A fighter is a fighter is a fighter, right? Not if your campaign uses the racial substitution levels presented here, which allow you to flavour your class levels based on your character’s race.
A substitution level is a level of a given class that you take instead of the level described for the standard class. Selecting a substitution level is not the same as multiclassing — you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the standard level.
To qualify for a racial substitution level, you must be of the proper race. For instance, to select a racial substitution level of dwarf fighter, you must be a dwarf (or be considered a dwarf; see the stoneblessed prestige class for an example of what this means).
The three races featured in this book — dwarf, gnome and goliath — each have racial substitution levels for three classes. Essentially, each set of substitution levels presents a racially flavoured variant base class for your game. The DM can add more racial substitution level options (such as for dwarf paladins or gnome barbarians) as he desires, using the ones presented here as guidelines.
For each class with racial substitution levels, you can select each substitution level only at a specified class level. When you take a substitution level for your class at a given level, you give up the benefits gained at that level for the standard class, and you get the substitution level benefits instead. You can’t go back and gain the benefits for the level you swapped out — when you take your next level in the standard class, you gain the next higher level as if you had gained the previous level normally. For instance, if you are a 7th-level fighter and take the dwarf fighter substitution level for 8th level, you forever lose the benefits normally provided to a standard 8th-level fighter (gaining instead the racial substitution benefits for an 8th-level dwarf fighter). When you gain another level in fighter, you gain the 9th-level benefits of the standard fighter class.
Unless otherwise noted in the description of a racial substitution level benefit, a character who takes a racial substitution level gains spellcasting ability (increases in spells per day and spells known, if applicable) as if he had taken this level in the standard class.
A character need not take all the substitution levels provided for a class. For instance, a goliath barbarian might decide to take only the racial substitution level at 7th level, ignoring the previous substitution levels.
The description of each substitution level benefit explains what occurs to the standard class ability not gained, if that ability would normally increase at a specific rate (such as the gnome ranger’s favoured enemy).
When a substitution level changes the base class’s Hit Die or class skill list, the change applies only to the specific substitution level, not to any other class levels. A dwarf who takes the dwarf fighter substitution level as a beginning character gains 12 hit points (from the substitution level’s d12 Hit Die), and gains an additional 1d12 hit points for each additional dwarf fighter substitution level he takes later in his career, but he gains only the normal d10 Hit Die for all standard fighter levels.
The dwarf cleric dedicates herself to her clan and the forge. She takes an active role in defending her people, often serving on the front lines of a battle. In exchange for greater martial ability and power when casting spells of the earth, the cleric gives up her ability to turn or rebuke undead and some of her spellcasting prowess.
Class: Cleric.
Hit Die: d10.
To take a dwarf cleric substitution level, a character must be a dwarf about to take her 1st, 4th or 8th level of cleric.
Dwarf cleric substitution levels have the class skills of the standard cleric class plus Knowledge (Dungeoneering) (Int).
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Smite Giants | Same as cleric |
| 4th | +3 | +4 | +1 | +4 | Hammer Specialist | See text |
| 8th | +6/+1 | +6 | +2 | +6 | Earthen Spell Power | See text |
All the following are features of the dwarf cleric’s racial substitution levels.
Smite Giants (Su): A dwarf cleric who takes the 1st-level racial substitution level can attempt to smite a giant with a melee attack, similar to the way a paladin smites an evil creature. She adds her Constitution bonus (if any) to her attack roll and deals an extra 1 point of damage per cleric level. The cleric can use this ability a number of times per day equal to 1 + her Con modifier (minimum once per day). If the cleric accidentally smites a creature that is not a giant, the smite has no effect but still counts as one of the cleric’s daily smite attempts.
This substitution benefit replaces the standard cleric’s ability to turn or rebuke undead.
Hammer Specialist (Ex): A dwarf cleric’s dedication to the forge-god results in exceptional skill with the warhammer. A dwarf cleric who takes the 4th-level racial substitution level gains the Martial Weapon Proficiency (warhammer) feat (if she doesn’t already have it). She also gains a +2 bonus on damage rolls when wielding a warhammer in melee.
This racial substitution level is only available to dwarf clerics who follow Moradin (or any other deity whose favoured weapon is a warhammer).
This benefit replaces the 2nd-level spell slot gained by a standard cleric at 4th level. From now on, the cleric can prepare one fewer 2nd-level cleric spell than indicated on Table: The Cleric.
