DWARVEN RANGER
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Class: Ranger.
Level: 1st.
Replaces: The Dwarven ranger replaces his spellcasting class ability with a new runecarving class ability. He also loses his animal companion ability and gains Bounty of Nature.
Benefit: At 1st level, the Dwarven ranger gains the abilities to carve runes.
Runecarving: Dwarven rangers have nurtured their abilities with runes over many months and years of training, and have blended their knowledge of nature with their knowledge of runes. They create carved runes normally, as per the rules at the beginning of Chapter 4, with Wisdom as their runecarving ability. The dwarven ranger begins play knowing two runes. He gains knowledge of a new rune at every subsequent odd level (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th). The dwarven ranger uses the runes active table of the runecarver.
Bounty of Nature: As somewhat solitary, or at least gruff, creatures, dwarven rangers spent many days roaming the wilderness alone, and have learned how to keep themselves at least somewhat healthy at all times. From 4th level onwards, while under the effect of one or more carved runes, they gain fast healing equal to 1 for each carved rune affecting them, but only at or below one-half of their full normal hit points. They also heal any ability damage, drain, or burn at twice the natural rate while under the effect of one or more carved runes.
DWARVEN PALADIN
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Class: Paladin.
Level: 1st.
Replaces: The Dwarven paladin replaces his spellcasting class ability with a new runecarving class ability. He also loses his ability to remove disease, and replaces it with Blessings of the Ancient.
Benefit: At 1st level, the Dwarven paladin gains the abilities to carve runes.
Runecarving: Dwarven paladins have nurtured their abilities with runes over many months and years of training, and have blended their knowledge of nature with their knowledge of runes. They create carved runes normally, as per the rules at the beginning of Chapter 4, with Wisdom as their runecarving ability. The dwarven paladin begins play knowing two runes. He gains knowledge of a new rune at every subsequent odd level (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th). He may not select Pahuus, Kaom, Mortuum, Mita, Exhu, or Kiel as runes known. The dwarven paladin uses the runes active table of the runeborn.
Blessings of the Ancient : With the rude good health of most dwarves, there is much less need for dwarven paladins to worry about disease, and so they have turned their talents to other ends. Whenever a dwarven paladin is under the effect of a carved rune, he may choose to project the benefits of that carved rune as an aura 30 ft. in diameter centred on himself. Any carved rune projected in this way has its runecarving level reduced by 4. If this makes the carved rune no longer valid, the projection fails. He may project a single carved rune at 6th level, a second at 12th, and a third at 18th. Allied creatures gain the benefits of the projected carved rune when they enter the area, and lose the benefits immediately when they exit the area.
DWARVEN ROGUE
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Class: Rogue.
Level: 1st.
Replaces: The Dwarven rogue replaces his trap sense class ability with a new runecarving class ability. He also gains Disrupting Strike at 2nd level.
Benefit: At 1st level, the Dwarven rogue gains the abilities to carve runes.
Runecarving: Unlike a traditional runecarver, a dwarven rogue does not carve runes in the normal way. Instead, he quickly sketches vague shapes that are meant to represent a concept onto an object. But unlike the precise nature of a runecarver or runeborn, his shapes do not grasp and hold the magic firmly, conveying exactly what he wants, leaving him somewhat at the mercy of fate. Whenever a dwarven rogue attempts to carve a rune, he chooses the two runes he wishes use to create a carved rune, then rolls a 1d6 twice, taking the results from Table 2-4: Unlettered Rune Creation. For the two runes he was given as a result from Table 2-4, he then rolls another 1d6 each to determine the rune effect, rerolling any 6s or rune effects that are too high for his runecarving level. 1 is the First Symbol, 2 is the second Symbol, and so on. The unlettered's method of creating a rune is much faster than normal, and takes only a full-round action, and a Craft check that is half the normal DC. However, runes created by a dwarven rogue only last for one hour, instead of one day. A dwarven rogue's runecarving level is equal to his class level, and he uses Charisma as his primary ability modifier. The dwarven rogue uses the runes active table of the unlettered.
Disrupting Strike: The defenses of an enemy are sometimes ripe to be ripped aside. Once per day per two class levels, the dwarven rogue can attempt to disrupt a single supernatural ability of a target. They must declare they are making a disrupting strike before attempting to sneak attack the target, and the use is lost if the sneak attack misses. If the sneak attack hits, the target must make a Will save against a DC of 1/2 class level + number of carved runes affecting the dwarven rogue + his charisma modifier, or lose access to his supernatural ability for one full round. The dwarven rogue chooses which supernatural ability as part of declaring his disrupting strike. He may not use this ability more than once a round.