Durumgir Stoneskin (3.5e Racial Paragon Class)

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Date Created: 26 December 2010
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Durumgir Stoneskin

Most Durumgir utilize their natural toughness and manifold racial abilities to excel at martial combat. While most progress along the path of increasing martial skill, some others decide to further develop the innate abilities of their race, increasing their prowess in that manner. A Durumgir Stoneskin brings their natural toughness to its natural extreme.

Making a Durumgir Stoneskin

Increasing strength, toughness, and durability helps a Durumgiru be a better defensive warrior, or possibly safe-guards an overly aggressive Durumgiru.

Abilities: Strength and Constitution--and the abilities to utilize high scores--are relevant for this class.

Races: Only Durumgir can become Durumgir Stoneskins, as per Racial Paragon Class rules.

Alignment: Any.

Table: The Durumgir Stoneskin

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Stronger and Tougher, Improved Stone-Headedness, Headbutt
2nd +2 +3 +0 +3 Armored Hide, Superior Six-limbed Grappling, Unstoppable
3rd +3 +3 +1 +3 Stronger and Tougher, True Blindsight, Heavy Charge

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Climb (Str), Craft (Dex), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis) Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features

All of the following are class features of the Durumgir Stoneskin.

Weapon and Armor Proficiency: A Durumgir Stoneskion is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Stronger and Tougher (Ex): At level 1, a Durumgir Stoneskin embraces his physical nature, gaining a permanent +1 to Strength and +2 to Constitution. At level 3, the Durumgiru gainst another +1 to Strength and +2 to Constitution.

Unbowed Earth (Ex): At level 1, a Durumgir Stoneskin learns to grit and ignore things. As an immediate action, once per round, a Durumgiru can choose to reroll a single Will save or Fortitude save. The Durumgiru must use the result of the second roll, even if it is worse. If the second roll is higher than the first roll, the Durumgiru takes non-lethal damage equal to the difference.

Headbutt: Understanding that his body is as tough as the weapons he wields and the armor he wears, Durumgir learn to embrace the instinctive physical attack of their race: a quick headbutt, bucking forward with the upper body while the lower torso stays firmly rooted to the ground. This attack is a swift action, with a -2 penalty to hit, and deals the Durumgiru's strength modifier worth of bludgeoning damage to both the target and to the Durumgir. This is considered a natural weapon. More importantly, it also drives the opponent directly back a square (not providing attacks of opportunity), and the opponent must make a save of DC (10 + 1/2 Stoneskin's HD + Stoneskin's strength modifier) (Fortitude negates). If the Durumgiru is wearing armor spikes, he may add damage from the spikes to this attack (1d6 for medium creatures).


Armored Hide (Ex): Durumgir are noted for their extreme hardiness, and a Stoneskin's trademark is the ability to completely ignore many blows. At level 2, the Durumgir gains damage reduction (no negate) equal to half his constitution modifier (rounded down). The Durumgir also gains natural armor equal to his constitution modifier. (Note that this may reduce damage from

Improved Six-limbed Grappling (Ex): Six limbs, creates interesting possibilities for grappling, especially when two of the limbs can grasp, and the other four are able to adhere to any surface with extraordinary strength. At level 2, a Durumgir learns to use his natural advantages to their fullest: Opponents take a -4 to any grapple check to move a Durumgir or to escape its grapple. Additionally, the Durumgir gains a general +2 to grapple checks.

Unstoppable (Ex): Combining incredible traction and determination, a Durumgir Stoneskin is well-knowing for brutishly bulling people out of his way. At level 2, the Stoneskin may roll twice for any checks related to overrunning or bullrushing other creatures.


True Blindsight (Ex): As the self-discovery of a Durumgir Stoneskin advances, he comes to better understand his unique senses. At level 3, whenever the Durumgiru is both firmly on the ground and has full hearing, the Durumgiru gains normal blindsight with a range of 20 feet + (5 feet × his Wis modifier).

Heavy Charge (Ex): While a Durumgiru is not particularly fast, the combination of weight and traction allows Durumgir to drive it's strikes with continuous force. A Durumgiru can learn to use this to his advantage. At level 3, whenever a Durumgir charges, if the opponent has his back to a wall or other solid object (or his feet on the floor, should the Durumgiru come from above, etc.), the Durumgir can crush his opponent between his weapon and the terrain. With most weapons, this allows him to double his strength modifier. With a weapon that deals double damage on a mounted charge, the Stoneskin may deal fully-doubled damage, as if he were charging on a mount.




Back to Main Page3.5e HomebrewClassesRacial Paragon Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorAelaris +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionGood +
Identifier3.5e Racial Paragon Class +
Length3 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Climb +, Craft +, Diplomacy +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Spot +, Survival +, Swim + and Use Rope +
Skill Points4 +
SummaryA Durumgir Stoneskin takes the toughness and tenacity of the Durumgir to its highest level, becomes a unstoppable, indestructible force. +
TitleDurumgir Stoneskin +
Will Save ProgressionGood +