Earthen Spell Power (Ex): A dwarf cleric who takes the 8th-level racial substitution level draws power from the earth when casting certain spells. When she is in contact with the ground, the cleric’s effective caster level when casting spells with the earth descriptor (or any spell from the Earth domain, such as stoneskin) increases by one. This increase applies when determining level-dependent spell variables and on caster level checks. This increase stacks with other spell power abilities, such as from the hierophant prestige class.
This benefit replaces the 4th-level spell slot gained by a standard cleric at 8th level. From now on, the cleric can prepare one fewer 4th-level cleric spell than indicated on Table: The Cleric.
The prototypical image of dwarfhood is the heavily armoured fighter. Many dwarves pursue this class, and most multiclass dwarves have at least a single level of fighter to augment their abilities.
The dwarf fighter gives up versatility to specialize in the arts of war most needed in dwarf communities. He focuses on traditional fighting styles and takes advantage of the dwarf’s lack of mobility.
Class: Fighter.
Hit Die: d12.
To take a dwarf fighter substitution level, a character must be a dwarf about to take his 1st, 2nd or 8th level of fighter.
Dwarf fighter substitution levels have the class skills of the standard fighter class plus Knowledge (Dungeoneering) (Int).
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Axe Focus |
| 2nd | +2 | +3 | +0 | +0 | Racial Foes |
| 8th | +8/+3 | +6 | +2 | +2 | Heavy Armour Expertise |
All the following are features of the dwarf fighter’s racial substitution levels.
Axe Focus (Ex): A dwarf fighter who takes the 1st-level racial substitution level focuses his combat talents on axefighting. He gains a +1 bonus on attack rolls with the following weapons: battleaxe, dwarven waraxe, greataxe, handaxe, throwing axe and the axe head of a dwarven urgrosh. (At the DM’s option, this bonus might also apply to other axe-related weapons.)
This bonus does not stack with the bonus from Weapon Focus, but it is treated as the equivalent of Weapon Focus for the purpose of qualifying for feats, prestige classes, and anything else that requires that feat. For example, a dwarf fighter with this ability could take Weapon Specialization (Battleaxe) without selecting Weapon Focus (Battleaxe) as a separate feat.
This benefit replaces the bonus feat gained by a standard 1st-level fighter.
Racial Foes (Ex): A dwarf fighter who takes the 2nd-level racial substitution level specializes in battling his race’s common enemies. He gains a +2 bonus on weapon damage rolls against orcs, goblinoids and giants.
This benefit replaces the bonus feat gained by a standard 2nd-level fighter.
Heavy Armour Expertise (Ex): A dwarf fighter who takes the 8th-level racial substitution level becomes as one with his heavy armour. When wearing heavy armour, he gains a +1 bonus to his AC.
This benefit replaces the bonus feat gained by a standard 8th-level fighter.
DWARF SORCERER
In most dwarf communities, sorcerers are relatively rare.
Dwarves don’t tend to have the force of personality required
for top-notch sorcerers; thus they often prefer wizardry
instead. However, a dwarf sorcerer can tap into other reservoirs
of power—including the very earth itself—to enhance
his arcane aptitude. To do this, he gives up some of his versatility,
but the power gained is substantial.
Hit Die: d6.
Requirements
To take a dwarf sorcerer substitution level, a character must
be a dwarf about to take his 1st, 5th, or 9th level of sorcerer.
Class Skills
Dwarf sorcerer substitution levels have the class skills of
the standard sorcerer class plus Knowledge (dungeoneering)
(Int).
Skill Points at Each Level: 2 + Int modifier (or four
times this number as a beginning character).
Class Features
All the following are features of the dwarf sorcerer’s racial
substitution levels.
Arcane Earthbond (Su): A dwarf sorcerer who takes
the 1st-level racial substitution level can draw power and
support from an arcane bond he forges with the earth.
Doing so takes 24 hours and uses up magic materials that
cost 100 gp.
The arcane earthbond ability grants a dwarf sorcerer the
Alertness feat whenever he is in contact with the ground.
He also enjoys damage reduction 1/adamantine when in
contact with the ground.
This benefit replaces the standard sorcerer’s ability to gain
a familiar. If the dwarf gains a familiar from another class
(such as wizard), his sorcerer levels don’t stack to determine
the familiar’s abilities.
