Dwarf Earth Mystic
D&D 3e (3.0/3.5) Rules
by Joe Mashuga
The dwarven race has long shared a special affinity with Krynn. They have been its protectors for untold millenia, and often strove to teach other races about the wonders of the earth. Sadly, very few beings took this dwarven art seriously, and it remained in dwarven hands for untold years. However, the apparent departure of the gods left the dwarves feeling somewhat lost.
Fortunately, a perplexing Hylar named Dharvi Brokenhammer discovered the truth behind the dwarves' old magic. A cave-in caused Dharvi to believe that the earth was speaking to him and whispering its secrets for his safety and benefit. Thane Hornfel of the Hylar eventually heard of this, and brought Dharvi and his grandson Evren before him. Hornfel was impressed by this rediscovery, and the two were given aid in pursuing this new magic. Thus was the dwarf earth mystic reborn after years of dormancy.
Dwarf earth mystics always practice the earth-shaping magic of geomancy, but their magic also focuses on speaking with the stone and responding to its needs. Some onlookers may compare this to a druid's nurturing and indeed, the two are more similar than either may accept. This has its drawbacks, as some newly christened dwarven clerics of Reorx see the earth mystics, despite their powers, as an affront to the dwarven god.
To qualify to become a dwarf earth mystic, a character must fulfill all the following criteria:
The dwarf earth mystic's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture & engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency: A dwarf earth mystic gains no weapon or armor proficiencies.
Spells per Day/Spells Known: At every dwarf earth mystic level (except 1st and 6th), the character gains new spells per day and spells known as if he had also gained a level in the mystic class. This essentially means that he adds his level of dwarf earth mystic to the level of other appropriate spellcasting classes, then determines spells per day, spells known, and caster level on that basis.
Earthen Affinity (Ex): Dwarves hold the earth mystics in high regard, and even hostile earth creatures show a degree of respect to their "little brothers". Dwarf earth mystics gain a +1 competence bonus on all Charisma-based checks as they relate to dwarves, and a similar bonus when dealing with creatures of the earth subtype (including turning checks for earth-based creatures, but not rebuking checks for air-based creatures). This bonus increases to +2 at 5th level, and to +3 at 9th level.
Earth Spells: The dwarf earth mystic automatically learns all spells in the following list, up to the maximum spell level he can cast. The list is as follows:
2nd: stone shards (DLCS)
4th: secure shelter
5th: passwall, transmute mud to rock, transmute rock to mud
6th: move earth, stone tell, wall of iron
7th: reverse gravity, statue
8th: repel metal or stone
Improved Stonecunning: At 2nd level, the dwarf earth mystic's enhanced affinity for stonework grants him a +2 morale bonus to his stonecunning abilities. If the earth mystic does not have stonecunning, he acquires that ability but does not gain the additional morale bonus.
Commune with Earth (Sp): At 4th level, the dwarf earth mystic may commune with nature once per day, as if using the "natural underground settings" version of the spell. This ability may be used even if the dwarf earth mystic is not underground - though the radius remains unchanged at 100 feet per caster level - and (unlike the spell) will function in an area where nature has been altered by construction. This ability requires no components for its use, but the spell's casting time is unchanged.
Rocky Hide (Ex): By 3rd level, the dwarf earth mystic has spent enough time around his element that his skin begins to take on the consistency and hue of rock. He gains a +1 natural armor bonus to his Armor Class, and a +2 bonus to Hide checks in underground environments. At 6th level, his natural armor bonus increases to +2 and his Hide bonus increases to +4, and at 9th level these benefits increase to +3 and +6, respectively.
Tremorsense (Ex): At 5th level, the dwarf earth mystic has become extremely sensitive to nearby vibrations. He acquires the tremorsense ability to a range of 30 feet. At 10th level, the range increases to 60 feet.
Earth Tell (Sp): At 7th level, the dwarf earth mystic may communicate with earth or stone as if he has cast stone tell. Unlike the spell, however, this ability can also be used to converse with a 20'x20'x20' section of earth that the earth mystic can touch. This ability is usable once per day and requires no components, but its casting time is unchanged.
Earth Glide (Su): Once per day, the dwarf earth mystic can glide through earth in a fashion similar to earth elementals and similar creatures. Once activated, this ability lasts for 10 minutes or until the dwarf earth mystic stops using it. The dwarf earth mystic can glide through most types of earth (except metal) without leaving behind any ripple, tunnel, or other sign of his passing. If a move earth spell is cast on an area containing the gliding character, he is flung back 30 feet and must make a successful Fortitude save (DC 15) or be stunned for 1 round.
Fortification (Ex): At 8th level, the dwarf earth mystic's body has become more like the earth and stone that he loves. He gains a +2 bonus to Fortitude saves vs. disease and poison. He also has a 25% chance of negating critical hits or sneak attacks against him, just as if he were wearing armor of light fortification.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.