Stonekeeper (3.5e Class)

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Stonekeeper

You were chosen to bound with a Magicsource amulet; a crystal with powerful magical traits. Stonekeepers can fulfil a variety of rules; their array of abilities makes them suitable for many occupations.

Magicsource Crystal

A magical crystal infused with powerful and unique creation magic. Magicsource crystals are extremely rare, and can potentially be as large as small mountains. Magicsource crystal is the raw material of Magicsource amulets; they are generally oval shaped and small enough to be hidden within one's cleansed fist.

Making a Stonekeeper

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
FortRefWill
1st+0+0+0+2 Amulet Bond, Magical Lifeforce, 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, Strengthen 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 Strengthen 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

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

Amulet Power (Su): The power of the amulet to maneuver objects. You gain the ability to use Telekinesis and Levitate, both at will, with caster level equal to your stonekeeper level.

Amulet Bond (Su): No one, not even you, can take the amulet off your neck. The only way to take it off is using epic-level bond-breaking spell, or to bequeath it to another sentient creature. Once your bond between with the amulet is broken, you lose all the abilities you gained from this class. However, you can recreate your bond with the amulet simply by wearing it again. Additionally, as your powers stem from the amulet, you retain all of them even while under the influence of an Antimagic Field and similar effects.

Magical Lifeforce (Su): The power of the amulet adds to your lifeforce, allowing you to remain young and well longer. Your lifespan is doubled (middle age, old and venerable age categories are twice the usual for your race and your maximum age is calculated using the new venerable number). You also don't suffer aging penalties to your ability scores, though aging bonuses still occur.

Energy Shield (Su): You can use the power of the amulet to shield yourself and others from harm; you gain the ability to use Shield and Mage Armor, both at will, with caster level equal to your stonekeeper level.

Life Detection (Su): You can use the power of the amulet to sense life energy; this ability functions similarly to Blindsense out to 30 feet, however only detects living creatures and requires concentration.

Mind Reading (Su): You can use the power of the amulet to read the mind of others; you gain the ability to use Detect Thoughts at will, with caster level equal to your stonekeeper level, but only on individuals that are either willing or have a lower Wisdom score than you.

Energy Blast (Su): You can use the power of the amulet to project energy in an offensive manner; you gain the ability to use Energy Blast once per encounter per stonekeeper level you have, with caster level equal to your stonekeeper level. However, the blast is pure energy rather than elemental energy; the damage is thus typeless and treated as magic for the purpose of overcoming DR.

Flight 1 (Su): You can use the power of the amulet to fly briefly; you gain the ability to use Fly at will, with caster level equal to your stonekeeper level, but you can only maintain it for as long as you concentrate + 1 round per stonekeeper level you have.

Strengthen Weapon 1 (Su): You can use the power of the amulet to empower weapons you use; you gain the ability to use Magic Weapon at will.

Teleportation 1 (Su): You can use the power of the amulet to teleport a short distance, but this strains you; you gain the ability to use Dimension Door at will, with caster level equal to your stonekeeper level. After you do so, however, you become Fatigued for 1d6 rounds. (no save)

Energy Burst (Su): Your ability to project energy in an offensive manner strengthens significantly; you gain the ability to use Energy Burst once per encounter per stonekeeper level you have, with caster level equal to your stonekeeper level. However, the blast is pure energy rather than elemental energy; the damage is thus typeless and treated as magic for the purpose of overcoming DR. You also gain the ability to use Energy Blast twice per encounter per stonekeeper level you have, instead of once.

Resistance (Su): The power of the amulet protects you from harm and assists your healing process. You gain elemental resistance 5, damage reduction 5/magic, and the ability to restore 1 hp per 3 hours of activity or 1 hp per hour of rest, 1 point of ability damage per 3 hours and 1 point of drained ability per day.

Flight 2 (Su): Your ability to fly is augmented; you can now maintain flight as per the Fly spell's normal duration, or until you negate it, the earlier of the two.

Energy Materialization 1 (Su): You can use the power of the amulet to materialize simple energy shapes, but they only subsist for a short amount of time; you gain the ability to use Floating Disk and Resilient Sphere, both at will, with caster level equal to your stonekeeper level.

Strengthen Weapon 2 (Su): YYou can empower weapons you use even more than before; you gain the ability to use Greater Magic Weapon at will.

Energy Darts (Su): You can use the power of the amulet to shoot darts of energy at your enemies; you gain the ability to use Improved Magic Missile and Arcane Bolt, both at will, with caster level equal to your stonekeeper level. However, the darts are pure energy rather than force energy; the damage is thus typeless and treated as magic for the purpose of overcoming DR.

Interposing Hand (Su): You can use the power of the amulet to materialize a giant energy hand that can block your enemies; you gain the ability to use Interposing Hand once per encounter per stonekeeper level you have, with caster level equal to your stonekeeper level.

Forceful Hand (Su): Your ability to materialize a giant energy hand is improved, which also allows you to better maneuver and utilize it; you gain the ability to use Forceful Hand once per encounter per stonekeeper level you have, with caster level equal to your stonekeeper level. You also gain the ability to use Interposing Hand twice per encounter per stonekeeper level you have, instead of once.

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

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Epic <-class name->

Table: The Epic <-class name->

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

LevelSpecial
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->

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

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

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

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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 ""->
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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.->.

Playing a <-class name->

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->.

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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

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->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game

<-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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