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Stone Dragon

The strength and endurance of the mountains epitomize the Stone Dragon discipline. The methodical and relentless application of force allows a student of this philosophy to defeat any foe. Strikes of superhuman power and manifestations of perfect, idealized force make up the Stone Dragon maneuvers.

Associated Icons: The dwarves claim that the stone dragon the name refers to is an ancient statue of victory over dragonkin in the old dwarven capital of The Hearth. Humans say its name comes from the many dragons that guard over Axis like fire-breathing gargoyles. Followers of the Three claim that the technique is taught by The Grey, an ancient brother of equal might who left the material plane in the 7th Age, but still reveals itself to the initiated. Crusaders of the Gold Wyrm claim that the true form of this discipline is properly called Golden Dragon, and that they regret ever teaching it to the dwarves.

1st: You gain a +1 bonus to CMD.

5th: Roll twice for saving throws against the weakened, hampered and vulnerable conditions as well as ongoing damage, and take the better result.

10th: recover one of your maneuvers in a battle, 1/ battle.

Epic feat: When you score a critical hit with a Stone Dragon maneuver, recover one maneuver.


1st-Level Maneuvers

  • Charging Minotaur —Charging bull rush deals damage, ignores attacks of opportunity.
  • Stone Bones —Gain DR 3/adamantine, +1 DR/ 2 lvls.
  • Stonefoot Stance Stance—+2 bonus on Strength checks, +2 bonus to AC against larger foes, and +2 CMD.

2nd-Level Maneuvers

  • Mountain Hammer —Deal +1d6 damage/ 2 lvls, overcome DR and hardness.
  • Stone Vise —Deal +1d6 damage/ 2 lvls, attack immobilizes creature.

3rd-Level Maneuvers

  • Bonecrusher —Deal +1d6 damage, +2 bonus on attacks to confirm critical hits.
  • Crushing Weight of the Mountain Stance— Constrict for 1d6+Str when grappling.
  • Roots of the Mountain Stance—Gain a bonus on CMD & DR. 
  • Stone Dragon's Fury —Deal +4d6 damage against objects, constructs.

4th-Level Maneuvers

  • Bonesplitting Strike —Attack deals Constitution damage.
  • Boulder Roll —Gain  bonus on overrun attempts.
  • Overwhelming Mountain strike —Deal damage, target is stunned.

5th-Level Maneuvers

  • Elder Mountain Hammer —Deal +6d6 damage, overcome DR and hardness. save fall prone. 
  • Giant's Stance Stance—Deal damage as if you are one size category larger.
  • Mountain Avalanche —Gain ability to trample foes.

6th-Level Maneuvers

  • Crushing Vise —Deal +4d6 damage, attack immobilizes creature. save or paralyzed
  • Iron Bones —Gain DR 10/adamantine.
  • Irresistible Mountain Strike —Deal +4d6 damage, target loses standard action. Flat footed 1d4

7th-Level Maneuvers

  • Ancient Mountain Hammer —Deal +12d6 damage, overcome DR and hardness. Shaken 1d4
  • Colossus Strike —Strike deals +6d6 damage, knocks opponent backward.

8th-Level Maneuvers

  • Wind Howls at Mountain:  — Move without moving, attacking from afar while standing solidified.
  • Adamantine Bones —Gain DR 20/adamantine.
  • Earthstrike Quake —Local quake knocks enemies prone.
  • Strength of Stone Stance—Gain immunity to critical hits. light fortification

9th-Level Maneuvers

  • Rise of the Great Stone Dragon:  — Creates a dragon made of stone to fight for you.
  • Mountain Tombstone Strike —Attack deals 2d6 Constitution damage.



1st-Level Maneuvers

Charging Minotaur
Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, you make a bull rush attack as part of a charge. Neither the movement nor the bull rush attack provokes attacks of opportunity.  If successful you deal bludgeoning damage equal to 1d6 + your Str modifier per 2 lvls in addition to pushing the target back +5 ft. 

Stone Bones
Level: 1

Initiation Action: 1 standard action

Range: Personal

Target: You

Duration: 1 round

You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack.

The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.
When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 3+1/adamantine per 2 lvls, for 1 round (max 10).

Stonefoot Stance
Stone Dragon (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body.

The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults.

While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours, and +2 to CMD / 10 lvls. 

This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.

2nd-Level Maneuvers

Mountain Hammer
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or unattended object

As part of this maneuver, you make a single attack. This attack deals an extra 1d6 points of damage / 2 lvls (Max 10d6) and automatically overcomes damage reduction and hardness.

