ArkenBrony
2012-07-03, 09:56 PM
this class is complete, please PEACH, i hope you enjoy, the dwarf!
Dwarf
"when i was but a boy, my parents asked what i wanted to be, anything i wanted, they had obviously expected me to say warrior or priest, but i said "I wanna be Dwarf"
-Miscellaneous Dwarf
some dwarves decide to be warriors, some priests, and some even decided to be wizards. but on occasion, they just choose to be a dwarf.
Adventures: Dwarves are excellent warriors, and master smiths. but they can't always get their thrill from the forge, they need to explore the world, and show people that dwarves are better then everyone else.
Characteristics: Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance.
Alignment: any
Religion: Dwarves tend to worship any of the dwarves gods, and sometimes those of norse origin.
Background: Instead of training in the traditional senses, a Dwarf practices what their culture naturally makes them good at, and makes them better at it.
Races: Dwarves are only Dwarves. they get along with gnomes the best, with a rivalry with elves, and a hate of goblinoids.
Other Classes: Dwarves can relate with all classes due to its racial focus. but they do tend to get along better with warriors and priests, as they share many things with them.
Role: the Dwarf takes the role of a tank
Adaptation:
GAME RULE INFORMATION
DWARF's have the following game statistics.
Abilities: In a dwarf, strength is probably it's main focus, due to its fighting capabilities, and wisdom for its spell casting, while constitution will always be accepted for extra hit points.
Alignment: Any
Hit Die: d10
Starting Age: As fighter
Starting Gold: As cleric
Class Skills
The Dwarf's class skills (and the key ability for each skill) are appraise(int), bluff(cha), concentration(con), craft(int), intimidate(cha), knowledge(architecture and engineering)(int), knowledge(dungeoneering), knowledge(geography), knowledge(religion), listen(wis), profession(wis), search(int), sense motive(wis), spot(wis), and survival(wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DWARF
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|Initiator Level
1st|
+1|
+2|
+0|
+0|iron skin|6|4|1|1st
2nd|
+2|
+3|
+0|
+0|earth sense|6|4|1|1st
3rd|
+3|
+3|
+1|
+1|improved iron skin, Warrior race|7|4|2|2nd
4th|
+4|
+4|
+1|
+1|resisting iron skin|8|5|2|3rd
5th|
+5|
+4|
+1|
+1|earth adept|8|5|2|3rd
6th|
+6/+1|
+5|
+2|
+2|burrow (10ft), improved resisting iron skin|9|5|2|4th
7th|
+7/+2|
+5|
+2|
+2|Powerful build|10|6|3|5th
8th|
+8/+3|
+6|
+2|
+2|energy resistant iron skin|10|6|3|5th
9th|
+9/+4|
+6|
+3|
+3|improved energy resistant iron skin, earth master|11|6|3|6th
10th|
+10/+5|
+7|
+3|
+3|shielded warrior|12|6|3|7th
11th|
+11/+6/+1|
+7|
+3|
+3|immunity to poison, Battle Stride|12|6|3|7th
12th|
+12/+7/+2|
+8|
+4|
+4|anti-magic iron skin, greater energy resistant iron skin|13|7|3|8th
13th|
+13/+8/+3|
+8|
+4|
+4|burrow (20ft)|14|7|4|9th
14th|
+14/+9/+4|
+9|
+4|
+4|shielded evasion|14|7|4|9th
15th|
+15/+10/+5|
+9|
+5|
+5|improved anti-magic iron skin|15|8|4|10th
16th|
+16/+11/+6/+1|
+10|
+5|
+5|healing iron skin|16|8|4|11th
17th|
+17/+12/+7/+2|
+10|
+5|
+5|shielded mettle|16|8|4|11th
18th|
+18/+13/+8/+3|
+11|
+6|
+6|fast healing iron skin|17|8|4|12th
19th|
+19/+14/+9/+4|
+11|
+6|
+6|improved shielded evasion|18|9|4|13th
20th|
+20/+15/+10/+5|
+12|
+6|
+6|earth glide, defensive mastery|18|9|4|13th[/table]
Class Features
All of the following are class features of the DWARF
Weapon and Armor Proficiencies: Dwarf's are proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields (including tower shields)
Iron Skin (Ex): a Dwarfs signature ability is to be as hardy and tough as possible, and they train their skin to be as, if not more than, tough as iron.
