Stonemelder (3.5e Class)

From D&D Wiki

Jump to: navigation, search


Main Menu
World of Cora
Player Info
World Reference
DM Info

Add New Page

Stonemelder[edit]

Stonemelders are the engineers of the world, they design many of the things in the world of Cora, and are the primary magic item creators in the world. Stonemelders have the ability to project auras which benefit their group. Because this class is designed for the E8 setting Cora, I have only designed 8 levels of the class. .


Abilities: Intelligence is important as it gives the Stonemelder more skills and affects many of the skills he needs.

Races: All races are known to become stonemelders.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp)

Starting Age: As wizard.

Table: The Stonemelder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Auras Known Craft Reserve
Fort Ref Will
1st +0 +2 +0 +2 Stone Attunement (first), Trapfinding, Aura (First, +1), Stoneshaped 3
2nd +1 +3 +0 +3 Stone Attunement (ability), Item Creation, Brew Potion, Technically Minded +2 3 40
3rd +2 +3 +1 +3 Stone Attunement (stoneshaped ability), Craft Wondrous Item 4 60
4th +3 +4 +1 +4 Stone Attunement (second) 4 80
5th +3 +4 +1 +4 Craft Magic Arms and Armor, Aura (+2) 5 100
6th +4 +5 +2 +5 Aura (second), Technically Minded +4 5 150
7th +5 +5 +2 +5 Stone Attunement (third) 6 200
8th +6/+1 +6 +2 +6 Expanded Craft Reserve 6 250

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Diplomacy (Wis), Disable Device (Int), Knowledge (Any, taken individually) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Survival (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Stonemelder.

Weapon and Armor Proficiency: Stonemelders are proficient with light, and medium armors and shields (except tower). They are proficient with Basic Weapons, Crossbows, Maces and Clubs, Spears and Lances.


Aura (Su): Beginning at 1st level you can channel the powers of a cora stone and project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action, and starting at 1st level you are only able to project one aura at a time, though in following levels you unlock the ability to have multiple auras active. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have an aura active continually.

Unless otherwise noted, your auras affect all allies within 30 feet (including yourself) with line of effect to you. Your aura is automatically dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. Auras effects do not stack, if multiple auras from the same type are active you benefit from the one with the highest aura bonus. The bonus granted by your aura begins at +1 and increases to +2 at 5th level. The number of auras you can project begins at 1 at 1st level, and increases to 2 at 6th level. As a 1st level stonemelder you know how to project three auras chosen from the list below, and at every odd-numbered level after that, you learn one additional aura of your choice. Each time you active an aura, you can choose from any of the auras that you know.


Aura Effect
Armor1 Natural Armor increases by 1 for each point of your aura bonus.
Energy Shield2 Any creature striking you or your ally with a natural attack or nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of an attuned cora stone chosen when you project this aura.
Insight Bonus to Craft, Decipher Script, Knowledge, and Spellcraft checks, equal to twice your aura bonus.
Presence Bonus on Bluff, Diplomacy, and Intimidate checks equal to twice your aura bonus.
Prowess Bonus on all attacks and damage equal to your aura bonus.
Resistance2 Resistance to energy equal to 5 x your aura bonus. The energy type is that of an attuned cora stone chosen when you project this aura.
Resolve Bonus against Sleep, Fear, and paralysis effects and on Concentration checks equal to your aura bonus.
Senses Bonus to Listen, Spot, and initiative checks equal to your aura bonus.
Toughness DR 1/- for each point of your aura bonus.
Vigor Fast healing 1 for each point of your aura bonus.
  1. This increase a creatures current natural armor, or gives a creature with no natural armor a natural armor bonus.
  2. Character must be attuned to a Blue, Brown, White, Clear, or Red Cora Stone to benefit from these.


Stone Attunement: You gain the ability to attune to a Cora Stone. Attuning to a Cora stone takes 2 hours of meditation without interruption, once you are attuned to a stone you stay attuned to it until it is taken more than 1 mile from your current location, or you go without it for 8 hours. You may remove the attunement from a cora stone by meditating for 1 hour. You may never attune to a stone that someone is already attuned to.

At 2nd level you gain the associated ability listed with any stone you are currently attuned to, if you remove an attunement you lose the associated ability.

At 3rd level, your stoneshaped gains the ability listed with any stone you are currently attuned to, if you remove an attunement your stoneshaped loses the associated ability.

