Level Attack Bonus
Fort Save
Reflex Save
Will Save
Special Spells
1 2 3 4
1 0 2 0 2 Craft magic arms & armour, Weapon Focus:
Hammer, Light and Warhammer
1 - -
-2 1 3 0 3 Skill Focus: Craft: Armoursmith 2 - -
-3 2 3 1 3 +1 Str, Way of Hammer and Tongs I 2 0 -
-4 3 4 1 4 Skill Focus: Craft: Weaponsmith 2 1 -
-5 3 4 1 4 Weapon Specialisation: Hammer, Light 2 1 0
-Dungeons and Dragons 3e Prestige Classes
6 4 5 2 5 Forge Ring, Divine Sunder 3 2 1
-7 5 5 2 5 Weapon Specialisation: Warhammer 3 2 1
-8 6 6 2 6 +1 Str 3 2 2 0
9 6 6 3 6 Master Forger 3 3 2 1
10 7 7 3 7 Way of Hammer and Tongs II 4 3 3 2
Requirements
Race: Dwarf
Alignment: Lawful Good Worshipper of Moradin Basic Attack Bonus: +8 Spells: 4th level divine spell caster
Skills: 10 ranks total in Craft: Armoursmith and/or Craft:
Weaponsmith Hit Dice: d8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraise, Climb, Concentration, Craft, Heal, Jump, Knowledge, Religion, Profession, Spellcraft
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: 4 + Int modifier
Class Features
Weapon and Armour Proficiencies: Simple and martial weapons, all armour and shields
Special: Treated as paladin in regard to use of Holy Avenger sword, etc.
Note: This is considered a spell casting class; three levels of Forge Master equals three caster levels. The Forge Master gains domain spells in the Mysticism domain.
Way of Hammer and Tongs: At 6th level, the Forge Master takes half standard time for Craft: Armoursmith and Craft: Weaponsmith (multiply GP price by 5 instead of 10 when calculating time spent).
At 10th level, the Forge Master takes only 30% of standard time (3X GP price instead of 10X).
Divine Sunder (Su): The Forge Master can use divine guidance to discern the weak point of a weapon or shield. The Forge Master must declare he is using Divine Sunder prior to his attack and if the attack is successful, the target object’s hardness is halved for purposes of calculating the attack’s damage. In all other respects, this attack is the same as a normal sunder attempt.
Master Forger: At 9th level, the Forge Master has perfected the art of crafting magical arms and armour. The ‘base cost’ for enchanting an item is reduced by one-third in regard to creation time and actual cost of the enchantment. Note that the base cost of creating the initial masterwork item remains the same and XP costs are also unaffected.
Spell List:
1st Level 3rd Level
Bless, Bless water, Bless weapon, Consecrate, Create water, Cure light wounds, Divine favour, Endure elements, Magic weapon, Mending Protection from Evil, Read magic, Resistance, Shield of faith, Virtue
Cure serious wounds, Dispel magic, Greater magic weapon, Hallow, Keen edge, Magic circle vs. evil, Prayer, Restoration, Righteous might, Spell resistance, Stoneskin
2nd Level 4th Level
Aid, Bull’s strength, Continual Light, Cure moderate wounds, Dispel evil, Holy Smite, Make whole, Resist elements, Shield, Shield other, Stone shape, Summon monster I
Dispel evil, Holy aura, Holy sword, and Iron body, Miracle, Order’s wrath, Plane Shift
Dwarven [Orcslayer]
Description
A grim, fatal figure, the dwarven Orcslayer is filled with unspeakable rage against orcs and other goblinoids, having suffered great personal tragedy due to their depredations, such as finding his family brutally butchered, losing cherished friends, or suffering disfigurement, defilement, or other great shame. Maddened with grief and rage, the Orcslayer devotes himself to dwarven war god, and vows to give his life to the destruction of the goblinoids, letting his hate and thirst for vengeance consume him. Violent, impulsive, and prone to alcoholism and fits of deep depression, Orcslayers are pitied by their kinfolk, and find themselves even more isolated.
Death for them, some believe, is only a kindness, and the typical Orcslayer’s attitude is one of almost suicidal recklessness.
An Orcslayer usually wears only handmade leather armour and ragged clothing, leaves his beard unbraided and uncombed, and allows personal hygiene to fall by the wayside. The Orcslayer may have the symbol of his deity painted on his forehead in ashes and blood before battle.
Orcslayers disdain any non-thrown missile weapons as cowardly, and refuse to wear heavier armours for the same reason. Those with the greatest suicidal tendencies even refuse to wear magical versions of the lighter armours.