at 1st level, they gain a natural armor bonus equal to their con modifier (min 1)
at 3rd level, this bonus increases to 1/3 class levels + con modifier (min 1)
at 4th level, a Dwarfs skin becomes more resilient to damage, and he gains damage reduction 1/adamantium
at 6th level, this increases to 1/3 class levels damage reduction/adamantium
at 8th level, the Dwarfs skin resists the elements due to his thick, rough skin upon gaining this ability, the Dwarf chooses two of the following, fire, ice, acid, or lightning, and gains elemental resistance equal to his class levels
at 9th level, and again at 12th level, he chooses one more element from the list, and gains resistance to that one as well
at 12th level, a dwarfs skins resistance improves to the degree in which it rejects the power of magic and he gains spell resistance equal to his class level+5
at 15th level, this improves to class level+10
at 16th level, a dwarfs skin begins to regrow at a rapid pace, and the Dwarf begins to heal a number of hit points every for equal to its con modifier (min 1)
at 18th level, this ability improves to fast healing 5+con modifier
maneuvers known: You begin your career with knowledge of six martial maneuvers, the disciplines available to you are Devoted Mind, Setting Sun, and Stone Dragon. Once you know a maneuver, you must ready it before you can use it. A maneuver usable by a Dwarf is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when you initiate one. you learn additional maneuvers as you level up, as shown on the table above. you must meet a maneuvers prerequisite to learn it. your initiator level is indicated on the table above.
maneuvers readied: you can ready any four of your six maneuvers known at first level, and as you advance in level and learn more maneuvers, you are able to ready more, but you still must choose which maneuvers to ready. you ready maneuvers by meditating and exercising for 5 minutes. the maneuvers you choose remain readied until you decide to meditate again and change them. you begin an encounter with all your readied maneuvers unexpended. when you initiate a maneuver, you expend it for the current encounter. you can recover an expended maneuver by using a full-round action to meditate. doing this does not provoke attacks of opportunity. if you complete your meditation, you can choose 1 expended maneuver to refresh. it is now available for use in a subsequent round.
stances known: you begin with knowledge of one 1st level stance from any discipline available to you. at 3rd, 7th, 13th level, you can choose an additional stance of a level permitted to you. unlike maneuvers, stances are not expended, and you do not have to ready them. all the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. a stance is an extraordinary ability unless otherwise stated in the stance description.
Earth Sense: upon reaching 2nd level, a Dwarf gains Earth Sense as a bonus feat (races of stone pg. 138)
Warrior race: A dwarf is a natural warrior, and is as skilled as any trained fighter at using weapons upon reaching 3rd level, a dwarf is considered a fighter of a level equal to his class levels in Dwarf-2, this penalty is lowered to -1 at 9th level, and removed at 12th level.
Earth Adept: upon reaching 5th level, a Dwarf gains Earth adept as a bonus feat (races of stone pg. 138)
Burrow (Ex): A Dwarf has grown his mastery of mining to such an extent that he can move in the earth almost as quickly as he moves. Upon attaining 6th level, A dwarf gains a burrow speed of 10 ft when using a pick axe or shovel, this improves to 20 ft at 13th level.
Powerful Build: the physical structure of an experienced Dwarf allows him to function as if he were larger than he actually is. Upon reaching 7th level, a Dwarf is treated as if he possessed the powerful build ability.
