"The wrongs of old are remembered in the very rocks of the world. Secret wrath lies sleeping in stone."Prerequisite:
The ancient language of creation lies locked within the bones of the earth. You have mastered some of the oldest and most fundamental syllables of this language, syllables so sonorous that they almost defy being uttered by mortals. With your words and your will, you can wake the very stone of the world to lend you its strength or lash out at your enemies.
Dwarves were the first mortal stonecallers, but the tradition has since spread to other races, especially goliaths, shifters, and barbaric humans—people who live close to the elements. Throughout the world, mountain folk know the power of the stonecaller’s voice.
STONECALLER PATH FEATURES Stonecaller's Action (11th level)
: When you spend an action point to take an extra action, you also create an earthquake in a close burst 2, 5, or 10 (your choice). Until the start of your next turn, all creatures other than you treat the area of the burst as difficult terrain, and any creature you hit while it is in the burst is knocked prone after the attack’s effects are resolved. Strong Footing (11th level)
: When any attack would knock you prone, you can make a saving throw. If you save, you don’t fall prone. In addition, you ignore difficult terrain if it is the result of rubble, uneven stone, or an earthen construction. Stonesight (16th level)
: You gain tremorsense 5 as long as you are in contact with the ground.
Stonecaller Attack 11Earthbolt
At your command, the ground beneath your enemies erupts in jagged fangs of stone.
Encounter Divine, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier damage, and the target is knocked prone.
Effect: The burst creates a zone of uneven stone that lasts until the end of your next turn. The zone is difficult terrain.
Stonecaller Utility 12Rooted to the Earth
The earth grants you or your friend its immovable mass and deep power.
Immediate Interrupt Close burst 2
Trigger: You or an ally within 2 squares of you is bloodied, pulled, pushed, or slid by an enemy attack
Target: The triggering character
Effect: The target can use his or her second wind and isn’t subject to the forced movement, if any.
Stonecaller Attack 20Black Obelisk of Doom
You call forth a great pillar of rock. An ancient rune of destruction is carved on it. Enemies that behold it are drawn to their doom.
Daily Conjuration, Divine, Implement, Necrotic
Standard Action Ranged 20
Effect: You conjure a black obelisk that fills an unoccupied square within range. The obelisk must be on a solid surface and is a 10-foot-high solid obstacle. It lasts until the end of your next turn. Any enemy that starts its turn adjacent to the obelisk is weakened until the start of its next turn. When the obelisk appears, it makes an attack that is a close burst 4.
Target: One creature in the burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier necrotic damage, and the target is pulled 3 squares toward the obelisk and immobilized (save ends).
Sustain Minor: The obelisk persists. As a standard action, you can make its attack again.
Published in Divine Power, page(s) 77.