Stone Giant Earthcaller

**Stone Giant Earthcaller**

Prime Requisites: STR, WIS

Requirements: STR 11, WIS 9, CON 11

Hit Die: d10

Maximum Level: 10

*excerpt from Book XXII,* Travels in the Tall Forest and Verdant Mountains, *by Bardas of Lunaceum*

"xxx"

**Weapons and Armor**: Stone giant earthcallers don't spend as much time training for war as do the soldiers; however, they are more than capable of fighting when the need arises. They are trained to use all weapons effectively, and may wear any armor. Most wear heavy armor, and while they favor large two-handed weapons, all fighting styles are available to them.

**Racial Features**

* **Stony Hide** - +2 natural armor (stacks with worn armor)

* **Blend into Stone** - Stone giants have the ability to seemingly disappear into rocky areas with a proficiency throw of 3+ on 1d20. In dungeons, if the stone giant is motionless and quiet in cover, he can escape detection with a proficiency throw of 14+ on 1d20.

* **Pain Resistance** - When a stone giant is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. He also subtracts his class level from the number of days of bed rest required to recover.

* **Great Strength:** When using specially-made large weapons, stone giants increase the die type of damage from the weapon by one. For instance, a mace used one-handed will inflict 1d8 damage while a halberd will inflict 1d12.

* **Great Size:** Stone giants are larger than humans; they require specially-made armor and clothing that cost and weigh one and a half times the usual amount. Food and lodging expenses are likewise doubled. However, their carrying capacity is increased by 50%. They have a normal load of 7 stone, reducing movement to 30' when carrying more than that, 20' when carrying more than 10 stone, and 10' when carrying more than 15 stone.

**Class Features**

* **1st Level: Cleave** - Stone giant earthcallers get one cleave attempt per level, per round.
* **1st Level: Stone Tell -** Stone giant earthcallers have theability to commune with the spirits of rock and stone once per week. The spirits will answer three yes-or-no questions to the best of their ability. They are very wise, but not omniscient, and may not be able to answer all questions accurately. Such details are left to the Judge’s discretion. The ceremony to commune with the stone spirits takes 1 turn to complete, during which time the earthcaller is “out of body” and entirely helpless. The ritual is so taxing that it may be performed but once per week. Once a year, on a particular sacred day (determined by the Judge), the earthcaller may ask twice the normal number of questions of the spirits of the land without angering them.

* **2nd Level: Call Upon the Spirits of Stone to Gain Divine Spells** (see spell progression table and divine spell list below).
* **4th Level: Strength of Stone -** Once per 8 hours, the earthcaller may, while touching the earth, draw upon the power and strength of stone. For the next 3 turns (30 minutes), he has an effective Strength score of 18, receiving a +3 bonus to attack throws and damage rolls and other benefits that this ability score confers. In addition, the earthcaller may strike barehanded for 1d4 points of damage, and is able to carry an extra 10 stone.
* **5th Level: Conduct Magical Research, Brew Potions**, and **Scribe Scrolls**

* **9th Level:** **Temple** - (stronghold)
* **9th Level: Craft Permanent Magic Items**
* **10th Level: Master of Stone -** When a stone giant earthcaller reaches the pinnacle of his craft, he learns to master the very stone, rock, and earth around him. He may perform a taxing ceremony taking 1 turn (10 minutes) once per week. When complete, he raises a **wall of stone** (as the spell), in whatever shape he desires.

**Stone Giant Earthcaller Level Progression**

Bonus
 3200
 6400
 12800
 25600
 51200
 100000
 200000
 340000
 480000
10th level

**Stone Giant Earthcaller Saving Throw Progression**

Paralysis
Death
Breath
Wands
 3-4
 5-6
 7-8
 9-10

**Stone Giant Earthcaller** **Divine Spell Progression**

Spell Level
 2
 3
 4
 5
 6
 7
 8
 9
 10

**Stone Giant Earthcaller** **Divine Spell List**

**1st Level**: Command Word, Cure Light Wounds\*, Delay Disease, Detect Danger, Light\*, Protection from Evil, Remove Fear\*, Resist Cold, Sharpness, Sling Stone^

**2nd Level**: Augury, Bless\*, Chameleon, Delay Poison, Earth's Excrescence^, Hold Person, Holy Chant, Resist Fire, Shimmer, Speak With Animals

**3rd Level**: Call Lightning, Continual Light\*, Cure Blindness\*, Cure Disease\*, Earth's Maw^, Glyph of Warding, Prayer, Protection from Normal Missiles, Remove Curse\*, Striking

**4th Level**: Battering Ram^, Command Animals, Cure Serious Wounds\*, Dispel Magic, Divination, Growth, Neutralize Poison\*, Protection from Evil (Sustained), Speak With Plants, Vigor

**5th Level**: Cure Critical Wounds\*, Fangs of the Earth^, Fear, Protection from Normal Weapons, Quest, Restore Life And Limb\*, Strength of Mind\*, Summon Weather, True Seeing, Weave Stone^

*\*reversible*

^*from AX2: Secrets of the Nethercity*

**Stone Giant Earthcaller Class Proficiency List** (select one at 1st, 4th, and 8th levels):

Alertness, Animal Husbandry, Animal Training, Apostasy, Battle Magic, Beast Friendship, Berserkergang, Command, Diplomacy, Divine Blessing, Divine Health, Elementalism, Endurance, Fighting Style, Healing, Laying on Hands, Leadership, Loremastery, Magical Engineering, Magical Music, Military Strategy, Naturalism, Passing Without Trace, Prestidigitation, Quiet Magic, Sensing Evil, Sensing Power, Theology, Tracking, Unflappable Casting, Village Wisdom, Weapon Focus

**Stone Giant Earthcaller Templates**

(*Equipment as matching 3d6 roll on Dwarven Vaultguard Templates table, ACKS Player's Companion, p. 63)*