Earth Master: upon reaching 9th level, a Dwarf gains earth master as a bonus feat (races of stone pg. 138)
Shielded warrior: A Dwarf practices at the uses of armor to enhance his spells. Upon reaching 10th level, a dwarf may add its shield bonus to his reflex save. A dwarf also reduces the minus to hit from a tower shield to 0.
Immunity to Poison: a Dwarfs natural hardiness towards poison improves to complete immunity due to his diet and training. Upon attaining 11th level, a dwarf gains immunity to all poisons, magical or otherwise.
Battle Stride: A dwarf need not dodge attacks, he merely threatens what he can do in return, and the enemy retreats. upon reaching 11th level, a dwarf may use their intimidate skill instead of tumble to avoid attacks of opportunity.
Shielded Evasion: a dwarf is trained to defend against blows instead of dodging them. at 14th level, a dwarf is treated as having evasion as long as he is holding a shield.
shielded mettle: a dwarfs expertise with shields has expanded to a magical level, and can stop even mental spells with it. upon reaching 17th level, A dwarf who is wielding a shield is treated as having mettle.
Improved shield evasion: A dwarfs hardiness only increases over time, and can be as tough as a shield when not even using it. upon reaching 19th level, a dwarf is considered to have improved evasion so long as he is holding a shield, and is considered to have regular evasion even when he isn't.
Earth Glide (Ex): a master Dwarfs connection with the element of earth allows them to move through it as if he was an earth elemental. Upon reaching 20th level, a Dwarfs ability to burrow improves to the degree that he may move through stone, dirt, or any type of non-metal earth at a rate equal to his land speed, and may breath normally while doing so.
Defensive Mastery: a Master Dwarfs skin is tuned and trained to be resistant to everything, and all of the abilities gained through Iron Skin are improved one more step.
his natural armor is so thick, that it is almost armor itself, and its bonus is granted to his touch AC as well
his damage reduction has increased to that of steel walls, and changes to damage reduction/-
his elemental resistance increases 1 particular aspect, and gains elemental immunity to 1 of the 4 elements he is resistant to
his resistance to magic extends to complete immunity to mind-affecting spells
and his fast healing improves to 10+double con modifier
Dwarf
"when i was but a boy, my parents asked what i wanted to be, anything i wanted, they had obviously expected me to say warrior or priest, but i said "I wanna be Dwarf"
-Miscellaneous Dwarf
some dwarves decide to be warriors, some priests, and some even decided to be wizards. but on occasion, they just choose to be a dwarf.
Adventures: Dwarves are excellent warriors, and master smiths. but they can't always get their thrill from the forge, they need to explore the world, and show people that dwarves are better then everyone else.
Characteristics: Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance.
Alignment: any
Religion: Dwarves tend to worship any of the dwarves gods, and sometimes those of norse origin.
Background: Instead of training in the traditional senses, a Dwarf practices what their culture naturally makes them good at, and makes them better at it.
Races: Dwarves are only Dwarves. they get along with gnomes the best, with a rivalry with elves, and a hate of goblinoids.
Other Classes: Dwarves can relate with all classes due to its racial focus. but they do tend to get along better with warriors and priests, as they share many things with them.
Role: the Dwarf takes the role of a tank
Adaptation:
GAME RULE INFORMATION
DWARF's have the following game statistics.
Abilities: In a dwarf, strength is probably it's main focus, due to its fighting capabilities, and wisdom for its spell casting, while constitution will always be accepted for extra hit points.
