Mountain King
Mountain King is a D&D 3.5 character class from APG. Hit die d10.
Requirements
Race: Ironforge dwarf only. Some speculate that Dark Iron dwarves may have their own, perverted version of this heritage. A ffiliation: Any, though mountain kings who leave the Alliance are branded as traitors and outcasts. Base A ttack Bonus: +5. F eats: T oughness, Weapon Focus (any axe or hammer), Weapon Specialization (any axe or hammer). Armor Proficiency: Must be proficient with light and medium armor and with shields (but not necessarily tower shields). W eapon Proficiency: Must be proficient with all simple and martial weapons.
- Type
- Prestige
- Hit Die
- d10
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +2 | +0 | +0 | Cave fighter, cleave and bludgeon |
| 2 | +2 | +3 | +0 | +0 | Staggering blow |
| 3 | +3 | +3 | +1 | +1 | Storm hammer 1/day |
| 4 | +4 | +4 | +1 | +1 | Thunderclap 1/day |
| 5 | +5 | +4 | +1 | +1 | Slice and swing |
| 6 | +6 | +5 | +2 | +2 | Dazing blow, storm hammer 2/day |
| 7 | +7 | +5 | +2 | +2 | Avatar 1/day, thunderclap 2/day |
| 8 | +8 | +6 | +2 | +2 | Stoneflesh |
| 9 | +9 | +6 | +3 | +3 | Storm hammer 3/day |
| 10 | +10 | +7 | +3 | +3 | Stunning strike, thunderclap 3/day |
The most respected and revered of the Ironforge dwarves' warriors, mountain kings represent mighty champions of their race. While some Ironforge dwarves are enamored of the new firearms, and others unlock the secrets of their titan heritage, mountain kings continue a legacy that has existed for millennia. This is a legacy of beer , blood, booze and thunder , of red-glinting axes and crushing hammers. It is a legacy continued by some of Ironforge's most renowned heroes, including Muradin Bronzebeard, deceased brother of King Magni of Ironforge. Mountain kings boast prodigious combat abilities. They are ferocious in melee combat, wielding the traditional weapons of their race to decimate
Weapon and Armor Proficiency: Mountain kings gain no proficiency with weapons or armor.
Cave Fighter (Ex): Though they willingly battle under any circumstances, mountain kings spent much time in their people's tunnels and are adept at fighting in the dark places below the earth. Some of this ability is skill and some of it is morale and confidence. The mountain king gains a +1 bonus on attack rolls and a +1 bonus to AC when underground.
Cleave and Bludgeon (Ex): Mountain kings are more than proficient with their ancestral weapons - axes and hammers. They draw upon their traditions and ancient techniques to enhance the deadly powers of these weapons, finding vulnerable areas and swinging with extreme force and from the appropriate angle to add extra oomph to their blows. Mountain kings gain a +1 bonus on damage rolls with all axes and hammers, including the following weapons: battleaxe, dwarven battle hammer, dwarven tossing hammer, dwarven waraxe, greataxe, greathammer, handaxe, throwing axe, and warhammer.
Staggering Blow (Ex): At 2nd level, a mountain king can strike so hard he sends his opponents reeling with the power of his blows. When the mountain king rolls a natural 20 on a melee attack, if the attack deals damage, the opponent must make a Fortitude save (DC = damage dealt) or be staggered for 1 round. A staggered creature can take only a move or standard action on its turn, not both. This ability is ineffective against creatures immune to critical hits. Storm
Hammer (Sp): At 3rd level, the mountain king can use storm hammer once per day as a spell-like ability. His caster level is equal to his mountain king level + his Ironforge dwarf racial levels, and the save DC is equal to (10 + his mountain king level + his Ironforge dwarf racial levels + his Charisma modifier). He can use this ability an additional time per day at 6th level and at 9th level. The mountain king can spend a hero point to activate this ability as a free action that does not count against the number of times per day he can use it. Thunderclap (Sp): At 4th level, the mountain king can use thunderclap once per day as a spell-like ability. His caster level is equal to his mountain king level + his Ironforge dwarf racial levels, and the save DC is equal to (10 + his mountain king level + his Ironforge dwarf racial levels + his Charisma modifier). He can use this ability an additional time per day at 6th level and at 9th level. The mountain king can spend a hero point to activate this ability as a free action that does not count against the number of times per day he can use it. Slice and Swing (Ex): At 5th level, mountain kings have learned tricks with their axes and hammers to enable them to strike past their opponents' defenses. The mountain king gains a +1 bonus on attack rolls with the weapons noted under the cleave and bludgeon ability, above.
