Possessions: +1 studded leather, +1 mithral buckler, Large master- Class Features All of the following are class features of the deepwarden. work longsword, amulet of natural armor +1, circlet of persuaWeapon and Armor Proficiency: Deepwardens are sion, ring of protection +1, 17 pp. proficient with all types of simple and martial weapons, all types of armor, and shields (except tower shields). Track: A deepwarden gains Track as a bonus feat. Trap Sense (Ex): A deepwarden has an intuitive sense While clanwardens guard dwarf cities and clanholds as that alerts him to danger from traps, giving him a +1 a last line of defense, deepwardens serve as a living early bonus on Reflex saves made to avoid traps and a +1 dodge warning system against threats from both the environment bonus to AC against attacks made by traps. These bonuses and other creatures. Deepwardens are typically adventurers increase by 1 at every three deepwarden levels thereafter or retired dwarf militia members who wish to explore the (4th, 7th, and 10th). Trap sense bonuses gained from muldepths of the earth. They travel deep underground and surtiple classes stack. vive on their own, far from civilization. There they search Stone Warden (Ex): Beginning at 2nd level, a deepwarfor new resources, threats, or other interesting findings, and den knows how to use his strengths to compensate for his send reports back to their city comrades. weaknesses. He adds his Constitution bonus to AC instead Deepwardens are considered the first line of defense of his Dexterity, if the character’s Constitution bonus is against invasions or other threats, and as such they must higher. The deepwarden loses this bonus to his Armor Class be both physically hardy and able to survive in the wilderness for an extended period. A warden’s first duty is whenever he would normally be denied his Dexterity bonus to find out the nature of any threats to the community, to AC. In such a situation, the deepwarden would still be then stay alive long enough to make sure his city is considered flat-footed. warned and can prepare. If a dwarf can meet these criAnimal Messenger (Sp): From 3rd level on, a deepwarteria, whether through magic or might, he is welcomed den can compel a Tiny animal to carry a message to his allies among the deepwardens. at a spot he designates. This ability functions as the animal Unlike most dwarf NPCs, a deepwarden spends most of messenger spell (see page 198 of the Player’s Handbook), with a his time away from other dwarves and far from dwarf comcaster level equal to the deepwarden’s class level. munities. Many join with adventurers for a time as patrons Uncanny Dodge (Ex): Starting at 4th level, a deepwarden or guides. Dwarven lore is full of tales of deepwardens who gains the ability to react to danger before his senses would saved a group of lost or imprisoned surface adventurers. normally allow him to do so. He retains his Dexterity bonus Adaptation: The deepwarden prestige class has many (if any, or his Constitution bonus, if it’s higher) to AC even class features suitable for any class whose members spend a if he is caught flat-footed or struck by an invisible attacker. long time away from civilization yet still need to communiHowever, he still loses his Dexterity (or Constitution) bonus cate with it. Animal messenger, sending, and greater animal mesto AC if immobilized. senger would be appropriate class features for other prestige If a character gains uncanny dodge from a different classes that focus on long-range reconnaissance, whether class (a deepwarden with at least four levels of rogue, for above the ground or below. example), he automatically gains improved uncanny dodge Hit Die: d12. (see below) instead. Stubborn Mind (Ex): Starting at 5th level, a deepwarden Requirements has a mental resistance to outside influences. If a deepwarden To qualify to become a deepwarden, a character must fulfill with the stubborn mind ability is affected by an enchantall the following criteria. ment spell or effect and fails his saving throw, he can attempt Race: Dwarf. it again 1 round later at the same DC. He gets only this one Base Attack Bonus: +5. extra chance to succeed on his saving throw. This ability also Skills: Climb 5 ranks, Heal 5 ranks, Jump 5 ranks, Knowlworks against a mind flayer’s mind blast attack. edge (dungeoneering) 5 ranks, Survival 5 ranks. Sending (Sp): Beginning at 6th level, a deepwarden can Feat: Endurance. contact a particular creature with which he is familiar and send a short message of twenty-five words or less. This abilClass Skills ity functions as the sending spell (see page 275 of the Player’s The deepwarden’s class skills (and the key ability for each Handbook), with a caster level equal to the deepwarden’s class skill) are Balance (Dex), Climb (Str), Concentration (Con), level. Craft (Int), Decipher Script (Int), Escape Artist (Dex), Swift Tracker (Ex): Beginning at 7th level, a deepwarden Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), can move at his normal speed while following tracks withKnowledge (dungeoneering) (Int), Knowledge (geography) out taking the normal –5 penalty. He takes only a –10 pen(Int), Listen (Wis), Move Silently (Dex), Search (Int), Speak alty (instead of the normal –20) when moving at up to twice Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), and normal speed while tracking. Use Rope (Dex). See Chapter 4 of the Player’s Handbook for Improved Uncanny Dodge (Ex): At 8th level and higher, skill descriptions. a deepwarden can no longer be flanked; he can react to Skill Points at Each Level: 6 + Int modifier. opponents on opposite sides of him as easily as he can react
DEEPWARDEN
CHAPTER 5
PRESTIGE CLASSES
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