Deepsteel Champion (Orog, Fighter Archetype)

Most orogs are battle-hungry and bloodthirsty, preferring combat to other pastimes. However, their magical nature has bred a unique breed of heavily armed and armored warriors that employ war and metal-related magic alongside their weapon prowess. The deepsteel champions, wielding heavy weapons and magic, are a true force to reckon with.

Class Features
The deepsteel champion has the following class features.

Steel Magic Training (Ex): A deepsteel champion is trained in the basics of arcane magic as well as combat and adds Bluff (Cha), Fly (Dex), Knowledge (arcane) (Int), Spellcraft (Int), and Use Magical Device (Cha) to his list of class skills.

In addition, a deepsteel champion can cast deepsteel champion spells while wearing heavy, light, or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a deepsteel champion using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass deepsteel champion still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Mental Fortitude (Ex): At 2nd level, a deepsteel champion gains a +1 bonus on Will saves against fear and compulsion spells and effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Tremor (Sp): At 2nd level, as a standard action, a deepsteel champion can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using his deepsteel champion level plus his Charisma modifier in place of his CMB. A deepsteel champion can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces the bonus feat gained at 2nd level.

Overhand Chop (Ex): At 3rd level, when a deepsteel champion makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.

Spellcasting: Beginning at 4th level, a deepsteel champion gains the ability to cast a small number of arcane spells which are drawn from the deepsteel champion spell list. A deepsteel champion can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a deepsteel champion must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a deepsteel champion’s spell is 10 + the spell level + the deepsteel champion’s Charisma modifier.

Like other spellcasters, a deepsteel champion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Deepsteel Champion. In addition, he receives bonus spells per day if he has a high Charisma score.

A deepsteel champion’s selection of spells is extremely limited. At 4th level, a deepsteel champion begins play knowing two 1st-level spells of his choice. At each new deepsteel champion level, he gains one or more new spells, as indicated on Table: Deepsteel Champion Spells Known. (Unlike spells per day, the number of spells a deepsteel champion knows is not affected by his Charisma score; the numbers on Table: Deepsteel Champion Spells Known are fixed.) These new spells must be chosen from the deepsteel champion spell list.

Unlike a wizard or a cleric a deepsteel champion need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

A deepsteel champion must get 8 hours of rest to regain his daily allotment of spells. Through 3rd level, a deepsteel champion has no caster level. At 4th level and higher, his caster level is equal to his deepsteel champion level –3. This ability replaces the bonus feats gained at 6th, 10th, and 14th level.

Armored Defense (Ex): At 5th level, a deepsteel champion gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 11th level, this damage reductionincreases to DR 2/— when wearing light armor, DR 4/— when wearing medium armor, and DR 6/— when wearing heavy armor. At 17th level, this damage reductionincreases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the deepsteel champion master is stunned, unconscious, or helpless. This ability replaces weapon training 1, armor training 3, and armor training 4.

Backswing (Ex): At 7th level, when a deepsteel champion makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.

Strength of Stone (Sp): At 9th level, a deepsteel champion gains the ability to use stoneskin as a spell-like ability once per day (caster level equal to your sorcerer level). At 13th level, he can use this ability twice per day, and at 17th level, three times per day. This ability replaces weapon training 2.

Piledriver (Ex): At 13th level, as a standard action, a deepsteel champion can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces weapon training 3.

Earth Glide (Ex): At 15th level, a deepsteel champion can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half his normal speed. The deepsteel champion does not leave a tunnel or trace of his passage. A deepsteel champion can use this ability for 1 minute per deepsteel champion level each day. The duration need not be continuous, but it must be used in 1-minute increments. This ability replaces armor training 4.

Power of Giants (Sp): At 19th level, a deepsteel champion may grow to Large size as a standard action. At this size he gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. The deepsteel champion may return to his normal size as a standard action. A deepsteel champion may remain in this size for up to 1 minute per deepsteel champion level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments. This ability replaces armor mastery.