Power of Stone (Su): A dwarf sorcerer who takes the
5th-level racial substitution level learns to channel his spell
power through the earth. As long as both he and his target
are touching the ground, the range of any spell he casts that
targets or affects that creature or object is increased by 50%,
and the save DC for the spell increases by 1. If the spell
targets multiple creatures or objects, all the targets must be
touching the ground for the sorcerer to gain the benefits of
this ability.
This benefit replaces the standard sorcerer’s ability to
learn a new 2nd-level spell at 5th level. From now on, the
dwarf sorcerer’s number of 2nd-level spells known is one
fewer than the value shown on Table 3-17, page 54 of the
Player’s Handbook.
Earth Meditation (Ex): A dwarf sorcerer who takes
the 9th-level racial substitution level learns to focus his
meditations on the quiet power of the earth beneath him.
If the dwarf sorcerer spends his 8 hours of rest and 15
minutes of concentration to prepare spells while in contact
with the ground, he can add his Constitution bonus
(if any) to his Charisma score to determine his bonus sorcerer
spell slots.
This benefit replaces the standard sorcerer’s ability to
learn a new 4th-level spell at 9th level. From now on, the
dwarf sorcerer’s number of 4th-level spells known is one
fewer than the value shown on Table 3-17, page 54 of the
Player’s Handbook.
Table 6-3: Dwarf Sorcerer Racial Substitution Levels
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Arcane earthbond
5th +2 +1 +1 +4 Power of stone
9th +4 +3 +3 +6 Earth meditation
Weavers of illusion and subtle masters of the sentient mind, gnome bards focus their talents toward abilities related to their racial strengths. Their magic includes access to more illusions than other bards can master, and their bardic music is able to inspire or negate fear, as well as bolster allies’ minds against outside influence.
Class: Bard.
Hit Die: d6.
To take a gnome bard substitution level, a character must be a gnome about to take his 1st, 3rd, 6th or 11th level of bard.
Gnome bard substitution levels have the class skills of the standard bard class.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Bardic Music, Bardic Knowledge, Gnome Cantrips, Counter Fear, Fascinate, Inspire Courage +1 | Same as bard |
| 3rd | +2 | +1 | +3 | +3 | Inspire Defiance | Same as bard |
| 6th | +4 | +2 | +5 | +5 | Phantasmal Song | Same as bard |
| 11th | +8/+3 | +3 | +7 | +7 | Secrets of Bardic Trickery | See text |
All the following are features of the gnome bard’s racial substitution levels.
Gnome Cantrips: A gnome bard who takes the 1st-level racial substitution level adds the following 0-level spells to his bard spells known: dancing lights, ghost sound and prestidigitation.
This benefit replaces two of the cantrips a bard normally knows at 1st level. Thus, a 1st-level gnome bard with this substitution level knows two cantrips of his choice plus the three mentioned here.
Counter Fear (Su): A gnome bard who takes the 1st-level racial substitution level and has 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that cause fear. In each round when the bard uses his counter fear ability, he makes a Perform check. Any ally within 30 feet of the bard (including the bard himself) that is affected by a fear effect can use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counter fear effect is already under the influence of a fear effect, it gains another saving throw against the effect each round it hears the bard perform, but it must use the bard’s Perform check result for the save. Counter fear has no effect against effects that don’t allow saves. The bard can keep up the counter fear ability for 10 rounds.
This substitution feature replaces the base bard’s countersong bardic music ability.
Inspire Defiance (Su): A gnome bard who takes the 3rd-level racial substitution level and has 6 or more ranks in a Perform skill can use his music or poetics to help his allies (including himself) resist outside control and discern truth from illusion. To be affected, an ally must be within 30 feet and able to hear the bard perform. The effect lasts for as long as the ally hears the bard perform and for 5 rounds thereafter. An affected ally receives a +2 circumstance bonus on saving throws against illusions and mind-affecting spells and effects.
This benefit replaces the standard bard’s inspire competence bardic music ability.
Phantasmal Song (Su): A gnome bard who takes the 6th-level racial substitution level and has 9 or more ranks in a Perform skill can use music or poetics to create an eerie melody with phantasmal echoes in the minds of those who hear it. While the music itself is unsettling, the phantasmal component is downright terrifying, with effects that build as the bard continues to play. Enemy creatures within 30 feet of the bard who can hear the music become shaken (Will negates; DC 10 + ½ bard’s level + bard’s Charisma modifier). Any creature affected by phantasmal song (that is, who failed the initial Will save) that remains within range and hears the song for at least 3 consecutive rounds becomes frightened instead of shaken. The effect lasts as long as the bard performs and for 1 round after he stops, or until the affected creature moves more than 30 feet from the gnome bard.