Alignment: Any
Hit Die: d10
Starting Age: As fighter
Starting Gold: As cleric
Class Skills
The Dwarf's class skills (and the key ability for each skill) are appraise(int), bluff(cha), concentration(con), craft(int), intimidate(cha), knowledge(architecture and engineering)(int), knowledge(dungeoneering), knowledge(geography), knowledge(religion), listen(wis), profession(wis), search(int), sense motive(wis), spot(wis), and survival(wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DWARF
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|Initiator Level
1st|
+1|
+2|
+0|
+0|iron skin|6|4|1|1st
2nd|
+2|
+3|
+0|
+0|earth sense|6|4|1|1st
3rd|
+3|
+3|
+1|
+1|improved iron skin, Warrior race|7|4|2|2nd
4th|
+4|
+4|
+1|
+1|resisting iron skin|8|5|2|3rd
5th|
+5|
+4|
+1|
+1|earth adept|8|5|2|3rd
6th|
+6/+1|
+5|
+2|
+2|burrow (10ft), improved resisting iron skin|9|5|2|4th
7th|
+7/+2|
+5|
+2|
+2|Powerful build|10|6|3|5th
8th|
+8/+3|
+6|
+2|
+2|energy resistant iron skin|10|6|3|5th
9th|
+9/+4|
+6|
+3|
+3|improved energy resistant iron skin, earth master|11|6|3|6th
10th|
+10/+5|
+7|
+3|
+3|shielded warrior|12|6|3|7th
11th|
+11/+6/+1|
+7|
+3|
+3|immunity to poison, Battle Stride|12|6|3|7th
12th|
+12/+7/+2|
+8|
+4|
+4|anti-magic iron skin, greater energy resistant iron skin|13|7|3|8th
13th|
+13/+8/+3|
+8|
+4|
+4|burrow (20ft)|14|7|4|9th
14th|
+14/+9/+4|
+9|
+4|
+4|shielded evasion|14|7|4|9th
15th|
+15/+10/+5|
+9|
+5|
+5|improved anti-magic iron skin|15|8|4|10th
16th|
+16/+11/+6/+1|
+10|
+5|
+5|healing iron skin|16|8|4|11th
17th|
+17/+12/+7/+2|
+10|
+5|
+5|shielded mettle|16|8|4|11th
18th|
+18/+13/+8/+3|
+11|
+6|
+6|fast healing iron skin|17|8|4|12th
19th|
+19/+14/+9/+4|
+11|
+6|
+6|improved shielded evasion|18|9|4|13th
20th|
+20/+15/+10/+5|
+12|
+6|
+6|earth glide, defensive mastery|18|9|4|13th[/table]
Class Features
All of the following are class features of the DWARF
Weapon and Armor Proficiencies: Dwarf's are proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields (including tower shields)
Iron Skin (Ex): a Dwarfs signature ability is to be as hardy and tough as possible, and they train their skin to be as, if not more than, tough as iron.
at 1st level, they gain a natural armor bonus equal to their con modifier (min 1)
at 3rd level, this bonus increases to 1/3 class levels + con modifier (min 1)
at 4th level, a Dwarfs skin becomes more resilient to damage, and he gains damage reduction 1/adamantium
at 6th level, this increases to 1/3 class levels damage reduction/adamantium
at 8th level, the Dwarfs skin resists the elements due to his thick, rough skin upon gaining this ability, the Dwarf chooses two of the following, fire, ice, acid, or lightning, and gains elemental resistance equal to his class levels
at 9th level, and again at 12th level, he chooses one more element from the list, and gains resistance to that one as well
at 12th level, a dwarfs skins resistance improves to the degree in which it rejects the power of magic and he gains spell resistance equal to his class level+5
at 15th level, this improves to class level+10
at 16th level, a dwarfs skin begins to regrow at a rapid pace, and the Dwarf begins to heal a number of hit points every for equal to its con modifier (min 1)
at 18th level, this ability improves to fast healing 5+con modifier
maneuvers known: You begin your career with knowledge of six martial maneuvers, the disciplines available to you are Devoted Mind, Setting Sun, and Stone Dragon. Once you know a maneuver, you must ready it before you can use it. A maneuver usable by a Dwarf is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when you initiate one. you learn additional maneuvers as you level up, as shown on the table above. you must meet a maneuvers prerequisite to learn it. your initiator level is indicated on the table above.