Dungeons and Dragons 3e
1 1 2 0 0 Orcsbane, Orcslayer Rage 1/day
2 2 3 0 0 Song of Wrath, Toughness Feat
3 3 3 1 1 Uncanny Dodge (Dex Bonus)
4 4 4 1 1 Stonehide, Wall of Fury I
5 5 4 1 1 Orcslayer Rage 2/day
6 6 5 2 2 Toughness Feat
7 7 5 2 2 Uncanny Dodge (Can’t be Flanked)
8 8 6 2 2 Wall of Fury II depredations of orcs or other goblinoids.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (goblinoids) (Int), Listen (Wis), Perform (sing)(Cha), Speak Language (various goblinoid tongues), and Spot (Wis).
See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the Orcslayer prestige class.
Weapons and Armour: Orcslayers are proficient with the battleaxe, dwarven urgrosh, dwarven waraxe, greataxe, throwing axe, and warhammer. Orcslayers are proficient with light armour, but no shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Orcsbane: All dwarves are trained in special combat techniques against orcs and goblinoids, but Orcslayers dedicate themselves to destroying these opponents. Orcslayers choose a particular type of weapon-usually a greataxe-and become intimately familiar with how to utilise that weapon to best effect when engaging their ancestral enemies. Orcslayers double the effective threat range of their chosen weapon when fighting orcs and goblinoids. For example, a greataxe usually threatens a critical on a 20. If the Orcslayer had selected the greataxe as his “Orcsbane” weapon, it would threaten a critical on a 19 or 20 when fighting orcs or goblinoids. The effects of this ability stack with those of the Improved Critical feat, if the weapon being used is of the appropriate type, and is being used against orcs and goblinoids.
Orcslayer Rage: When he needs to, an Orcslayer can goad himself into screaming blood frenzy. To enter this state of mindless savagery, the Orcslayer must sing a Dwarvish warsong at the top of his lungs while performing any activity-standing, walking or running, attacking, etc. After 2+1d4 rounds of singing, he abruptly enters the Orcslayer Rage.
In a rage, an Orcslayer gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.
The increase in Constitution increases the Orcslayer’s hit points by 2 points per level, but these hit points go away at the end of the
rage, when the Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, an Orcslayer cannot use skills or abilities that require patience or concentration, such as moving silently or casting spells.
He can use any feat he might have, except Expertise, item creation feats, metamagic feats, and Skill Focus (if it’s tied to a skill that requires patience and concentration). A fit of rage lasts a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. The Orcslayer may not prematurely end the rage voluntarily; he must ride it until it runs its course. At the end of the rage, the Orcslayer is fatigued (-2 to Strength, -2 to Dexterity, can’t charge or run) for the duration of that encounter. The Orcslayer can goad himself into a rage only once per encounter.
The Orcslayer continues to sing throughout his rage. A magical silence spell or power can prevent the Orcslayer Rage from occurring at the start, but cannot stop it once it has begun, even if the dwarf fights and “sings” silently.
If the Orcslayer also has Barbarian levels, he may use both types of rage in the same day. For example, an 8th/1st level Barbarian/Orcslayer could undergo 3 Barbarian rages and 1 Orcslayer rage in a single day.
Song of Wrath: When the Orcslayer sings, he gives full vent to his anguish, loss, and fury in a frightening song of bloodlust and death to come. Any opponents hearing the song suffer a -2 Morale penalty to Will saves, dropping to a -4 penalty when the dwarf enters his Orcslayer Rage.
Stonehide: Orcslayers seem capable of ignoring all but the most severe of unarmed blows, hanging onto consciousness by dint of sheer stubborn hate, and near obviousness to pain. They may never be staggered, and have the extraordinary ability of damage reduction 3/- vs. subdual damage. This damage reduction does stack with a Barbarian’s damage reduction, but only in regards to subdual damage. For example, a 14th/4th level Barbarian/Orcslayer would have a damage reduction of 2/- vs. normal attacks, but 5/- vs.
subdual attacks.
Toughness Feat: Due to his preference for light armour and brutal melee, the Orcslayer gains the benefits of additional Toughness feats at 2nd, 6th, and 10th level.
Uncanny Dodge: Starting at 3rd level, the Orcslayer gains the extraordinary ability to react to danger before her senses would normally allow her to do so. At 3rd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or being struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilised. At 7th level, the Orcslayer can no longer be flanked, as she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defence denies other characters the ability to use flank attacks to sneak attack her. The exception to this defence is that a Rogue at least four levels higher than the character can flank her (and thus sneak attack her). The character’s Orcslayer levels are cumulative with her levels in any other class that has the uncanny dodge ability for the purposes of determining the character’s total uncanny dodge.