The effects of multiple phantasmal songs do not stack with one another. Thus, a creature within the area of two phantasmal songs must save against both, but can still only become shaken on the first round even if it fails both saves. However, a phantasmal song’s effect can stack with other fear effects (such as from the cause fear spell). See Fear under Special Abilities for more information on fear effects. Phantasmal song is an illusion (phantasm), mind-affecting fear effect.
This benefit replaces the standard bard’s suggestion bardic music ability.
Secrets of Bardic Trickery: A gnome bard who takes the 11th-level racial substitution level adds the following spells to his spells known: 1st - colour spray; 2nd - touch of idiocy; 4th - phantasmal killer.
This benefit replaces the standard bard’s ability to learn a new 4th-level spell at 11th level and his ability to exchange a spell he knows for a new spell of the same level. From now on, the gnome bard’s number of 4th-level spells known is one fewer than the value shown on Table: Bard Spells Known.
GNOME ILLUSIONIST
Gnomes are inherently drawn to the magic of illusion, and
most gnome wizards choose to specialize in that school. As
Table 6-4: Gnome Bard Racial Substitution Levels
Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
1st +0 +0 +2 +2 Bardic music, bardic knowledge, gnome Same as bard
cantrips, counter fear, fascinate, inspire
courage +1
3rd +2 +1 +3 +3 Inspire defiance Same as bard
6th +4 +2 +5 +5 Phantasmal song Same as bard
11th +8/+3 +3 +7 +7 Secrets of bardic trickery Same as bard
a gnome illusionist advances in level, her intimate familiarity
with illusions allows her to cast certain illusion
spells more easily than other wizards, to cast illusions that
last longer than normal, and to make her spells harder to
detect and dispel. These abilities make gnome illusionists
the subtlest of all their kind and—some would argue—the
most effective.
Hit Die: d4.
Requirements
To take a gnome illusionist substitution level, a character
must be a gnome about to take her 1st, 5th, or 10th level
of illusionist.
Class Skills
Gnome illusionist substitution levels have the class skills of
the standard wizard class.
Skill Points at Each Level: 2 + Int modifier (or four
times this number as a beginning character).
Class Features
All the following are features of the gnome illusionist’s
racial substitution levels.
Gnome Illusion Spells: A gnome illusionist who takes
the 1st-level racial substitution level uses her wizard level as
the caster level for her racial spell-like abilities. In addition,
she can prepare and cast the following illusion spells at the
indicated spell level, rather than at their normal spell level:
0 level: silent image, ventriloquism
1st level: Leomund’s trap, minor image
2nd level: illusory script, major image
3rd level: illusory wall
4th level: persistent image
5th level: programmed image
In exchange for this benefit, a gnome illusionist must
choose one of the following schools of magic from which
she can cast spells (in other words, one that she has not
given up access to as the price for specializing in illusion):
evocation, transmutation, or conjuration. The gnome illusionist’s
effective caster level for spells of this school is equal
to her actual caster level minus one. At 1st level, she cannot
cast any spells from the selected school.
Extended Illusions (Su): A gnome illusionist who
takes the 5th-level racial substitution level gains the ability
to create illusions that last longer than normal. When
she casts any illusion spell that has a duration other than
instantaneous, the duration of the spell is doubled. A spell
with a duration of concentration lasts for the duration of the
illusionist’s concentration plus 1d4 rounds. A spell with a
duration of concentration plus a certain increment of time
lasts for the duration of the illusionist’s concentration plus
double that increment of time. Thus, a mirror image spell
cast by a 10th-level gnome illusionist lasts for 20 minutes,
a silent image spell lasts for the duration of the caster’s concentration
plus 1d4 rounds, a minor image spell lasts for the
duration of the caster’s concentration plus 4 rounds, and a
mirage arcana lasts for the duration of her concentration plus
20 hours.
This benefit replaces the bonus feat gained by a standard
wizard at 5th level, as well as the two spells a standard 5thlevel
wizard learns for free.