maneuvers readied: you can ready any four of your six maneuvers known at first level, and as you advance in level and learn more maneuvers, you are able to ready more, but you still must choose which maneuvers to ready. you ready maneuvers by meditating and exercising for 5 minutes. the maneuvers you choose remain readied until you decide to meditate again and change them. you begin an encounter with all your readied maneuvers unexpended. when you initiate a maneuver, you expend it for the current encounter. you can recover an expended maneuver by using a full-round action to meditate. doing this does not provoke attacks of opportunity. if you complete your meditation, you can choose 1 expended maneuver to refresh. it is now available for use in a subsequent round.
stances known: you begin with knowledge of one 1st level stance from any discipline available to you. at 3rd, 7th, 13th level, you can choose an additional stance of a level permitted to you. unlike maneuvers, stances are not expended, and you do not have to ready them. all the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. a stance is an extraordinary ability unless otherwise stated in the stance description.
Earth Sense: upon reaching 2nd level, a Dwarf gains Earth Sense as a bonus feat (races of stone pg. 138)
Warrior race: A dwarf is a natural warrior, and is as skilled as any trained fighter at using weapons upon reaching 3rd level, a dwarf is considered a fighter of a level equal to his class levels in Dwarf-2, this penalty is lowered to -1 at 9th level, and removed at 12th level.
Earth Adept: upon reaching 5th level, a Dwarf gains Earth adept as a bonus feat (races of stone pg. 138)
Burrow (Ex): A Dwarf has grown his mastery of mining to such an extent that he can move in the earth almost as quickly as he moves. Upon attaining 6th level, A dwarf gains a burrow speed of 10 ft when using a pick axe or shovel, this improves to 20 ft at 13th level.
Powerful Build: the physical structure of an experienced Dwarf allows him to function as if he were larger than he actually is. Upon reaching 7th level, a Dwarf is treated as if he possessed the powerful build ability.
Earth Master: upon reaching 9th level, a Dwarf gains earth master as a bonus feat (races of stone pg. 138)
Shielded warrior: A Dwarf practices at the uses of armor to enhance his spells. Upon reaching 10th level, a dwarf may add its shield bonus to his reflex save. A dwarf also reduces the minus to hit from a tower shield to 0.
Immunity to Poison: a Dwarfs natural hardiness towards poison improves to complete immunity due to his diet and training. Upon attaining 11th level, a dwarf gains immunity to all poisons, magical or otherwise.
Battle Stride: A dwarf need not dodge attacks, he merely threatens what he can do in return, and the enemy retreats. upon reaching 11th level, a dwarf may use their intimidate skill instead of tumble to avoid attacks of opportunity.
Shielded Evasion: a dwarf is trained to defend against blows instead of dodging them. at 14th level, a dwarf is treated as having evasion as long as he is holding a shield.
shielded mettle: a dwarfs expertise with shields has expanded to a magical level, and can stop even mental spells with it. upon reaching 17th level, A dwarf who is wielding a shield is treated as having mettle.
Improved shield evasion: A dwarfs hardiness only increases over time, and can be as tough as a shield when not even using it. upon reaching 19th level, a dwarf is considered to have improved evasion so long as he is holding a shield, and is considered to have regular evasion even when he isn't.
Earth Glide (Ex): a master Dwarfs connection with the element of earth allows them to move through it as if he was an earth elemental. Upon reaching 20th level, a Dwarfs ability to burrow improves to the degree that he may move through stone, dirt, or any type of non-metal earth at a rate equal to his land speed, and may breath normally while doing so.
Defensive Mastery: a Master Dwarfs skin is tuned and trained to be resistant to everything, and all of the abilities gained through Iron Skin are improved one more step.
his natural armor is so thick, that it is almost armor itself, and its bonus is granted to his touch AC as well
his damage reduction has increased to that of steel walls, and changes to damage reduction/-
his elemental resistance increases 1 particular aspect, and gains elemental immunity to 1 of the 4 elements he is resistant to
his resistance to magic extends to complete immunity to mind-affecting spells
and his fast healing improves to 10+double con modifier