Excerpt from
Races of Stone
By David Noonan, Jesse Decker, Michelle Lyons

Any race that spends its time living in the earth or atop its mountains is potentially a race of stone. This book focuses on three races of great interest to players and DMs: the dwarves and their vast underground communities, the burrow-dwelling gnomes, and the goliaths, nomadic mountain-dwellers. Along with detailed discussions of their cultures, equipment, magic, and feats, discover new gnome and dwarf subraces such as the dream dwarf and whisper gnome, plus other races of stone. Be ye warned, however: Not everyone is friendly -- this book also details the stone drake and other classic enemies, and inspirations for creating entire campaigns of stone.

From Chapter 6: Character Options

New Feats

Auspicious Marking [Racial]

Goliaths place great stock in how the mottled variations in skin pigmentation herald events in that goliath's future. Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms.

Prerequisite: Goliath.

Benefit: Goliaths who can see your skin pattern are subconsciously affected by it. You gain a +2 bonus on all Charisma-based skill checks when dealing with other goliaths. In addition, you can reroll any stabilization check once per turn.

Earth Adept [General]

You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.

Prerequisites: Con 13, Wis 13, Earth Sense.

Benefit: You gain a +1 bonus on weapon damage rolls if both you and your foe are touching the ground.

Earth Sense [General]

You are in tune with the earth beneath you.

Prerequisites: Con 13, Wis 13.

Benefit: As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.

Special: Creatures with the air or aquatic subtype may not select this feat.

Heavy Armor Optimization [General]

You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.

Prerequisites: Armor Proficiency (heavy), base attack bonus +4.

Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.

Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats (see page 38 of the Player's Handbook).

Markings of the Blessed [Racial]

Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble.

Prerequisites: Goliath, Auspicious Marking.

Benefit: Up to three times per day, you can roll a second d20 when attempting any saving throw and use either of the two results.

Natural Trickster [Racial]

You have greater natural access to your race's powers of illusion.

Prerequisites: Gnome, Cha 13.

Benefit: You gain the ability to use one of the following spells once per day as a spell-like ability: disguise self, silent image, or ventriloquism. Caster level 1st; save DC 10 + your Cha modifier + spell level.

Special: This feat can be taken as many as three times. Each time, you select a different spell and gain one daily use of that spell.

Reckless Rage [General]

You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others. Goliath barbarians favor this feat.

Prerequisites: Con 13, rage ability.

Benefit: Whenever you activate your rage ability, you take an additional -2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.


1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.