Insidious Illusions (Su): A gnome illusionist who takes
the 10th-level racial substitution level can cast illusion spells
that are harder for other creatures to detect or pierce. When
any creature employs a divination spell, spell-like ability, or
magic item (such as detect magic or true seeing) that would
detect or pierce an illusion spell cast by the gnome illusionist,
that creature must make a caster level check (DC 11 +
the gnome illusionist’s caster level) to successfully detect or
pierce the illusion. The detecting creature can check only
once for each divination spell or effect used, no matter how
many of the gnome illusionist’s illusion spells are operating
in an area.
This benefit replaces the bonus feat gained by a standard
wizard at 10th level, as well as the two spells a standard 10thlevel
wizard learns for free.
Hampered to some extent by her size, the gnome ranger learns to play off her other strengths. By embracing her connection to burrowing animals, the gnome ranger can attract an animal companion that can support her in combat. Against her favoured enemies, she favours tactics of stealth more than interaction, and she truly shines when she chooses the traditional foes of her race as favoured enemies. Her magic likewise draws on her racial abilities, allowing her to cast illusions unavailable to most rangers. The combination of these abilities makes the gnome ranger a fearsome ambusher who fights with the ferocity of the badger.
Class: Ranger.
Hit Die: d8.
To take a gnome ranger substitution level, a character must be a gnome about to take her 1st, 4th or 8th level of ranger.
Gnome ranger substitution levels have the class skills of the standard ranger class.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | Gnome Favoured Enemy, Track, Wild Empathy | — |
| 4th | +4 | +4 | +4 | +1 | Burrowing Animal Companion | Same as Ranger |
| 8th | +8/+3 | +6 | +6 | +2 | Gnome Ranger Spells | Same as Ranger |
All the following are features of the gnome ranger’s racial substitution levels.
Gnome Favoured Enemy (Ex): A gnome ranger who takes the 1st-level racial substitution level may select a type of creature from among those given on Table: Ranger Favoured Enemies. Due to her extensive study of her chosen type of foe and training in the proper techniques for combating such creatures, she gains a +2 bonus on Hide, Listen, Move Silently, Spot and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures. If the gnome ranger chooses humanoid (goblinoid), humanoid (reptilian) or giant as her favoured enemy, both bonuses rise to +3.
At 5th level and every five levels thereafter (10th, 15th and 20th level), the ranger may select an additional favoured enemy from those given on the table. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2. For example a 5th-level gnome ranger has two favoured enemies; against one she gains a +4 bonus on Hide, Listen, Move Silently, Spot and Survival checks and weapon damage rolls, and against the other she has a +2 bonus. At 10th level, she has three favoured enemies, and she gains an additional +2 bonus, which she can allocate to the bonus against any one of her three favoured enemies. Thus her bonuses could be either +4, +4, +2 or +6, +2, +2. If the gnome ranger selected humanoid (goblinoid), humanoid (reptilian) or giant as one of her favoured enemies, the bonus on Hide, Listen, Move Silently, Spot and Survival checks and weapon damage rolls increases by 3 instead of 2.
If the ranger chooses humanoids or outsiders as a favoured enemy, she must also choose an associated subtype, as indicated on Table: Ranger Favoured Enemies. If a specific creature falls into more than one category of favoured enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.
This benefit replaces the standard ranger’s 1st-level favoured enemy class feature.
Burrowing Animal Companion (Ex): If a gnome ranger takes the 4th-level racial substitution level and chooses a badger, dire badger or wolverine as her animal companion (or any other mammalian animal with a burrowing speed), her effective druid level equals ½ her ranger level +3, instead of ½ her ranger level. (If she chooses a dire badger or a wolverine, her effective druid level is still reduced by 3, per the Alternate Animal Companions table.) In addition, she can use her racial speak with animals ability to speak with her animal companion at will.
This benefit replaces the standard ranger’s ability to share spells with her animal companion.
Gnome Ranger Spells: A gnome ranger who takes the 8th-level racial substitution level adds blur, invisibility and misdirection to the list of 2nd-level ranger spells she can prepare and cast. These spells replace barkskin, snare and wind wall on the ranger spell list.
Although she cannot cast them yet, she also adds greater invisibility and phantasmal killer to her list of 4th-level ranger spells. These spells replace commune with nature and tree stride on the ranger spell list.