Blood and Steel (Ex): At 20th level, as a standard action, a deepsteel champion may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed. In addition, the heritage of the deepsteel champion becomes stronger. He gains immunity to fire, a +2 bonus to Strength and Constitution, and a +4 natural armor bonus to AC. This ability replaces the bonus feat gained at 18th level and weapon mastery.


DEEPSTEEL CHAMPION SPELL LIST
Deepsteel champions gain access to the following spells.

1st-Level Deepsteel Champion Spells—binding earth, detect magic, endure elements, enlarge person, expeditious excavation, expeditious retreat, feather fall, gravity bow, grease, identify, jump, magic weapon, read magic, shocking grasp, soften earth and stone, stone fist, true strike.

2nd-Level Deepsteel Champion Spells—acid arrow, brow gasher, bear’s endurance, bull’s strength, create pit, darkvision, death from below, defensive shock, determine depth, elemental speech, elemental touch, glitterdust, invisibility, levitate, make whole, resist energy, shatter, silk to steel, stone call.

3rd-Level Deepsteel Champion Spells—chill metal, dispel magic, draconic reservoir, elemental aura, greater magic weapon, heat metal, lightning bolt, keen edge, meld into stone, mother stone, protection from energy, rage, shifting sand, spike stones, spiked pit, versatile weapon, wall of stone.

4th-Level Deepsteel Champion Spells—acid pit, calcific touch, detonate, dimension door, dragon's breath, freedom of movement, lightning arc, move earth, passwall, rusting grasp, stone shape, stone tell, stoneskin, transmute mud to rock, transmute rock to mud, wall of iron.


Table: Deepsteel Champion
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
1st
+1
+2
+0
+2
Bonus feat, steel magic training




2nd
+2
+3
+0
+0
Mental fortitude +1, tremor




3rd
+3
+3
+1
+1
Overhand chop




4th
+4
+4
+1
+1
Bonus feat
1



5th
+5
+4
+1
+1
Armored defense 1
1



6th
+6/+1
+5
+2
+2
Mental fortitude +2
1



7th
+7/+2
+5
+2
+2
Back swing
1
1


8th
+8/+3
+6
+2
+2
Bonus feat
1
1


9th
+9/+4
+6
+3
+3
Strength of stone
2
1


10th
+10/+5
+7
+3
+3
Mental fortitude +3
2
1
1

11th
+11/+6/+1
+7
+3
+3
Armored defense 2
2
1
1

12th
+12/+7/+2
+8
+4
+4
Bonus feat
2
2
1

13th
+13/+8/+3
+8
+4
+4
Piledraver
3
2
1
1
14th
+14/+9/+4
+9
+4
+4
Mental fortitude +4
3
2
1
1
15th
+15/+10/+5
+9
+5
+5
Earth glide
3
2
2
1
16th
+16/+11/+6/+1
+10
+5
+5
Bonus feat
3
3
2
1
17th
+17/+12/+7/+2
+10
+5
+5
Armored defense 3
4
3
2
1
18th
+18/+13/+8/+3
+11
+6
+6
Mental fortitude +5
4
3
2
2
19th
+19/+14/+9/+4
+11
+6
+6
Power of giants
4
3
3
2
20th
+20/+15/+10/+5
+12
+6
+6
Blood and steel, bonus feat
4
4
3
2

Table: Deepsteel Champion Spells Known
Class
Spells per Day
Level
1st
2nd
3rd
4th
1st




2nd




3rd




4th
2



5th
3



6th
4



7th
4
2


8th
4
3


9th
5
4


10th
5
4
2

11th
5
4
3

12th
6
5
4

13th
6
5
4
2
14th
6
5
4
3
15th
6
6
5
4
16th
6
6
5
4
17th
6
6
5
4
18th
6
6
6
5
19th
6
6
6
5
20th
6
6
6
5