Password: Odin!


Stonespeaker (base class)

These dwarven geomancers are venerated for their truly supernatural connection to the earth. Even the dweorg, dvergr and gitwerc show them due respect (and fear) for their divine abilities, knowing full well that they terrible powers at their disposal are truly fell in the depths of the Underworld. Their mastery of the terrain is unmatched and they are talented combatants regardless, but within a subterranean arena, their elemental control makes them supreme warriors.

Role Stonespeakers are best suited for subterranean environments where their abilities give them incredible control of and utility with the terrain, but depending on what stone lore and secrets of the stone an adventurer chooses, they can quickly become an enduring warrior difficult to take down or a deadly combatant capable of damaging even the hardiest foes.

Alignment Stonespeakers may be of any alignment, but are most likely Neutral due to their deep connection to the Elemental Plane of Earth.

Race While venerated and celebrated especially among the zwerc, these dwarves are not the only stonespeakers. Others of their kin that feel the draw of the earth take to the stonespeaker class, and legends tell of other, unexpected races producing potent stonespeakers (drow, svirfneblin, hoyrall—even a kobold, if the tales are true).

Hit Die d8



The stonespeakers’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (any), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

Level Base Attack FortRefWillClass Abilities Secrets of the Stone
1st+0+2+0+2Exploding earth, stone lore2 (Level 1)
3rd+2+3+1+3Favored terrain, stone lore, stoneblood2
4th+3+4+1+4Toughness3 (Level 2)
5th+3+4+1+4Stone steps3
6th+4+5+2+5Elemental shape 1/day3
7th+5+5+2+5Stone lore4 (Level 3)
8th+6/+1+6+2+6Elemental shape 2/day, favored terrain4
9th+6/+1+6+3+6Underground stalker4
10th+7/+2+7+3+7Elemental shape 3/day5 (Level 4)
11th+8/+3+7+3+7Stone lore5
12th+9/+4+8+4+8Elemental shape 4/day5
13th+9/+4+8+4+8Favored terrain6 (Level 5)
14th+10/+5+9+4+9Elemental shape 5/day6
15th+11/+6/+1+9+5+9Stone lore6
16th+12/+7/+2+10+5+10Elemental shape 6/day7 (Level 6)
17th+12/+7/+2+10+5+10Improved damage reduction7
18th+13/+8/+3+11+6+11Elemental shape 7/day, favored terrain7
19th+14/+9/+4+11+6+11Stone lore8
20th+15/+10/+5+12+6+12Elemental shape (at will)8



Weapon and Armor Proficiency: A stonespeaker is proficient with all simple weapons, plus all flails, hammers, and picks. Stonespeakers are also proficient with light and medium armor and shields (except tower shields).


Exploding Earth (Su) Stonespeakers can cause the ground to explode, dealing damage to those standing upon it or airborne as far as 5 feet away from it. A stonespeaker can use exploding earth a number of times each day equal to his class level + his Wisdom modifier. Using exploding earth is a standard action that provokes attacks of opportunity. It affects a 5-foot square of ground, and has a range of 25 feet plus 5 feet per two stonespeaker levels. Exploding earth inflicts 1d6 + the stonespeaker’s Wisdom modifier points of bludgeoning damage (Reflex DC 10 + ½ stonespeaker level + Wisdom modifier to halve the damage). The damage of exploding earth increases by 1d6 points every stonespeaker level. Exploding earth has no effect on flying creatures that are not standing on the ground.

A stonespeaker may expend two uses at once to add their level to the damage of an exploding earth attack, increasing the save DC to avoid it by +1 per 4 class levels (minimum 1).

At 5th level, a stonespeaker may expend an additional use of exploding earth with a swift action as part of a regular use to imbue the attack with more seismic energy, forcing their target(s) to also avoid being knocked prone (treat this as as a trip combat maneuver, using the stonespeaker’s level and Wisdom modifier to determine their CMB bonus). The stonespeaker does not provoke an attack of opportunity as normal for this trip attempt or be tripped in return when using this ability.

