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kinem
2019-06-02, 03:42 PM
This is the third and final of my ultra-specialized mage homebrews; the others are the Arcane Seer (http://www.giantitp.com/forums/showthread.php?585878-Arcane-Seer-PEACH) and Blademage (http://www.giantitp.com/forums/showthread.php?586695-Blademage-PEACH).


Stonemage (D&D 3.5)

Alignment: Any
Hit Die: 1d6

BAB: Poor (1/2 level)
Saving Throws: Fort Good (2 + level/2), Reflex Poor (level/3), Will Good (2 + level/2)

Skill Points at 1st Level: (4 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Skills: Appraise, Craft, Concentration, Knowledge (arcana, dungeoneering, architecture), Profession, Search, Spellcraft

Armor and Weapon Proficiency: The Stonemage gains proficiency with all simple weapons, with all types of armor, and with all shields.

Unmoving Mage: Stonemage spells have no somatic components (as if the Still Spell feat has been applied, but with no increase in spell level), so the Stonemage does not suffer an arcane spell failure chance when casting Stonemage spells in armor.

Sustain Stone Sphere (Su): As a standard action the Stonemage can summon a 5' diameter stone sphere much like that produced by the Stone Sphere spell (hardness 8, 500 hp), except that it can persist indefinitely, cannot be dispelled, and spell resistance does not apply to its attacks. It can be dismissed by the Stonemage as a standard action, but if summoned again, retains any damage it has taken until it refreshes after being kept dismissed for at least 12 hours. It can be repaired by spells as if it were a construct creature. Commanding the sphere to move up to 30' and/or to attack an enemy (by entering their square and stopping) requires a move action and can be done up to once per round. Such attacks cause 1d6 damage at first level, +1d6 per 2 additional class levels, and can be negated with a Reflex save (DC 10 + 1/2 class level + the Stonemage's Int bonus). These attacks overcome damage reduction as bludgeoning and magic. If the sphere is destroyed, the fragments vanish, and a new sphere can be summoned after 12 hours. If the Stonemage is slain, the sphere vanishes.

Stonecunning (Ex): This ability grants a Stonemage a +2 bonus (which stacks with the bonus a dwarf would have) 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 isnít stone but that is disguised as stone also counts as unusual stonework. A Stonemage who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and can use the Search skill to find stonework traps as a rogue can. A Stonemage can also intuit depth, sensing his approximate depth underground. The Stonemage also gains a +2 bonus on Appraise or Craft checks related to stone or metal.

Petrification Transformation (Su): If subject to a Petrification attack that would otherwise succeed, there is a 10% chance per class level that the Stonemage instead recieves the effects of a Stone Body spell as if the Stonemage had cast it (unless the Stonemage chooses otherwise). At 11th level, there is a 10% chance that the Stonemage can also draw power from this transformation so as to cast a Stonemage spell with a normal casting time of a standard action as an immediate action; this chance increases by 10% per additional Stonemage level. If desired, the Stonemage can cast Flesh to Stone on himself and voluntarily fail the saving throw, since doing so gives him the effects of a Stone Body spell and also gives him a chance to cast another spell immediately.

Spells:
The Stonemage can spontaneously cast any spell of an appropriate level on the class' spell list as an arcane spell. Spell DC is 10 + spell level + Intelligence bonus, and the Stonemage recieves bonus spells for having a high Intelligence.

Spells per day: As Sorcerer

Stonemage spells:
0th: arcane mark, detect magic, mending, prestidigitation, read magic, repair minor damage, stick
1st: elemental burst (earth), fist of stone, foundation of stone, hail of stone (no material component), hold portal, locate touchstone, magic stone, repair light damage, sandblast
2nd: body ward, burrow, earthern grasp, fool's gold, fortify metal or stone, halo of sand, molten strike, mountain stance, rain of needles, repair moderate damage, rock catch, rockburst, scimitar of sand, stone bones, stone fist, stone shape, strength of stone, summon nature's ally II (small earth elemental)
3rd: analyze touchstone, augment object, control sand, crumble, diamondsteel, dispel magic, earth hammer, earthbolt, earthern grace, elemental eye (earth), eradicate earth, fabricate (mineral), meld into stone, rebirth of iron, repair serious damage, stony grasp, terra cotta warrior, treasure scent
4th: battlefield fortification, call of stone, fuse sand, heart of earth, hurtling stone, rebirth of iron, repair critical damage, sandform, spike stones, stone metamorphosis, stone shatter, stone sphere, sudden stalagmite, summon nature's ally IV (medium earth elemental), transmute mud to rock, transmute rock to mud, wall of sand
5th: commune with earth, earth reaver, minor servitor (stone), passwall (stone), repair light damage (mass), shape metal, stone shape (greater), stone to flesh, stonefire, summon nature's ally V (large earth elemental), terra cotta lion, touch of adamantine, wall of stone, xorn movement
6th: burrow (mass), cometfall, flesh to stone, haze of smouldering stone (fire resist 3), move earth, repair moderate damage (mass), sandstorm, scalding mud, stone body, stone metamorphosis (greater), stone tell, stonehold, summon nature's ally VI (huge earth elemental)
7th: changestones, earthquake, elemental body (earth), great worm of the earth, repair serious damage (mass), repel metal or stone, statue, stone trap, summon nature's ally VII (greater earth elemental), wrack earth
8th: bombardment, deadly lahar, earth glide, heart of stone, power word petrify, repair critical damage (mass), summon golem (stone)
9th: cast in stone, erupt, meteor swarm, summon elemental monolith (earth), summon nature's ally IX (elder earth elemental), total repair, transmute rock to lava, undermaster

JNAProductions
2019-06-02, 05:22 PM
You get 4 Skill Points a level and 8 Class Skills. That seems... A little low. Especially for an Int-based class.

Morphic tide
2019-06-03, 06:07 PM
You get 4 Skill Points a level and 8 Class Skills. That seems... A little low. Especially for an Int-based class.

Actually, the norm is for Int-based classes to have less skill points, much as Con-based classes (MoI) tend to have less HP.

JNAProductions
2019-06-03, 07:55 PM
Actually, the norm is for Int-based classes to have less skill points, much as Con-based classes (MoI) tend to have less HP.

I meant the number of Class Skills, not Skill Points.

If you start with an 18 in Int, you get to take all your class skills. Start with a 20 or achieve that later, and you literally HAVE to start taking cross-class.

aimlessPolymath
2019-06-03, 09:00 PM
For reference, there are no classes that do not get Profession )or Craft) as a class skill.

kinem
2019-06-03, 09:43 PM
Ok, I added Profession as a class skill. Thanks.

Craft is a set of various skills, so a very smart Stonemage could choose a variety of Craft skills if desired to stick with only class skills. I donít see it as a big problem; if you want to be a skill monkey, you should probably not be a single classed ultra-specialized mage.

Any other comments on the class?