Stonekeeper (3.5e Class)

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Stonekeeper[edit]

You were chosen to be bound with magic-source amulet- a crystal with powerful magical powers.

Magic-Source Crystal[edit]

A magical crystal which powerful and ancient creation magic was inserted into it. Those crystals are very rare, and also very big- the biggest are as big as a large house, and can supply enough crystal for thousands of amulets.

Making a Stonekeeper[edit]

Stonekeepers start with low fighting skills, however over time become very powerful.

Abilities: Wisdom and Charisma are important to a stonekeepers, being responsible for their abilities. Dexterity is important to helping them dodge attacks, since they aren't necessarily very tough. Depending on the style of the character, however, any ability can be of use.

Races: All sentient races can become stonekeepers.

Alignment: Any

Starting Gold: Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Simple

Table: The Stonekeeper

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Amulet Power
2nd +1 +0 +0 +3 Energy Shield
3rd +1 +1 +1 +3 Life Detection, Mind Reading
4th +2 +1 +1 +4 Energy Blast
5th +2 +1 +1 +4 Flight 1, Strengthening Weapon 1
6th +3 +2 +2 +5 Teleportation 1
7th +3 +2 +2 +5 Energy Burst
8th +4 +2 +2 +6 Resistance
9th +4 +3 +3 +6 Flight 2,
10th +5 +3 +3 +7 Energy Materialization 1
11th +5 +3 +3 +7 Strengthening Weapon 2
12th +6/+1 +4 +4 +8 Energy Darts, Interposing Hand
13th +6/+1 +4 +4 +8 Forceful Hand
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Knowledge (arcana) (Int), Profession (Wis).

Class Features[edit]

All of the following are class features of the stonekeeper. Unless noted otherwhise, use of these features takes one regular action.

Weapon and Armor Proficiency: Stonekeepers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Amulet Power (Su): The power of the amulet allowing you to use Telekinesis and Levitate at will, with caster level equal to your stonekeeper level.

Bound to the Amulet (Su): No one, not even you, can take the amulet off your neck. The only way to take it off is using epic-level bonds-breaking spell, or to bequeath it to another being. Once the bond between you and the amulet is broken, you lose all the abilities of this class. However, you can recreate the bond by wearing the amulet again.

Energy Shield (Su): You can use the power of the amulet to shield yourself and others; Shield and Mage Armor which can be used at will, with caster level equal to your stonekeeper level.

Life Detection (Su): You can use the power of the amulet to detect life energies; Blindsense 30 feet that detects living creatures and require concentration.

Mind Reading (Su): You can use the power of the amulet to read other's mind; Detect Thoughts which can be used at will, with caster level equal to your stonekeeper level, but only on willing being or being with lower Wisdom score than yours.

Energy Blast (Su): You can use the power of the amulet to project energy for offensive purpose; Energy Blast which can be used once per encounter per stonekeeper level, with caster level equal to your stonekeeper level, but the blast is pure energy rather elemental energy, and the damage is typeless.

Flight 1 (Su): You can use the power of the amulet to fly for short amount of time; Fly which can be used at will, with caster level equal to your stonekeeper level, but lasting as long you concentrate + 1 round per stonekeeper level.

Strengthening Weapon 1 (Su): You can use the power of the amulet to strengthen you weapon; Magic Weapon which can be used at will.

Teleportation 1 (Su): You can use the power of the amulet to teleport through a short distance; Dimension Door which can be used at will, with caster level equal to your stonekeeper level.

Energy Burst (Su): Your ability to project energy for offensive purpose improves; Energy Burst which can be used once per encounter per stonekeeper level, with caster level equal to your stonekeeper level, but the blast is pure energy rather elemental energy, and the damage is typeless. You also gain two uses in Energy Blast per encounter per stonekeeper level, instead of one.

Resistance (Su): The power of the amulet protects you from harm and helps you heal; you gain elemental resistance 5, damage reduction 5/magic, and accelerate healing in rate of 1 hit point per hour. If you already have similar qualities, use the better ones.

Flight 2 (Su): Your ability to fly is augmented; similar to Flight 1, except it lasting by the spell regular duration, or until you negating it, the shorter.

Energy Materialization 1 (Su): You can use the power of the amulet to materialize energy in simple shapes; Floating Disk and Resilient Sphere which can be used at will, with caster level equal to your stonekeeper level.

Strengthening Weapon 2 (Su): Your ability to strengthen you weapon is augmented; Greater Magic Weapon which can be used at will.

Energy Darts (Su): You can use the power of the amulet to shoot darts of energy on your enemies; Improved Magic Missile and Arcane Bolt which can be used at will, with caster level equal to your stonekeeper level.

Interposing Hand (Su): You can use the power of the amulet to materialize energy in a form of giant hand; Interposing Hand which can be used once per encounter per stonekeeper level, with caster level equal to your stonekeeper level

Forceful Hand (Su): Your ability to materialize a giant energy hand is augmented; Forceful Hand which can be used once per encounter per stonekeeper level, with caster level equal to your stonekeeper level. You also gain two uses in Interposing Hand per encounter per stonekeeper level, instead of one.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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