Stone Vise
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: 1 round
Saving throw: Fortitude partial

By making a powerful, focused blow, you leave your opponent unable to move. The crushing weight of your blow forces it to waste a precious moment regaining its footing.

As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage/ 2 lvls (max 10d6). If the creature hit is standing on the ground, your attack also Stuns the creature for 1 round.

A successful Fortitude save (DC 10+ CMB + 1/2 level) by the creature struck negates the immobilization, but not the extra damage.

3rd-Level Maneuvers

Bonecrusher
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Save: Fortitude partial; see text

You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.

As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra +1d6 points of damage/ 2 lvls. The creature struck must succeed on a Fortitude save (DC 10+ CMB+ 1/2 lvl) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +2 bonus plus 1 per 2 lvls (Max +10). A successful save does not negate the extra damage.

If the creature fails the Fort save they are staggered for 1d4 rounds. 

Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver’s special effect. The extra damage still applies against such targets.

Crushing Weight Of The Mountain
Stone Dragon (Stance)
Level: 3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You crush your opponent beneath you, squeezing the life out of him as you pin him to the ground.

Engaging in close combat against you is, at best, a foolish prospect. Drawing on your understanding of the Stone Dragon discipline, you squeeze a foe within your grasp and force the life from him.

While you are in this stance, you gain a +1CMB / 4 lvls and the ability to constrict for 1d6 points of damage + Str bonus (if any) per 5 lvls. 

Roots Of The Mountain
Stone Dragon (Stance)
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place.

Like a living mountain, you choose your position on the battlefield and sink your roots into the earth. With your spot chosen on the field, you cannot be shifted from your position.

While you are in this stance, you gain a +1 to CMD/ 4 lvls. Any creature that attempts to move through your threatened area or the space you occupy takes a –1 penalty on any Acrobatics checks it makes. This stance also grants you damage reduction 1/adamantine +1 per 4 lvls.

Stone Dragon's Fury
Level: 3
Prerequisite: One Stone Dragon maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature or object struck

With a mighty war cry, you slam your weapon into a slight crack or other fault in an object. The object shudders for a moment before it collapses into broken shards.

Your attunement to Stone Dragon’s earth nature allows you to spot flaws in objects with uncanny precision. You use this knowledge to your advantage, allowing you to make devastating attacks against objects and constructs.

As part of this maneuver, you make a single melee attack. If your attack hits a construct or an object, you deal an extra 4d6 points of damage. You can use this strike in conjunction with the sunder special attack and attempt to damage held or carried objects. Against other targets, you gain no special benefit from this maneuver.

4th-Level Maneuvers

Bonesplitting Strike
Level: 4
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your attack slams home with a ferocious crack of shattered bones and pulped flesh. Your target reels backward, still alive but severely crippled.

A Stone Dragon adept is an implacable foe. Your attacks smash through armor and turn bone into dust. By focusing your strength into a single, devastating attack, you smash an opponent to the core. His very health and endurance are left wrecked by your attack.

As part of this maneuver, you make a single melee attack. If your attack hits, the target takes normal damage as well Constitution damage. 1st-5th level take 2 points of Con damage, 6th-12th level take 1d4 points Con dmg, 15th+ level take 1d6 points of Con dmg.

Boulder Roll
Level: 4
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous

Like a boulder tumbling down a mountainside, you slam through your enemies.

You are an implacable foe once you gain enough momentum. As you move across the battlefield, your foes must stand aside or be crushed beneath your feet.

If you make an overrun attacker charge, you can initiate this boost. You gain a +4 bonus +1 / 5 levels on your CMB to overrun or charge, and if you fail your check, your target can’t knock you prone. You simply stop moving in the last legal space you occupied. You do not provoke attacks of opportunity for the movement or the overrun attempts.

Overwhelming Mountain Strike
Level: 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial

Your mighty strike temporarily disorients your opponent, costing him precious seconds as he shakes off the attack.

You slam your foe with a mighty strike, almost knocking him from his feet and forcing him to find his footing and steady himself before he can react. As part of this maneuver, you make a melee attack. This attack deals an extra 1d6 points of damage/ 2 lvls (max 20d6). If the creature hit is standing on the ground, your attack also Stuns the creature for 1d4 rounds.

A successful Fortitude save (DC 10+ CMB + 1/2 level) by the creature struck negates the immobilization, but not the extra damage.

This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the action loss effect, but still takes the extra damage.

5th-Level Maneuvers

Elder Mountain Hammer
Level: 5
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or unattended object

You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering him into submission.

