength before a fight.
Abilities: Strength, constitution and Wisdom, in that order, are the prime abilities for this class.
Races: Humans and Dwarves are the most likely races to join this class.
Alignment: Almost always True Neutral though some stone wardens have been known to take the side of good in defence of the earth. It is rare for one to be evil, though some are more agressive about what they consider a threat to the earth.
Starting Gold: 2d4
|4th||+3||+3||+1||+1||Earthen Armor (Commune ability)|
|6th||+4||+4||+2||+2||Stone Grapple+1, Stone Thorns, Improved Grapple|
|8th||+6/+1||+5||+2||+3||Meld with Stone|
|9th||+6/+1||+6||+3||+4||Pass Through Stone, Stone Grapple+2|
|10th||+7/+2||+6||+3||+4||Stone Vines (Commune ability)|
|12th||+9/+4||+7||+4||+5||Chant the Communion, Stone Grapple+3|
|16th||+12/+7/+2||+9||+5||+7||Feather Stone, Meld with Stone+1|
|18th||+13/+8/+3||+10||+6||+8||Stone Grapple+5, Pass Through Stone+1|
|20th||+15/+10/+5||+12||+6||+9||Avatar of Stone|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Stone Warden.
Weapon and Armor Proficiency: A Stone Warden is proficient with simple weapons and medium armor.
Stonecunning: This ability is granted to any race that takes this class. If a Dwarf becomes a Stone Warden it does not stack with their racial Stonecunning.
Grants a a +2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. Any who merely come within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a Stone Warden can use the Search skill to find stonework traps as a rogue can. A Stone Warden can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up
Commune: A Stone Warden may begin a communion with the earth before taking a standard action in combat this is a full round action. Once a standard action has been taken during that encounter it can no longer be used until after a five minute rest to reattune themselves with the earth. During this the Stone Warden gains strength over time, slowly becoming more earthlike. The Wardens skin becomes like stone, mind stronger, and senses more powerful the longer he maintains the communion. This action requires a concentration check of 10+2/full round of concentration. If you decide to stop the communion, are forced out of it, or reach your max, you get the bonuses for the last completed turn. You may make a five foot step without interrupting your communion each turn.
If you take damage while communing you must make another concentration check 5+damage received to maintain it uninterrupted. If you fail, you wake.
Max turns you may commune is equal to half your Stone Warden Level. These bonuses are not cumulative. Each is the exact bonus you get for that turn. Commune may be used prior to combat but you may only commune to half of your normal maximum.
Activation turn: +1 Will save, and +1 AC Duration once Commune ends 3 turns.
Turn 2: +1 Attack, +1 Fort, +1Will, +2 AC and Earthen Armor DR 2/Adamantine Max of 20 damage reduced. Duration 4 turns.
Turn 3: +2 Attack, +2 Fort, +2Will, +3 AC and DR 3/Adamantine Max of 30 damage reduced. Duration 5 turns.
Turn 4: +3 Attack, +3 Fort, +3Will, +4 AC and DR 4/Adamantine Max of 40 damage reduced. Duration 6 turns.
Turn 5: +5 Attack, +5 Fort, +5Will, +6 AC, DR 6/Adamantine, Max of 60 damage reduced, and Stone Vines Duration 7 turns.
Turn 6: +6 Attack, +6 Fort, +5Will, +7 AC, DR 8/Adamantine, Max of 80 damage reduced. Duration 8 turns.
Turn 7: +7 Attack, +7 Fort, +5Will, +8 AC, DR 10/Adamantine, Max of 100 damage reduced. Duration 9 turns. The earthen armor protecting you has grown thick enough that you are treated as being one size category larger.
Turn 8: +8 Attack, +8 Fort, +5Will, +9 AC, DR 10/Adamantine, Max of 120 damage reduced. Duration 10 turns.
Turn 9: +9 Attack, +9 Fort, +5Will, +10 AC, DR 10/Adamantine, Max of 140 damage reduced. Duration 10 turns.
Turn 10 Max: +10 Attack, +10 Fort, +5Will, +10 AC, DR 10/Adamantine, Max of 160 damage reduced. Duration 10 turns. The earth itself aids in your cause. A Huge Earth Elemental rises from the ground before you under your control for the duration, it takes its turn after yours.
Stone Grapple: Your fists become like stone. When you successfully grapple an opponent your hands are nearly impossible to remove if you do not wish it. You get +2 to a check to maintain the grapple. In addition you gain the benefit of the Improved Unarmed Strike feat, however you are only able to deal lethal damage. At every 3rd level the bonus increases by another +2.
Improved Grapple (Feat) You no longer provoke an attack of opportunity when making a grapple check. Also a +4 bonus to all grapple checks.
Stone Thorns: You may choose to have your Earthen armor protrude thorns that deals damage equal to the DR amount each turn you remain grappled with an opponent. The damage dealt each turn lowers the amount of damage the armor can absorb. If you have 30 damage reduction remaining and you grapple for a turn for 4 damage it will now be 26. If it reaches 0 the thorns, along with the armor, vanish Turning this ability on or off is a swift action.
Stone Footing Your feet become like stone. While wearing no boots you may walk unhindered across any stone terrain. Any terrain that would normally be considered rough is not considered rough terrain for you, as long as it is primarily stone, rock, or sand.