Wall of Fury: The rage that blinds an Orcslayer to practically everything except his desire for vengeance and the death of orcs and goblinoids, also acts as a powerful barrier against magical attempts to control or influence him. At 4th level, the Orcslayer gains a +2 bonus to all Will saves vs. Enchantment spells or effects, increasing to a +4 bonus when the Orcslayer is raging. At 8th level, the Orcslayer’s bonuses against Enchantment increase to +4 normally, and complete immunity when raging. At 8th level the Orcslayer also gains a bonus of +4 to all saves vs. spells or powers causing blindness
Dungeons and Dragons 3e Prestige Classes
Dwarven [Pest Hunter]
“Someday the caverns will be free of pests. But now I am hunting them one by one.” -Yrbar Koboldbane, dwarven hero
Description
The dwarven pest hunter is a highly skilled specialist who enters tunnel systems with the intention of eradicating monsters that hide within. Pest hunters are also adept at negotiating the constricted passages created by giant rats, monstrous centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey.
Within dwarf societies plagued by pests, pest hunters are highly regarded. Their willingness to enter narrow tunnels is seen as
commendable by other dwarves. In strongholds where they are not constantly employed, they are often viewed with suspicion and distaste. Many have been known to turn to illegal activities in order to support themselves, but their willingness to enter even sewers has proved their worth as recoverers of lost items and has earned them a reputation for being incredibly tough.
Outside of dwarf society, pest hunters are something of an enigma.
They do not readily fit the image other races have of the trades.
Most humans are amazed that a skill as specialised as pest hunters even exists. Even so, they easily find work in human cities as pest exterminators, and their services have often been called upon to eradicate bands of raiding kobolds and goblins from their lairs.
Of all dwarves, rogues and rangers are most likely to become pest hunters. Fighters and some clerics are less common, but not totally unheard of.
Table
Level Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st +1 +0 +2 +0 1st chosen enemy
2nd +2 +0 +3 +0 Close-quarters fighting
3rd +3 +1 +3 +1 2nd chosen enemy, small one out
4th +4 +1 +4 +1 Stealth
5th +5 +1 +4 +1 3rd chosen enemy, chosen weapon
Requirements
To qualify to become a dwarven pest hunter, a character must fulfil the following criteria.
Race: Dwarf
Base Attack Bonus: +4
Skills: Listen: 6 ranks, Spot: 6 ranks, Hide: 6 ranks Special: Must have rid at least one cavern of pests.
Hit Dice: d8.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are Class Features of the dwarven pest hunter prestige class.
Weapon and Armour Proficiency: Dwarven pest hunters gain proficiency with all Small simple and martial weapons, light and medium armour, and with bucklers and small shields.
Chosen Enemy: The pest hunter specialises in hunting a specific form of enemy (“pest”) that commonly plagues dwarven tunnels. A member of this class may choose a creature from the following list:
Aberrations, Animals, Humanoids (Goblinoids), Humanoids (Orcs), Humanoids (Reptilian), Oozes, Plants, Vermin.
As pest hunters are especially adept at fighting these monsters, they receive a +1 bonus to damage rolls against creatures of this type, as well as a +1 bonus to Bluff, Listen, Sense Motive, and Spot checks when using these skills against their chosen enemies. If the weapon used against the creature is ranged, the bonus applies only up to the range of 30 feet. The damage bonus is not effective against monsters that are immune to critical hits.
At 3rd and 5th levels, the pest hunter may choose a new enemy from the list, and the bonus associated with every previously chosen enemy goes up by +1. For example, a 3rd-level pest hunter will have two chosen enemies, with bonuses of +2 and +1.
Close-Quarters Fighting (Ex): Dwarven pest hunters are skilled in fighting in curved and narrow underground passages. While fighting in underground settings, the pest hunter receives a +2 circumstance bonus to initiative, attack rolls, Hide and Move Silently checks.
Small One Out (Ex): Most creatures that plague dwarven caverns are small but annoying, if not deadly. Pest hunters concentrate on eliminating this kind of prey, receiving a +1 bonus to both attack and damage rolls against Small and smaller creatures.
Stealth (Ex): Pest hunters constantly hone their skills related to stealthy movement. On reaching 4th level a pest hunter gains a +2 competence bonus to Hide and Move Silently checks.
Chosen Weapon: On achieving 5th level, the pest hunter may choose one light melee weapon. He gains a +1 bonus to attack rolls and damage while fighting underground.