The students of the Stone Dragon discipline learn to tap into the power of the earth, channel its endless strength, and use it to grant their attacks tremendous force. A strike delivered by a Stone Dragon adept can shatter a warrior’s shield, turn a wooden door into splinters, or slay an ogre with a single blow.

When you use this maneuver, you make a single melee attack. That attack deals an extra 6d6 points of damage and automatically overcomes damage reduction and hardness.

Giant's Stance
Stone Dragon (Stance)
Level:  5
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You swing your weapon in a wide, deadly arc that slams into your foe with incredible force. Only your mastery of the Stone Dragon techniques allows you to make such reckless blows without losing your footing.

Tapping into the power of the Stone Dragon, you strike with resolute, irresistible force. You learn to set the full weight of your body into each of your attacks. A warrior with less skill would lose his balance and fall to the ground when using this fighting style. While you are in this stance, you deal damage as if you were one size larger than normal, to a maximum of Large. This benefit improves your weapon and unarmed strike damage. It does not confer any of the other benefits or drawbacks of a change in size, such as a modifier to ability scores or AC, or an improved reach. This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.

Mountain Avalanche
Level:  5
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 full-round action
Range: Personal
Target: You
Saving Throw: Reflex half; see text

You wade through your enemies like a stone giant rampaging through a mob of orcs. You crush them underfoot and drive them before you, leaving a trail of the dead in your wake.

As part of this maneuver, you can move up to double your speed and trample your opponents. You can enter the space of any creature of your size category or smaller. If you enter and occupy all of the space occupied by such a creature, it takes damage equal to 2d6 + 1-1/2 times your Str bonus (if any).

You can deal trampling damage to a creature only once per round, no matter how many times you move into or through its space. You must move into every square a creature occupies to trample it. If you move over only part of the space a creature occupies (for example, you are a Large creature moving over half the space of a Large opponent), it can either attempt an attack of opportunity against you or it can attempt a Refl ex save (DC 15 + your Str modifi er) to avoid half of your trampling damage.

6th-Level Maneuvers

Crushing Vise
Level: 6
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
The overwhelming power behind your attack leaves your opponent unable to move. The punishing strike forces it to waste a few moments shrugging off the effects of your attack.

By making a powerful, focused blow, you leave your opponent unable to move. The crushing weight of your attack forces it to waste a precious moment regaining its footing.

As part of this maneuver, you make a melee attack. This attack deals an extra 4d6 points of damage. If the creature you hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement types) for 1 round. It can act normally in all other ways.

This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target is immune to the speed reducing effect, but not to the extra damage.

Iron Bones
Level:  6
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round

As you make a successful attack, you enter a meditative state that leaves you almost invulnerable to harm. For a few brief moments, arrows bounce off your skin, and sword blows barely draw any blood.

This maneuver is an evolution of the techniques and abilities covered by the stone bones maneuver. Your meditative focus, ki, and training allow your mind to overcome matter. Weapons bounce from you skin and barely injure you.

When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 10/adamantine for 1 round.

Irresistible Mountain Strike
Level:  6
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial

You slam your weapon into your foe with irresistible force. He can barely move as he struggles to marshal his defenses against you.

Your mighty attack causes your opponent to stagger aimlessly for a few key moments, leaving him unable to act fully on his next turn. As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage. A creature hit by this strike must also make a successful Fortitude save (DC 16 + your Str modifier) or be unable to take a standard action for 1 round. It can otherwise act as normal. A creature that successfully saves still takes the extra damage.

This maneuver functions only against opponents standing on the ground. A fl ying creature or a levitating target need not save against the action loss effect, but still takes the extra damage.

7th-Level Maneuvers

Ancient Mountain Hammer
Level:  7
Prerequisite: Three Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or unattended object

You put the weight of a great mountain behind your attack, pounding through armor and bone.

As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage and automatically overcomes damage reduction and hardness.

Colossus Strike
Level:  7
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

Focusing your strength with a deep, rumbling shout, you execute an attack that sends your opponent flying through the air.

As part of this maneuver, you make a melee attack against your foe. This attack deals an extra 6d6 points of damage, and the creature struck must succeed on a Fortitude save (DC 17 + your Str modifier) or be hurled 1d4 squares away from you, falling prone in that square. A creature of a smaller size category than yours gets a –2 penalty on this save; a creature of a larger size category than yours gets a +2 bonus on the save. The enemy’s movement doesn’t provoke attacks of opportunity. If an obstacle blocks the creature’s movement, it instead stops in the first unoccupied square.