Stone Color School or Effect Ability Stoneshaped Ability
Black Necromancy +4 to saves vs. Necromancy spells or effects When hit by a melee attack the target must make a Fortitude save (DC 12 + 1/2 Hit Dice) or be sickened for 2 rounds.
Blue Electricity +2 to reflex saving saves. All melee attacks deal an additional 1d6 electricity damage.
Brown Acid +4 to saves to resist poisons & diseases All melee attacks deal an additional 1d6 acid damage.
Clear Sonic +3 bonus to Listen and Move Silently checks All melee attacks deal an additional 1d4 sonic damage and a damaged enemy must make a Fortitude saving throw (DC 12 + 1/2 Hit Dice) or be deafened for 1 round.
Gray Illusion +3 bonus to Appraise, and Use Magic Device checks When hit by a melee attack the target must make a Fortitude save (DC 12 + 1/2 Hit Dice) or be dazzled for 4 rounds.
Green Transmutation You natural armor increases by +1 Gains Powerful Build1 and its slam attacks are treated as if they are one size category larger.
Red Fire +2 bonus to initiative checks. All melee attacks deal an additional 1d6 fire damage.
Yellow Healing Treat your vigor aura bonus as 1 higher than normal. Gains additional Hit Points equal to 2 times its Hit Dice
White Cold Water-breathing All melee attacks deal an additional 1d6 cold damage.


Trapfinding: Stonemelders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Stonemelders can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A stonemelder who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Stoneshaped: A stonemelder may create a Stoneshaped, this acts as a loyal mechanical bodyguard and assistant. The stoneshaped initially costs the stonemelder nothing, as it is assumed that the stoneshaped was created during his apprenticeship, adding parts and researching during his early years.


Technically Minded: At 2nd level a stonemelder's ability to understand technical things increases. He gains a +2 competence bonus to all Appraise, Craft, Disable Device, Knowledge, and Open Lock checks. This bonus increases to +4 at 6th level.


Item Creation (Ex): At 2nd level a stonemelder can create a magic item even if he does not have access to the spells that are prerequisites for the item. The stonemelder must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. The stonemelder must make a successful check for each prerequisite for each item he makes. If he failed a check, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money and XP expended to craft the item are lost.

For purposes of crafting items, a stonemelder's effective caster level equals his stonemelder level.


Craft Reserve: At 2nd level a stonemelder gains a pool of craft points he can spend instead of experience points when crafting a magic item. Each time the stonemelder gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A stonemelder can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.


Brew Potion: At 2nd level a stonemelder gains the Brew Potion feat for free, even if he doesn't meet the requirements.


Craft Wondrous Item: At 3rd level a stonemelder gains the Craft Wondrous Item feat for free, even if he doesn't meet the requirements.


Craft Magic Arms and Armor: At 5th level a stonemelder gains the Craft Magic Arms and Armor feat for free, even if he doesn't meet the requirements.


Expanded Craft Reserve: After reaching 8th level a stonemelder gains 1 addition point in his craft reserve for each 100 xp he gains from now on, his craft reserve may never exceed 300.


The Stoneshaped[edit]

Stoneshaped
Size/Type: Medium Construct
Hit Dice: 4d10 (42 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 18 (+5 natural armor, +2 Armor Plating, +1 Dex), touch 11, flat-footed 17
Base Attack/Grapple: +3/+3
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits
Saves: Fort 1, Ref 2, Will 2
Abilities: Str 15, Dex 12, Con -, Int 4, Wis 13, Cha 6
Skills: Jump +9
Feats:
Class Level HD BAB Fort Ref Will Natural Armor Ability Bonus Special
1 4 +3 +1 +1 +1 +5 Empathic Link, Masterwork Quality, Special Ability
2 5 +3 +1 +1 +1 +6 +1 Str or Dex Special Ability
3 6 +4 +2 +2 +2 +6 +1 Str or Dex
4 7 +5 +2 +2 +2 +7 +1 Str or Dex Special Ability
5 8 +6/+1 +2 +2 +2 +7 +1 Str or Dex
6 9 +6/+1 +3 +3 +3 +8 +1 Str or Dex Special Ability
7 10 +7/+2 +3 +3 +3 +8 +1 Str or Dex
8 11 +8/+2 +3 +3 +3 +9 +1 Str or Dex Special Ability
A stoneshaped is a Medium-size construct made of metal, wood, and cora stone (and is susceptible to attacks such as warp wood and heat metal). A stoneshaped has Hit Dice equal to the stonemelder's class level + 3, it also gains special abilities and an increase in abilities as shown on the table below. If a stoneshaped reaches 0 HP it is destroyed, but a stonemelder may reconstruct a new stoneshaped. Constructing a replacement stoneshaped costs 250 gp per Hit Dice and takes 1 day for every 1000 gp value of the stoneshaped. For example, a 6th level stonemelder wishing to replace a 9 HD stoneshaped would have to spend 2,250 gp and 3 days constructing the stoneshaped. A stoneshaped may be repaired with a Craft (armorsmithing, blacksmithing, metalworking, or weaponsmithing) check that takes 1 hour of work. The amount healed is the result of the check -15 (Ex. A stonemelder repairs his stoneshaped and rolls a 23, the stoneshaped would be healed 8 hit points).

