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Deepstone Sentinel

(Tome of Battle: The Book of Nine Swords variant, p. 105)

The Stone Dragon discipline traces its roots back to an ancient order of dwarves that used the power of the earth to enhance their combat style.

Requirements

Base Attack Bonus: +10

Race: Dwarf

Skills: Balance 13 ranks

Feats: Power Attack (or) , Stone Power

Martial Maneuvers: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance.


Hit die

d10

Skill points

2 + Int

Class Features

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Stone Dragon discipline. You must meet a maneuver’s prerequisite to learn it. You add your full deepstone sentinel levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, you gain an additional maneuver readied per day.

Mountain Fortress Stance (Su): As a novice deepstone sentinel, you learn to make yourself as impenetrable as a mountain fortress. This ability is a key component of this prestige class’s combat abilities. While you are in a Stone Dragon stance, you can forgo its normal benefit as a swift action to gain the effect of mountain fortress stance. This ability lasts as long as you would maintain the Stone Dragon stance, or as described below. You can also stop using mountain fortress stance and resume gaining the normal benefit of the stance as a swift action. When you use this ability, you can choose to create a fortress of earth or rock, provided you are standing on earth, stone, rock, or a worked surface such as a cobblestone street or a flagstone floor (as long as natural earth or rock is no more than 1 foot below you). The square (or squares) that you occupy forms a pillar of earth or rock 5 feet tall, with you on top. Each square adjacent to you is buckled and steeply sloped, becoming difficult terrain. Any creature that attempts to enter or leave one of these squares must make a DC 10 Balance check or fall prone in the last square of the area it occupied. Creatures that ignore difficult terrain automatically succeed on this check, and flying creatures are unaffected. Creatures with four or more legs or the stability racial trait gain a +4 bonus on this Balance check. You retain the benefit of mountain fortress stance until you end your Stone Dragon stance or move more than 5 feet in a round. You are unaffected by the difficult terrain you create with this ability. If you move only 5 feet in a round, the pillar of earth you have created moves with you, creating new squares of difficult terrain in every square adjacent to your new position. If creatures occupy those newly adjacent squares, they do not need to immediately make Balance checks as described above. However, if on their turn they attempt to leave the area of difficult terrain, they are affected by mountain fortress stance as normal, and squares that are no longer adjacent to you return to their natural state. If you move more than 5 feet in a round while using mountain fortress stance, the effect ends, and the ground immediately returns to normal.

Passwall (Sp): You can use passwall once per day per class level as a spell-like ability. Your caster level is equal to your deepstone sentinel class level.

Crashing Mountain Juggernaut (Su): Beginning at 2nd level, if you start your turn with mountain fortress stance active, as a full-round action you can end the Stone Dragon stance you initiated to gain the benefit of this ability. When you do so, the hill you created with mountain fortress stance suddenly sinks, sending any foes standing in squares adjacent to you crashing to the ground. In addition, you tumble down the crumbling hill like a living avalanche. When you use this ability, all creatures within the area of difficult terrain created by your mountain fortress stance must make DC 15 Balance checks or fall prone. The bonus for stability or having extra legs does not apply. In addition, you can use a charge to attack an enemy as part of this ability’s activation. If your attack is successful, it deals an extra 2d6 points of damage owing to the momentum you gain as you hurtle down your temporary hill and slam into your opponent. You cannot activate mountain fortress stance on the same turn in which you use this ability.

Indomitable Redoubt (Ex): Once you attain 3rd level, while you are in mountain fortress stance, you can also initiate and gain the benefit of one additional Stone Dragon stance. This can be the stance you entered to initially activate mountain fortress stance, or another Stone Dragon stance you know. You must otherwise follow all the normal rules for entering and maintaining a stance.

Stone Curse (Su): From 4th level on, you can strike an opponent and channel the leaden weight of the earth into its arms and legs. For a brief moment, it labors in vain, unable to move under the crushing burden you impose. As an immediate action, you can force an opponent you hit with a melee attack to make a successful Will save (DC 10 + 1/2 your character level + your Str modifier) or become unable to move for 1 round. The creature’s speed for all movement modes except flight drops to 0 feet. A creature’s fly speed remains unchanged. You must choose to use this ability after successfully attacking an opponent but before rolling damage.

Dragon’s Tooth (Su): From 4th level on, as a standard action, you can cause a pillar of stone to erupt from the earth within 60 feet of you. The pillar occupies one square and is 5 or 10 feet tall (your choice). You can call forth a stone pillar only from natural, unworked earth or stone. A creature standing in the square must succeed on a Reflex save (DC 10 + 1/2 your character level + your Str modifier) or be knocked prone. You can dismiss a pillar you created as a standard action, but otherwise the pillar remains where you called it forth.

Awaken the Stone Dragon (Su): At 5th level, you can cause a localized earthquake to rumble through the ground around you. Through your study of Stone Dragon techniques and your strong connection to elemental earth, you can awaken the slumbering wrath of stone to send your enemies tumbling to the ground. The earth churns, rocks explode into cutting shards, and the ground rebels against your foes. Once per encounter as a swift action, you cause the ground around you to shudder and churn as if rocked by an earthquake. All enemies within a 60-foot radius must make successful Reflex saves (DC 10 + 1/2 your character level +
your Str modifier) or take 12d6 points of damage and fall prone. A successful save allows an opponent to take half damage and remain standing. Improved stability (such as a dwarf’s racial ability) does not help a creature avoid being knocked prone by this ability.

Advancement

Level BAB Fort Ref Will Maneuvers Known Maneuvers Readied Special
1st +0 +2 +0 +0 1 0 Mountain fortress stance, passwall
2nd +1 +3 +0 +0 0 0 Crashing mountain juggernaut
3rd +2 +3 +1 +1 1 1 Indomitable redoubt
4th +3 +4 +1 +1 0 0 Stone curse, dragon's tooth
5th +3 +4 +1 +1 1 0 Awaken the stone dragon

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Concentration CON no no
Craft INT no no
Intimidate CHA no no
Knowledge (dungeoneering) INT yes no
Listen WIS no no
Martial Lore INT yes no
Spot WIS no no

Spells for Deepstone Sentinel

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