8th-Level Maneuvers

Adamantine Bones
Level: 8
Prerequisite: Three Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick.

The supreme focus, mental toughness, and physical durability taught by the Stone Dragon discipline culminate in this powerful combat maneuver. When you make a successful attack, your mind focuses your body into the equivalent of a living shard of rock. Even the most ferocious attacks bounce off you without harm.

As part of this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 20/adamantine for 1 round.

Earthstrike Quake
Level: 8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex negates

You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor.

You channel ki into the earth with your mighty strike, causing the ground to rumble and shake briefly. Anyone standing on the ground in this maneuver’s area must make a successful Reflex save (DC 18 + your Str modifier) or be knocked prone. Any creature standing on the ground in this area that is currently casting a spell must succeed on a Concentration check (DC 20 + spell level) or lose the spell. You are immune to the effect of the earthstrike quake maneuver. Your allies must still save as normal against its effect.
Walls and similar barriers don’t block the line of effect of an earthstrike quake.

Strength Of Stone
Level: 8
Prerequisite: Two Stone Dragon maneuvers
Initiation Action: 1 standard action
Range: Personal
Range: Personal
Target: You
Duration: 1 round
You call upon the fortitude of the powers of good, and your flesh turns an ivory-gray hue as you draw power up through the earth itself.
The spell grants you a +8 enhancement bonus to Strength. The spell ends instantly if you lose contact with the ground. This means you cannot jump, tumble, charge, run, or move more than your speed in a round (because these acts cause both of your feet to leave the ground) without breaking the spell. A natural stone wall or ceiling counts as the ground for the purpose of this spell (so you could climb a cavern wall and not lose the spell).

Wind Howls at Mountain
Level: 8
Prerequisite: Three Stone Dragon maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: End of Turn
Saving Throw: None

When you initiate this maneuver, you do not move. Instead, choose a position that you may move to. You may consider yourself at that position for other abilities. This includes, but is not limited to, making attacks against enemies you would threaten if you were at that space and casting a spell as if the beginning of your line of effect and sight was there.

If you move more than five feet for any reason before the end of this maneuver, the effects of this maneuver end.

9th-Level Maneuvers

Mountain Tombstone Strike
Level:  9
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe’s body is left a crippled, twisted mockery.

Your attack causes damage to the structure of your foe’s body. As part of this maneuver, you make a single melee attack. If this attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage.

Rise of the Great Stone Dragon
Level: 9
Prerequisite: Five Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Creates a stone dragon (see text)
Duration: 1 round/level
Saving Throw: See text

Having achieved complete mastery of the Stone Dragon discipline allows you to create an avatar of the great creature itself. When you use this maneuver, you create a gigantic draconic creature made of solid rock in a space within the designated range. You may command this creature to move and attack immediately, using your available actions to command it. The dragon has a number of Hit Dice equal to your initiator level, changing its vital statistics accordingly. It can be commanded out to a range of 100 ft., and has all of the statistics and abilities listed in the stat block below:

The Great Stone Dragon
Size/Type: Colossal Construct (Earth)
Hit Dice: (initiator level)d12 
Initiative: +1
Speed: 80 ft. (average) (16 squares), Burrow 80'
Armor Class: 33 (-8 size, +1 Dex, +30 natural), touch 3, flat-footed 32
Base Attack (initiator level)
Attack: Bite (initiator level+17) melee (12d8+17)
Full Attack: Bite (initiator level+17) melee (12d8+34, x3 on crit.)
Space/Reach: 25 ft./25 ft.
Special Attacks: Martial initiation
Special Qualities: Construct traits, DR10/ adamantine, transference
Saves: Fort +X, Ref +X, Will +X (character's stats)
Abilities: Str 45, Dex 12, Con —, Int —, Wis —, Cha —
Skills: Intimidate +20, Perception +10
Feats: Adaptable Technique, Grimoire Toughness, Weapon Focus (bite)

With its powerful jaws and claws, in addition to numerous immunities, the Great Stone Dragon is very difficult to fight against, let alone destroy. Its primary function, however, is to act as a conduit for its controller's martial maneuvers.

Martial Maneuvers: Any martial maneuvers or martial stances that may be used by the martial adept who summoned the Great Stone Dragon may be used by the dragon itself. These maneuvers are spent normally and identify the dragon as the point of origin instead of its master.

Transference: The Great Stone Dragon inherits its controller's Base Attack Bonus and saving throws. The controller of the Great Stone Dragon can see everything the dragon sees.


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