Dazing Blow (Ex): At 6th level, the mountain king's blows are so strong that he leaves his opponents dazed and unable to act. When the mountain king rolls a natural 20 on a melee attack, if the attack deals damage, the opponent must make a Fortitude save (DC = damage dealt) or be dazed for 1 round. A dazed creature defends itself normally, but can take no actions. This ability is ineffective against creatures immune to critical hits. The mountain king's staggering blow ability now activates on a roll of a natural 19 or 20. A vatar (Sp): At 7th level, the mountain king can use avatar as a spell-like ability once per day. His caster level is equal to his mountain king level + his Ironforge dwarf racial levels. Mareek took a few moments to study the massive rock at the end of the tunnel, finally nodding to himself. Carefully, the goblin took lifted two of his bags, removed their contents, and started pushing the small satchels into various spots around the boulder. Sometimes he paused and studied the rock, even tapping it with his knuckles a few times. F rom a safe distance, Emor motioned to V ontair, speaking in a whisper. "What is he doing now?" "Who knows what goes through a goblin's head at times like these?" replied the paladin with a shrug. "Don't worry, though. How many old goblin sappers do you know? If he's lived this long, he must be doing something right. Just watch and don't get too close." The goblin performed his work for several more minutes before retreating, unspooling a line of copper wire as he did so. In his free hand trailed a bag with the few remaining charges he hadn't set. "Ready for a big boom?" Mareek asked with a toothy grin that split his face in two. "See how the bags are placed? Oh, yes, the blast goes sideways, doesn't it? No shrapnel into us, no fire into the chamber beyond! And if another collapse comes, it was unavoidable anyway, see? See?" "Y es, agreed," said V ontair. "There's no way to know how stable this area is anyhow. Go ahead when you're ready." "Oh yes! This one will be pretty! So pretty! One big rock into many little rocks!" cackled the goblin. He paused for only a moment before doing something with the spool of wire in his hand, a kind of twisting motion with his fingers. There was a crack that split the air, and the boulder at the end of the hall burst into a thousand fragments. Emor didn't see what happened to those fragments because the cloud of dust that swept down the hall obscured all vision. The only things he could sense after that were the rush of air as the wind struck him, the giggling glee of the goblin by his feet, and the rumbling of the fractured stone collapsing at the end of the passageway. Except that the rumbling didn't stop - it changed. As the dust settled, the warrior realized he wasn't hearing an avalanche or collapsing rocks any more. This was something else. Something alive. Emor 's sword came out of its scabbard almost of its own accord. Something had been buried behind that boulder long ago, and now, thanks to Mareek's skill with explosives, it was awake - and free. "I think," said V ontair as he too reached for his weapon, "that sometimes maybe we're too curious for our own good." Table 3 -6: The Mountain King (Mtn) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Cave fighter, cleave and bludgeon 2nd +2 +3 +0 +0 Staggering blow 3rd +3 +3 +1 +1 Storm hammer 1/day 4th +4 +4 +1 +1 Thunderclap 1/day 5th +5 +4 +1 +1 Slice and swing 6th +6 +5 +2 +2 Dazing blow, storm hammer 2/day 7th +7 +5 +2 +2 Avatar 1/day, thunderclap 2/day 8th +8 +6 +2 +2 Stoneflesh 9th +9 +6 +3 +3 Storm hammer 3/day 10th +10 +7 +3 +3 Stunning strike, thunderclap 3/day
Stoneflesh (Su): At 8th level, through his internal drive and the titan forces that reside in all Ironforge dwarves, the mountain king is able to turn his flesh to stone. This ability functions exactly as the stoneflesh ability that Ironforge dwarves gain when they take racial levels, save that only half the mountain king's level counts when determining the ability's AC bonus and its duration. That is, the mountain king can activate stoneflesh once per day as a free action. He gains a natural armor bonus to his AC equal to +2 for every two levels of mountain king (+8 at 8th level, +10 at 10th level). This bonus lasts for a number of rounds equal to the mountain king's Stamina modifier + half his mountain king level. If the mountain king already has stoneflesh (or if he gains it again later), half his mountain king levels stack with his Ironforge dwarf levels for the purposes of determining its effects. Stunning
Strike (Ex): At 10th level, the mountain king's blows are so strong that he leaves his opponents stunned and unable to act or defend themselves. When the mountain king rolls a natural 20 on a melee attack, if the attack deals damage, the opponent must make a Fortitude save (DC = damage dealt) or be stunned for 1 round. A stunned creature drops everything it holds, can't take actions, takes a -2 penalty to AC, and loses its Agility bonus to AC. This ability is ineffective against creatures immune to critical hits. The mountain king's dazing blow ability now activates on a natural roll of 19 or 20; his staggering blow ability now activates on a natural roll of 18-20.