Aspirant of the First Dwarves
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When Moradin created dwarves, he forged their bodies from metal and gems. Some dwarves believe this is the perfected state of their race, and their current flesh and blood bodies are but degenerate facsimiles of their race's former grandeur.
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Requirements
Race: Dwarf
Patron: Moradin or any deity subservient to him
[need to set minimum entry level via requirement. maybe base attack +5?]
[need token maneuver-use requirement]
[other requirements?]
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Level | Base Att | Fort | Ref | Will | Special | Man Known | Man Readied | Stances Known |
1 | 1 | 2 | 0 | 0 | Fortification 25%, iron skin | 1 | 0 | 0 |
2 | 2 | 3 | 0 | 0 | Quicksilver blood | 0 | 0 | 0 |
3 | 3 | 3 | 1 | 1 | Tireless | 1 | 1 | 0 |
4 | 4 | 4 | 1 | 1 | Fortification 50%, gemstone eyes | 0 | 0 | 0 |
5 | 5 | 4 | 1 | 1 | Apotheosis | 1 | 0 | 1 |
6 | 6 | 5 | 2 | 2 | Iron core | 0 | 1 | 0 |
7 | 7 | 5 | 2 | 2 | Fortification 75%, adamant mind | 1 | 0 | 0 |
8 | 8 | 6 | 2 | 2 | Golden soul | 0 | 0 | 0 |
9 | 9 | 6 | 3 | 3 | Obdurate mind | 1 | 1 | 0 |
10 | 10 | 7 | 3 | 3 | Fortification 100%, perfection | 0 | 0 | 0 |
Class Skills (4 + int modifier per level): craft, balance, diplomacy, intimidate, knowledge (history), knowledge (religion), martial lore
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Maneuvers:
[devoted spirit, stone dragon, white raven]
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Stances Known:
[devoted spirit, stone dragon, white raven]
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Fortification (Ex):
[standard description, progression follows table]
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Iron Skin (Ex):
Your skin becomes infused with metal (not necessarily iron), toughening it substantially and giving you resistance to blows. You gain damage reduction equal to your aspirant of the first dwarves level, overcome by adamantine weapons. As you gain levels, your skin eventually becomes solid metal, yet is still able to flex and stretch to allow you movement just as before.
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Quicksilver Blood (Ex):
At 2nd level, your blood transmutes into a strange metallic liquid which is not subject to as many frailties as what flows through the veins of lesser beings. You gain immunity to disease and poison.
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Tireless (Ex):
From 3rd-level onward, your superior physiology allows you to push yourself endlessly without consequence. You no longer need to sleep, and you gain immunity to fatigue, exhaustion, and sleep effects.
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Gemstone Eyes (Ex):
Your eyes transform into exquisite, many-faceted gemstones at 4th level. These function even better than standard eyes, improving the range of your darkvision by +60 feet and giving you darkvision.
A few subraces of dwarf lack darkvision. If you were victim to this sad fate, you gain darkvision out to 60 feet, but do not gain the increase in range otherwise granted by this ability.
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Apotheosis (Ex):
You fully transcend your former flesh-and-blood existance when you reach 5th level. You become a living construct. (That is, your type changes to construct, and you gain the living construct subtype.) You gain all the benefits and hindrances of the living construct subtype, many of which overlap with your existing class features. You also gain the augmented humanoid subtype. You are still considered a dwarf for all purposes.
[add spoiler with full
living construct rules]
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Iron Core (Ex):
At 6th level, you become even more resistant to damage. You lose the damage reduction provided by iron skin, but you gain hardness equal to your aspirant of the first dwarves level in its place. Hardness reduces all hit-point damage you take, regardless of source.
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Adamant Mind (Ex):
By 7th level, you've changed so much that even your mind is affected. You cannot be manipulated as easily as before. Whenever you roll a will save against a mind-affecting effect, roll 2d20 and take the better result.
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Golden Soul (Ex):
Gold and the other noble metals never tarnish. At 8th level, your spiritual being gains a measure of this same resilience. You become immune to ability damage, ability drain, and death effects.
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Obdurate Mind (Ex):
Your mind is fully as tough as your body by 9th level. You become immune to all mind-affecting effects. You can still choose to allow yourself to be affected by beneficial mind-affecting effects.
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Perfection (fort-save effects, necromancy, healing)
At 10th level you have achieved the same state of flawlessness that was once possessed by the original dwarves crafted in Moradin's own forge. You gain immunity to all necromancy effects and any effect that allows a fortitude save, unless it also affects objects or is harmless. However, you can no longer benefit from any spell of the healing subschool.
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[add rules for clothing woven from hair-thin wires to fully shed that whole "soft" thing]