At 12th level, a stonespeaker may expend double the uses of an exploding earth attack to increase its area of effect to a 10 ft. x 10 ft. square.


Tremorsense (Ex) At 2nd level, stonespeakers gain tremorsense 10 ft. At every 3 levels thereafter, the range increases by an additional 10 ft, to a maximum of 60 ft at 17th level.


Favored Terrain (Ex): At 3rd level, a stonespeaker gains favored terrain (+2 underground). This bonus becomes +4 at 8th level, +6 at 13th level and +8 at 18th level. A stonespeaker gains half this bonus in mountain/hill terrain and on the Plane of Earth. For example, a 13th level stonespeaker has favored terrain (+3 mountains/hills, +3 Plane (Earth), +6 underground). See the ranger class in the Pathfinder Core Rulebook for more details on favored terrain.


Stoneblood (Ex): At 3rd level, a stonespeaker’s vitals begin to calcify and her blood takes on many of the qualities of stone. She adds her stonespeaker level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects. At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects.


Toughness The stonespeaker begins to take on some of the qualities of the element they so closely identify with. At 4th level, you gain Toughness as a bonus feat.


Stone Steps (Sp) At 5th level, you gain the dimensional steps ability (see the 8th-level conjuration school ability in the Pathfinder Core Rulebook). This ability only works underground or at ground level, for both departure and arrival points.


Elemental Shape (Su): At 6th level, a stonespeaker can transform into an earth elemental. This functions as the druid wild shape ability (see Pathfinder Core Rulebook), but when determining their uses per day of the ability, the stonespeaker’s effective druid level is equal to their stonespeaker level -2. A stonespeaker can only become an earth elemental.


Underworld Stalker (Ex) At 9th level you may move unhindered through difficult terrain caused by earth, stone, or rock-like crevices, sharp rock formations spiked stones etc., but not through dense undergrowth or similar non-earthen, organic or manufactured impediments to movement. For example, you could pass through tunnels strewn with natural obsidian caltrops (or the wake left by an underminer’s Terrain Ambush/Terrain Control), but not through a tunnel overgrown with a network of gigantic roots.


Improved Damage Reduction (Ex) At 17th level, when in earth elemental form your DR increases from 5/— to 10/—.


Stone Body (Ex): At 20th level, a stonespeaker’s body transforms into living stone. She no longer needs to eat, drink, breathe, or sleep, and she becomes immune to paralysis, poison, and stunning. She is also no longer subject to critical hits or precision-based damage. The stonespeaker gains DR 5/— at all times and increases their damage reduction while in earth elemental form to DR 15/—.


Stone Lore

At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), a stonespeaker uncovers new stone lore that grants her powers and abilities. The stonespeaker must select an ability from the list below. If a piece of stone lore is chosen at a later level, the stonespeaker gains all of the abilities and bonuses granted by that stone lore based on her current level. Unless otherwise noted, activating the power of a stone lore is a standard action.


Armor of Stone (Su): You can conjure armor made of stone that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per stonespeaker level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. If you change into earth elemental form while using this ability, the armor is worn in elemental form but its damage reduction does not stack. This armor has no arcane spell failure chance.


Earth Channel (Su): You can channel positive energy like a cleric, using your stonespeaker level as your effective cleric level when determining the amount of damage healed or inflicted and the DC. However, this ability only affects outsiders of the earth elemental subtypes, as though you have the Element Channel (earth) feat. You can use this ability a number of times per day equal to 1 + your Charisma modifier.


Earth Glide (Su): You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for 1 minute per day per stonespeaker level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this stone lore. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.


Exploding Pebble (Su): As a standard action, you can create and throw a pebble (or other stone of similar size) that detonates when it strikes a target; this requires a ranged touch attack, and cannot inflict critical damage. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack for every four stonespeaker levels you possess. Any creature struck by the pebble takes damage as per exploding earth but receives a Reflex save to half the damage (DC 10 + stonespeaker level + Wisdom modifier) If the attack roll misses, the pebble harmlessly dissipates when it hits another surface. This ability is activated by expending two uses of exploding earth.