Meld with Stone The Stone Warden becomes part of a stone surface. Once per day the Warden may step into a stone wall, or surface that is at least 5x5 in size. He may remain there for up to 3 turns. While there he is considered to have full cover and may be removed by a strong blow to the wall he is within. If atleast 5 damage is delt to the wall he will be shunted into an open , unoccupied space. A Warden may commune while within a wall but if knocked from it or the duration ends the communion will be interrupted. A spot check can notice the faint outline of the warden in the wall. (DC 10+ 1/2 Class level + Wisdom Modifier.)
At level 16 the duration becomes 5 turns.
Pass Through Stone The Warden may pass through any 5 foot thick stone surface and step out on the other side as a full round action. If the surface is more than 5 feet thick he may step out the way he came or remain and meld with the stone instead. If he decides to stay without melding, he will be shunted to the nearest open space.
At level 18 increase the amount of stone it may pass through by 5 feet.
Stone Vines If a Warden manages to reach 5 turns of communion the earth around him churns. One inch thick vines of stone will move about in a 20 foot radius around the Warden. This acts as an entangle spell centered on the Warden and continues for the full duration of the communion, remaining centered on him. The effects end instantly on an enemy that he moves out of the range from. If an enemy becomes entangled by the stone vines the Warden, as a move action, may travel through the vine and immedietly attempt a grapple check with the enemy. This is effectively a short range teleport with a grapple check at the end, as a move action.
Chant the Communion The Warden may choose to chant while they commune. Chanting the communion will provide all allies within 30 feet as long as they can hear the chant, with the level of communion 1/2 the level the warden recieves. For example, if a Warden chants to 10 turns, all allied members recieve all bonuses of the 5th level communion. The duration for party members is reduced by half rounded up from the normal duration. So those same members duration would be 3 for the 3 turn communion.
Sudden Communion A Warden may create a sudden communion once per day that instantly places them at turn two of commune and skips past turn one.
Feather Stone All stone becomes nearly weightless to the Stone Warden. It can now lift any amount of stone as if it weighed 1/10th the normal weight.
Avatar of Stone The Warden calls upon the earth, wrapping himself in stone. The warden becomes a Greater Earth Elemental for 3 minutes. This is a standard action. If any communion bonuses are still present when this ability is used they are retained and extended by another 3 turns.
Epic Stone Warden
|24th||Turn 10 Commune Greater Earth Elemental|
|30th||Avatar of Stone (Elder Earth Elemental)|
4 + Int modifier skill points per level.
Epic Strength and Constitution At the 22nd and 27th level the Warden gains +1 strength, and at 23rd and 28th level the Warden gains +1 constitution.
Avatar of Stone (Elder Earth Elemental) Now the Warden may become an Elder Earth Elemental when using Avatar of Stone.
Bonus Feats: The epic Stone Warden gains a bonus feat (selected from the list of epic Stone Warden bonus feats) at the 21st level and every 4 levels after.
Epic Stone Warden Bonus Feat List: Epic Stone Warden Bonus Feat List
Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Leadership, Epic Prowess, Energy Resistance, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Two-Weapon Rend, Uncanny Accuracy.
Human Stone Warden Starting Package
Weapons: Bare Fists
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Abilities: STR: 16 CON: 16 DEX: 12 INT: 10 WIS: 14 CHA: 8 - 32 Point buy.
Feat: Improved Initiative
Gear: Leather Armor
Playing a Stone Warden
Religion: Stone Wardens generally do not follow any particular gods. They commune with the earth elementals and communicate with them on a spiritual level.
Other Classes: Generally a Stone Warden will accept anyone, good or evil, as long as what they do does not harm the earth.
Combat: Generally a Stone Warden when with allies, will back up a weaker class by grappling and disabling a nearby enemy. Once they reach a point in their power where allies can benefit from their communion it is not unheard of to see a Stone Warden standing in the back chanting.
Advancement: Advancing through grapple improvement feats helps greatly. The damage output of the Stone Wardens in somewhat low but enemies will have a very hard time getting out of a grapple you start. Fighters are a good multiclass just for the extra bonus feats.
Stone Wardens in the World
"The Earth keeps us safe, and I shall aid in their charge." Noran Thrihirn, Human Stone Warden
Daily Life: Stone Wardens tend to spend much of their time communing with the elementals.
Notables: Noran Thrihirn
Organizations: Once every five years the earth elementals call to the greater of the Stone Wardens to meet for a ceremony. It is always in a different location. This ceremony brings certain places in the world closer to the elemental plane of earth and allows any elemental who wishes passage into the material plane.
NPC Reactions: Uneducated Peasants tend to consider Stone Wardens lazy good for nothings. Anyone with an ability to understand what they are capable of knows better. They know the Stone Wardens hold great elemental powers and tend to step carefully so as not to anger the elementals.
Stone Warden Lore
Characters with ranks in nature, and knowledge (Planes) can research Stone Wardens to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Stone Wardens tend to sit in place for long periods of time in deep meditation and are easily mistaken for lazy peasants.|
|10||Stone Wardens are able to communicate with elementals.|
|15||Stone Wardens can call upon the powers of Earth Elementals to aid them in moments of peril.|
|20||Powerful Stone Wardens can call Earth Elementals to their side and even become one of them.|
Stone Wardens in the Game
Stone Wardens can be good NPC's or players. They could give quests to the players as they hear angry earth elementals speak of something nearby.