The wild, tribal lifestyle of the goliath lends itself naturally to life as a barbarian. Some goliath barbarians tap into the race’s natural connection to the power of the mountains to gain increased strength and durability, but at the cost of some of the barbarian’s traditional agility.
The goliath barbarian can choose three racial substitution levels: one at 1st level, one at 5th level and the last at 7th level.
Class: Barbarian.
Hit Die: d12.
To take a goliath barbarian substitution level, a character must be a goliath about to take his 1st, 5th or 7th level of barbarian.
Goliath barbarian substitution levels have the class skills of the standard barbarian class plus Knowledge (Nature) (Int).
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Fast Movement, Illiteracy, Mountain Rage (1/day) |
| 5th | +5 | +4 | +1 | +1 | Fortification |
| 7th | +7/+2 | +5 | +2 | +2 | Skin of Stone |
All the following are features of the goliath barbarian’s racial substitution levels.
Mountain Rage (Ex): A goliath barbarian who takes the 1st-level racial substitution level can tap into the mountain’s strength to increase his size and power during a rage. When he rages, his size category increases to Large. (Although his size category increases by one step, the goliath barbarian’s height only increases by a foot or so and his mass only increases by about 30-40%, so his equipment still fits normally.) This change increases the barbarian’s space and reach to 10 feet and applies a -1 penalty on attack rolls and to AC. However, he does not gain additional benefits on weapon size and grapple checks, since he already has them from his powerful build ability.
The goliath barbarian also gains an additional +2 bonus to his Strength when he enters his mountain rage.
Mountain rage replaces the standard barbarian’s rage ability, and when a barbarian would normally gain extra uses of the rage ability per day, he instead gains extra uses of the mountain rage ability. However, the barbarian gains these benefits in addition to the normal benefits and penalties of his rage (+4 Strength, +4 Constitution, +2 on Will saves and -2 to AC). The barbarian is also still fatigued for the duration of the encounter when his rage ends. If the goliath barbarian’s rage bonuses improve from other effects (such as greater rage), the extra Strength bonus from mountain rage stacks.
Fortification (Ex): A goliath barbarian who takes the 5th-level racial substitution level develops a tough hide that allows him extra protection against potentially devastating attacks. When a critical hit or sneak attack is scored on a goliath barbarian with this substitution benefit, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
This benefit replaces the standard barbarian’s improved uncanny dodge ability.
Skin of Stone (Ex): A goliath barbarian who takes the 7th-level racial substitution level gains the ability to shrug off some amount of injury from most attacks. He gains damage reduction 2/adamantine. At 10th level, and every three barbarian levels thereafter (13th, 16th and 19th level), this damage reduction increases by 2 points.
This benefit replaces the standard barbarian’s 7th-level damage reduction ability, as well as the damage reduction gained at higher levels.
The goliath race venerates nature in its various forms, and druids are the most prominent spellcasters, divine or otherwise, among goliath tribes. Goliath druids forge particularly strong bonds with the earth and stone of their environment, granting them and their animal companions unusual powers related to elemental earth.
Class: Druid.
Hit Die: d8.
To take a goliath druid substitution level, a character must be a goliath about to take her 1st, 6th, or 12th level of druid.
Goliath druid substitution levels have the class skills of the standard druid class.
Skill Points at Each Level: 4 + Int modifier (or four times this quantity as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Animal Companion, Elemental Bond, Nature Sense, Wild Empathy | Same as Druid |
| 6th | +4 | +5 | +2 | +5 | Earth Companion, Wild Shape 2/day | Same as Druid |
| 12th | +9/+4 | +8 | +4 | +8 | Wild Shape (Earth) | Same as Druid |
All the following are features of the goliath druid’s racial substitution levels.
Elemental Bond (Ex): A goliath druid who takes the 1st-level racial substitution level forges a bond with the Elemental Plane of Earth, allowing her to summon more or more powerful earth creatures than normal.
When casting a summon nature’s ally spell to summon a creature with the earth subtype, the goliath druid may treat the spell as if it were the next higher-level version of that spell. This benefit allows her to summon a single more powerful creature than she might otherwise be able to summon, or more of the same type of creature that she could normally summon.
For example, a goliath druid who casts summon nature’s ally I could summon a single Small earth elemental (as if she had cast summon nature’s ally II). When casting summon nature’s ally V, the druid could summon one Huge earth elemental, one average xorn, 1d3 Large earth elementals, or 1d4+1 Medium earth elementals or minor xorns (as if she had cast summon nature’s ally VI). A goliath druid with this ability who casts summon nature’s ally IX can summon two elder earth elementals (instead of one).