Flaking Armaments (Su) Once per day as a swift action, your wielded melee weapons become covered in bits of sharp stone that inflict bleed damage equal to 1/2 stonespeaker level after a successful hit. A bleeding creature continues to take bleed damage each round until it receives a Heal check (DC 10 + stonespeaker level + Wisdom modifier) to have obsidian flakes removed from its wounds; cure spells and other healing magic only halves the bleeding damage (minimum 1) until the flaking armaments enchantment ends.

In the event of a critical hit from a weapon with this enchantment, the target also suffers from a slow effect (as per the spell, using your stonespeaker level as caster level; no save or spell resistance). After a number of rounds equal to twice your stonespeaker level, your weapon’s obsidian flakes fall off and dissipate; creatures suffering from bleed damage inflicted with this ability now only require a DC 15 Heal check or any kind of healing magic to stop taking bleed damage.

At 8th level and every 4 levels after, you may use this ability one additional time per day. You must be at least 3rd level to select this ability.


Riddle of Stone (Su): Your sacred bond with stone gives you insight into its form and function. Once per day, you may spend 10 minutes meditating on the structure of a piece of unworked stone to gain an insight bonus on your next Craft check to make something using that stone. The bonus is equal to +5, or half your stonespeaker level, whichever is greater. You automatically gain stone shape as a bonus secret of the stone at 7th level and you are capable of creating fine detail (there is no chance of failure for moving parts).


Shard Barrier (Su): You can create an immobile, vertical curtain of whirling sharp shards of rock. This works exactly like blade barrier, except that the “blades” are sharp rocks. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this stone secret.


Shard Explosion (Su): As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two stonespeaker levels (minimum 1d6) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.


Stone Stability (Ex): You receive a +4 bonus to your CMD when resisting a bull rush, drag, push, reposition, or trip attempt while standing on the ground. In addition, once per day per four stonespeaker levels (minimum 1, to a maximum of 5 times per day at 20th level) you may spend a swift action to make one of these combat maneuver checks with a bonus equal to your stonespeaker level + Wisdom modifier. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats.


Stonestrike (Ex): Once per day a stonespeaker can draw upon the power of the living rock. As a swift action, she treats her melee and ranged attacks until the beginning of her next turn (whether armed or unarmed) as magical, ignoring hardness up to twice her stonespeaker level, with a +1 bonus on attack and damage rolls (as well as on combat maneuver checks). This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter (to a maximum of +5 at 20th level). At 10th level, stonestrike is treated as magic and adamantine. For every +1 bonus increase the stonespeaker gains one additional use of this ability per day and its effects last for an additional round.


Stone Telekinesis (Su) The stonespeaker begins to feel stone, and it literally shifts at his whim. Two times per day, the stonespeaker may use telekinesis as a spell-like ability, but for stone and earth only. You must be at least 8th level to select this ability. At 12th level and every four levels after, the stonespeaker gains an additional use of this ability.


Summoning Mastery (Ex) You gain Augment Summoning as a bonus feat. At 7th level, you gain Superior Summoning. You apply the effects of these feats to your summon spell-like abilities. You do not need to meet the prerequisites to receive these feats.



Secrets of the Stone

A stonespeaker does not prepare or cast spells as other wielders of divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Secrets of the Stone that require him to focus the earth energy that suffuses his soul. A stonespeaker can use each Secret of the Stone he knows as a spell-like ability a number times per day equal to 3 + her Wisdom modifier. A stonespeaker's caster level for Secrets of the Stone is equal to his stonespeaker level.


The save DC for a stone secret (if it allows a save) is 10 + stone secret level + the stonespeaker's Wisdom modifier. Since Secrets of the Stone are not actually spells, a stonespeaker cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see Bestiary 1), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see Bestiary 1).