Dungeons and Dragons 3e Prestige Classes
Dwarven [Silverbeard]
Description
Thousands of years ago, it is said an entire pantheon of gods served the dwarven people. Among these was the mighty Clangeddin Silverbeard, god of battle and bravery, who wielded the fearsome axe Giantbane. For reasons lost in the mists of time, he and the
other dwarven gods abandoned the dwarves of Urodia, leaving only Moradin the Dwarffather to shepherd over the people. Yet there are those fierce warriors who awake one morning to find their chins touched with a shock of bright silver. They are the chosen of Clangeddin, and though they stir suspicion in the hearts of other dwarves, none can question the bravery of their deeds or the ferocity of their blades.
Table
Level Attack Bonus
Fort Save
Ref Save
Will Save
Special
1 +1 +2 +0 +0 Stalwart Resolve, Clangeddin's Arm 1/day
2 +2 +3 +0 +0 Clangeddin's Strike 1/day
3 +3 +3 +1 +1 Clangeddin's Rampage 1/day
4 +4 +4 +1 +1 Godsblade 1/day, Superior Weapon Focus
5 +5 +4 +1 +1 Clangeddin's Strike 2/day, Clangeddin's Arm 2/day
6 +6 +5 +2 +2 Clangeddin's Rampage 2/day
7 +7 +5 +2 +2 Godsblade 2/day, Supreme Mobility
8 +8 +6 +2 +2 Clangeddin's Strike 3/day
9 +9 +6 +3 +3 Clangeddin's Rampage 3/day
10 +10 +7 +3 +3 Godsblade 3/day, Clangeddin's Arm 3/day
Requirements
Race: Dwarf Alignment: Any Good Basic Attack Bonus: +8
Feats: Cleave, Dodge, Improved Critical, Power Attack, Weapon Focus (any)
Abilities: Dex 13+, Str 15+
Hit Dice: d10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb, Craft, Handle Animal, Jump, Ride, Swim.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: 2 + Int modifier
Class Features
Weapon and Armour: All simple and martial weapons, all armour and shields
Stalwart Resolve (Su): Extraordinarily fierce and courageous, all Silverbeards receive a +4 morale bonus to saves vs. fear.
Clangeddin's Arm (Su): The Silverbeard can invoke Clangeddin's power to perform a feat of strength and gain a sacred bonus to
Strength equal to 1 point per Silverbeard level. Activating the power is a free action. The enhancement lasts 1 round.
Clangeddin's Strike (Su): This power increases the critical multiplier of the Silverbeard's chosen weapon (the weapon he has Weapon Focus in) by an additional +1 when determining the damage of a single critical hit. For example, the longsword has a critical multiplier of x2. Using this ability, the Silverbeard can increase that multiplier to x3. Use of Clangeddin's Strike must be declared before rolling any damage dice.
Clangeddin's Rampage (Su): Clangeddin's Rampage grants the Silverbeard one extra partial action, which he may use in addition to his normal actions. Activating this power is a free action. The ability lasts a minimum of 1 round, plus a number of additional rounds equal to the Silverbeard's Wis bonus.
Godsblade (Su): Drawing upon the blessing of Clangeddin, the Silverbeard can transform his chosen weapon into divine energy and attack. The transformed weapon ignores armour and enhancement bonuses to AC, and the effectiveness of natural armour is halved.
Dexterity, deflection, dodge, and other such bonuses still apply.
Infused with holy power, the weapon deals an additional +2d6 points of bonus holy (good) damage against all of evil alignment.
Invoking and striking with the Godsblade is a full attack action.
Note that the weapon reverts to normal after the attack attempt, regardless of its success or failure.
Superior Weapon Focus (Ex): Stacking with any existing Weapon Focus bonus, this adds an additional +1 to all attack rolls with the Silverbeard's weapon of choice.
Supreme Mobility (Ex): The Silverbeard gains a +6 dodge bonus to his AC against attacks of opportunity provoked by moving into or out of a threatened area. A condition that makes you lose your Dex bonus to Armour Class (if any) also makes you lose dodge bonuses.
This dodge bonus supersedes that of Mobility.
Dungeons and Dragons 3e Prestige Classes
Dwarven [Stonelord]
Description
Dwarves know more secrets about stone than anyone else. They live and die among the stones, and the earth whispers to them - or at least to select individuals. These special dwarves are known as Stonelords, or occasionally rockbrothers and rocksisters. They use their connection with the earth to draw from the infinite reserves of power within it to help them performing amazing feats.
Fighters are the most common stonelords, although dwarven paladins and rangers adopt the mantle as well. Though uncommon, dwarven rogues, clerics and even the occasional wizard or sorcerer become stonelords.
NPC stonelords work in dwarven communities as protectors and leaders. Occasionally, they work in groups, but even then their varied backgrounds and chosen powers make them all very different.
Table
Level Attack Bonus
Fort Save
Ref Save
Will Save
Special
1 1 2 0 0 Earth's Blood
1 1 2 0 0 Earth's Blood