A goliath druid who selects this substitution level permanently gives up her ability to summon creatures that have the air, fire or water subtype.
Earth Companion (Ex): A goliath druid who takes the 6th-level racial substitution level can imbue her animal companion with the power of elemental earth. The animal companion’s Strength increases by 2, and its Dexterity is reduced by 2. Its natural armour bonus increases by 3. It gains a burrow speed of 10 feet (or, if it has a burrow speed, that speed increases by 10 feet). The companion gains the earth mastery extraordinary ability (+1 bonus on attack rolls and damage rolls if both it and its foe touch the ground; if an opponent is airborne or waterborne, the earth companion takes a -4 penalty on attack rolls and damage rolls). It also gains damage reduction 5/magic as an extraordinary ability.
The companion’s type doesn’t change, but it gains the earth subtype.
If a goliath druid replaces her animal companion with a new one, she can apply this effect to the new companion, but only if the reduction in her effective druid level reduction would not make the new companion unavailable to her. The previous companion loses the special abilities when it leaves the druid.
For the purpose of determining her animal companion’s bonus Hit Dice, special abilities, and so on, the effective level of the goliath druid who selects this substitution level is reduced by three, per the Alternative Animal Companionstable.
Wild Shape (Earth) (Su): A goliath druid who takes the 12th-level racial substitution level can use her wild shape ability to change into an earth elemental with the same size restriction as for animal forms. The druid’s maximum HD limit when taking earth elemental form (either with this ability or with her wild shape (elemental) ability gained at 16th level) is equal to her druid level +1.
This benefit replaces the standard druid’s 12th-level wild shape (plant) ability.
Although the ponderous goliath might seem ill suited to the stealthy life of a rogue, tribes rely on rogue scouts to help them survive in their hostile environments. Goliath rogues embrace their people’s toughness and durability in exchange for some of the rogue’s traditional agility.
Class: Rogue.
Hit Die: d8.
To take a goliath rogue substitution level, a character must be a goliath about to take her 2nd, 3rd or 8th level of rogue.
Goliath rogue substitution levels have the class skills of the standard rogue class plus Survival (Wis).
Skill Points at Each Level: 8 + Int modifier (or four times this quantity as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 2nd | +1 | +0 | +3 | +0 | Mettle of Mountains |
| 3rd | +2 | +1 | +3 | +1 | Sneak Attack +2d6, Wild Sense +1 |
| 8th | +6/+1 | +2 | +6 | +2 | Fortification |
All the following are features of the goliath rogue’s racial substitution levels.
Mettle of Mountains (Ex): A goliath rogue who takes the 2nd-level racial substitution level has durability that allows her to shrug off magical effects that would otherwise harm her. She gains a +4 bonus on her Fortitude saves.
If the goliath rogue makes a successful Fortitude saving throw that would normally reduce a spell’s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Fortitude partial,” “Fortitude half”, or similar entries can be negated through this ability.
If the goliath rogue later gains improved evasion as a rogue special ability, her mettle of mountains ability improves instead. Now, while she still suffers no effect on a successful Fortitude saving throw against a spell or ability as described above, a failed Fortitude save results in the effect that a successful Fortitude save would normally bring about. For instance, a goliath rogue would take no damage from a disintegrate spell if she succeeded on her Fortitude save, and would only take 5d6 points of damage
if she failed the save.
This benefit replaces the standard rogue’s 2nd-level evasion ability.
Wild Sense (Ex): A goliath rogue who takes the 3rd-level racial substitution level becomes more in tune with her natural surroundings. She gains a +1 bonus on Knowledge (nature) checks and Survival checks in above-ground natural environments. This bonus increases to +2 when the goliath rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th level, and to +6 at 18th level.
This benefit replaces the standard rogue’s 3rd-level trap sense ability, as well as the higher-level improvements of the ability.
Fortification (Ex): A goliath rogue who takes the 8th level racial substitution level develops a tough hide that allows her extra protection against potentially devastating attacks. When a critical hit or sneak attack is scored on a goliath rogue with this substitution benefit, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
This benefit replaces the standard rogue’s 8th-level improved uncanny dodge ability.
Source: Races of Stone (Page 145)