The six levels of Secrets of the Stone, in order of their relative power, are 1 through 6. A stonespeaker begins with knowledge of one stone secret, which must be of the lowest level (1). As a stonespeaker gains levels, he learns new Secrets of the Stone, as summarized on Table 1—1 and described below. A list of available Secrets of the Stone can be found following this class description.


At any level when a stonespeaker learns a new secret of the stone, he can also replace a stone secret he already knows with another stone secret of the same or a lower level. In effect, the stonespeaker “loses” the old secret of the stone in exchange for the new one. The new stone secret’s level must be the same as that of the stone secret being exchange, and it must be at least one level lower than the highest-level stone secret the stonespeaker can use. A stonespeaker may swap only a single stone secret at any given level and must choose whether or not to swap the stone secret at the same time that he gains a new stone secret.


Secrets of the Stone

1st-Level Secrets of the Stone—(Levels 1-3)

detect snares and pits, expeditious excavation, grease, magic stone, mighty fist of the earth, speak with animals (underground/burrowing creatures only), stone fist, stone shield, summon nature’s ally I.

2nd-Level Secrets of the Stone—(Levels 4-6)

binding earth, burrow, create pit, earthen crush, elemental speech, soften earth and stone, summon nature’s ally II, stone call.

3rd-Level Secrets of the Stone—(Levels 7-9)

granite crush, meld into stone, obsidian flow, spiked pit, spike stones, stone shape, stoneskin, summon nature’s ally IV

4th-Level Secrets of the Stone—(Levels 10-12)

commune with nature (underground or in rocky environs only), hungry pit, lesser planar binding (earth creatures only), passwall, summon nature’s ally V, transmute mud to rock, transmute rock to mud, wall of stone

5th-Level Secrets of the Stone—(Levels 13-15)

flesh to stone, mass binding earth, move earth, planar binding (earth creatures only), stone tell, stone to flesh, summon nature’s ally VII

6th-Level Secrets of the Stone—(Levels 16-20)

clashing rocks, earthquake, greater planar binding (earth creatures only), repel metal or stone, summon nature’s ally VIII, wall of lava, world wave




The following list of earth creatures are those summoned by stonespeakers, using their summon nature’s ally spell-like abilities. They do not use the standard list of creatures summonable via summon nature’s ally spells. With a GM’s permission, other casters can substitute the summoned earth creature list for their regular summon monster or summon nature’s ally spells if they have a strong connection to earth or stone, such as clerics with the Earth domain, cave druids, wizards that are from Underworld races etc. Such substitution is permanent.



1st Level

elemental (young Small; earth, magma or mud), ghost scorpion, mite (gremlin), giant centipede, vegepygmy

2nd Level

cave scorpion, darkmantle, elemental (Small; earth, magma or mud), flumph, goblin dog, goblin snake, gryph, jinkin (gremlin), vexgit (gremlin)

3rd Level

blindheim, cave fisher, choker, fungus leshy, nuglub (gremlin), slurk, yellow musk creeper

4th Level

adherer, albine cave solifugid, amphisbaena, crysmal, decapus, elemental (Medium: earth, magma or mud), fungal crawler, gelatinous cube, giant scorpion, giant whiptail centipede, gray ooze, mephit (earth or salt only), mobat, otyugh, pech, phantom fungus, sandman, slithering tracker, tentamort, violet fungus

5th Level

ascomid, basidirond, cloaker, elemental (Large; earth, magma or mud), gibbering mouther, mudlord, orchre jelly, ogre spider, redcap, seugathi, xorn

6th Level

black pudding, brain ooze, deathtrap ooze, destrachan, drider, elder xorn, elemental (Huge: earth, magma or mud), giant slug, intellect devourer, magma ooze, rakasa batu, shaitan (genie)

7th Level

elder black pudding, elder dark naga, elder giant slug, elder magma ooze, elemental (greater; earth, magma or mud), gug, titan centipede, young purple worm

8th Level

carnivorous crystal, elemental (elder; earth, magma or mud), purple worm, roper

9th Level

azruverda, elder purple worm, ghorazagh, vemerak

* Elder creatures are those with the giant and advanced simple creature templates.