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LIVING MONOLITH

For

Requirements

To qualify to become a living monolith, a character must fulfill all the following criteria:

Base Attack Bonus: +5

Languages: Terran

Skills: Knowledge (engineering) 5 ranks, Knowledge (history), Knowledge (martial) 5 ranks

Feats: Endurance, Iron Will

Special: Must handcraft a runestone worth at least 1,000gp and have it bound to his forehead in a sacred ritual.

Hit Die: d10

Class Skills: The living monolith’s class skills are Acrobatics (Dex), Athletics (Str), Influence (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (martial) (Int), Linguistics (Int), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier

Table: The Living Monolith

CLASS FEATURES

The following are the class features of the living monolith:

 

Runestone (Su):

During his induction into this prestige class, a living monolith has a runestone embedded in his forehead, often set with gems or inlaid with precious metals. It cannot be removed without his permission, cannot be dispelled (though it does not function in areas where magic does not work), and does not use a magic item slot. The soul stone grants the living monolith a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels. A living monolith can invoke the power of his soul stone 3 times per day as a swift action, enabling him to grow in size as if using enlarge person (even if he is not a humanoid).

Stone Blood (Ex):

At 2nd level, the vital fluids and tissues of a living monolith can selectively petrify in response to injury. A living monolith automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain.

Fortified Flesh (Ex):

At 3rd level, the flesh of a living monolith takes on the hardness of stone. A living monolith gains DR 1/— and 10% immunity to critical hits and sneak attacks (as if wearing fortification armor). At 5th level, this DR increases by 1 and the immunity to critical hits increases by 10%. When a living monolith uses his runestone to increase his size, these defenses temporarily increase by an additional 1 and 10%, respectively. At 5th level, a living monolith becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot), and petrification.

Attunement to Stone (Sp):

At 4th level, a living monolith can use meld into stone at will. Once per day, he can communicate with rock and stone as if using stone tell.

Greater Runestone (Su):

At 5th level, when a living monolith invokes his runestone’s power to increase his size, the living monolith gains the benefit of righteous might rather than enlarge person. The DR gained from righteous might is based on the living monolith’s alignment. A neutral living monolith must choose which DR to gain from this ability. Once made, this choice cannot be changed. He also regains lost hit points as if he had rested for a night. This healing does not restore temporary ability damage or provide other benefits of resting, and changing back does not heal him further.

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