Empathic Link (Su): The stonemelder has an empathic link with the stoneshaped out to a distance of up to 1 mile. The stonemelder cannot see through the stoneshaped’s eyes, but they can communicate empathically. A stoneshaped sees the world from a detached perspective, so misunderstandings are always possible. Because of this empathic link, the stonemelder has the same connection to an item or place that the stoneshaped does, just as with a master and his familiar.

Masterwork Quality (Ex): The stoneshaped is made of only the best quality parts, his slam attacks are considered masterwork gaining a +1 attack bonus, and his well made armor plating gives the stoneshaped a +2 armor bonus to AC. This occupies the same body slot as armor. In addition, a stoneshaped's slam attacks, and armor plating may be enchanted just like normal weapons and armor.

Special Ability: At each level the Stonemelder may choose a new special ability for his stoneshaped from the abilities below, each ability may only be selected once unless otherwise noted.

Constrict (Ex): The stoneshaped gains the constrict special attack which deals 1d8 + Str modifier bludgeoning damage.

Enhanced Plating (Ex): The stoneshaped gains DR 2/-.

Extra Attack (Ex): The stoneshaped gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, rather than Strength x 1 1/2. A stoneshaped may make multiple attacks with both of his slam attacks if his BAB is high enough, these incur only the -5 penalty for making iterative attacks.

Improved Grab (Ex): To use this ability, a stoneshaped must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity on any medium-sized or smaller creature.

Improved Trip (Ex): The stoneshaped gains the Improved Trip feat even if he doesn't meet the requirements.

Improved Slam Attack (Ex): The stoneshaped gains the Improved Natural Attack feat for his slam attack.

Secondary Strike (Ex): Requirements: BAB +6; The stoneshaped gains a secondary slam attack which deals 1d8 + 1/2 strength modifier damage.

Superior Attunement (Ex): Requirements: Stoneshaped with 10 Hit Dice; When the stoneshaped gains this ability choose a cora stone type, double all numeric effects of the ability that the stone grants the stoneshaped. (Ex: 1d6 damage becomes 2d6 damage, one size category becomes two). The stonemelder must also build the attuned stone into the stoneshaped's body. This process takes 1 day of work and a DC 20 Craft check. If the stonemelder ever loses his attunement to the stone, or it is removed the stoneshaped no longer benefits from the effects of this feat. This ability may be taken more than once, each time it is gained it applies to a different type of cora stone.

Superior Intellect (Ex): The stoneshaped's intelligence is permanently increased by 2. In addition you teach the stoneshaped to read and write in a language you know.

Superior Speed (Ex): The stoneshaped's base land speed increases by 10 feet.

Superior Strength (Ex): The stoneshaped's strength is permanently increased by 2.

Superior Toughness (Ex): The stoneshaped gains Hit Points equal to its Hit Dice, this abiity may be taken multiple times, its effects stack.

Trip (Ex): If the stoneshaped hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the stoneshaped.


Desertfolk Stonemelder Starting Package[edit]

Weapons: Morningstar.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int
Craft (armorsmithing) 4 Int
Diplomacy 4 Cha
Disable Device 4 Int
Knowledge (engineering) 4 Int
Open Lock 4 Dex
Search 4 Int
Survival 4 Wis
Use Magic Device 4 Cha

Feat: Skill Focus.

Gear: Leather Armor, Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded Lantern, 4 pints of oil, Green Cora Stone.

Gold: 4d4 gp.

Playing a Stonemelder[edit]

Religion: Stonemelders often revere Abrazim as he is the god of knowledge and advancement.

Combat: Stonemelders use their stoneshaped companion to engage the enemy in combat while they employ the use of their crafted items, or use ranged weapons.



Back to Main Page3.5e HomebrewClassesBase Classes

Back to Main Page3.5e HomebrewCampaign SettingsCora

Home of user-generated,
homebrew pages!


Advertisements: