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''Sometimes the earth shakes, causing pain and suffering. I just bring that shaking a bit faster.'' :--Jorasco Purtez, evil earthshaker '''Adventures:''' ''Incoming.'' '''Characteristics:''' ''Incoming.'' '''Alignment:''' ''Incoming.'' '''Religion:''' ''Incoming.'' '''Background:''' ''Incoming.'' '''Races:''' ''Incoming.'' '''Other Classes:''' ''Incoming.'' '''Role:''' ''Incoming.'' '''GAME RULE INFORMATION''' Earthshakers have the following game statistics. '''Abilities:''' Strength is the focus of most earthshakers, as it powers several offensive class features, including increasing the damage of their quakes by a considerable amount. Constitution lets the earthshaker stay on the front line where they belong and also fuels their defensive class features. '''Alignment:''' Any. '''Hit Die:''' d10. '''Class Skills''' The earthshaker’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Jump (Str), and Survival (Wis). '''Skill Points at 1st Level:''' (2 + Int modifier) x 4 '''Skill Points at Each Additional Level:''' 2 + Int modifier '''EARTHSHAKER''' {|border=1px !Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special |- |1st || +1 || +2 || +0 || +0 || Quake, rock armor 1/day, tremorsense |- |2nd || +2 || +3 || +0 || +0 || Rock fling, rock weapon, Earth Sense |- |3rd || +3 || +3 || +1 || +1 || Shape quake, stonecunning, burrow 10 ft. |- |4th || +4 || +4 || +1 || +1 || Earth Adept, rock armor 2/day |- |5th || +5 || +4 || +1 || +1 || Landmaster |- |6th || +6/+1 || +5 || +2 || +2 || Stone defense |- |7th || +7/+2 || +5 || +2 || +2 || Improved shaping, Earth Master |- |8th || +8/+3 || +6 || +2 || +2 || Rock armor 3/day |- |9th || +9/+4 || +6 || +3 || +3 || Burrow 20 ft. |- |10th || +10/+5 || +7 || +3 || +3 || Special ability |- |11th || +11/+6/+1 || +7 || +3 || +3 || |- |12th || +12/+7/+2 || +8 || +4 || +4 || Rock armor 4/day, roots of the mountain |- |13th || +13/+8/+3 || +8 || +4 || +4 || Special ability |- |14th || +14/+9/+4 || +9 || +4 || +4 || |- |15th || +15/+10/+5 || +9 || +5 || +5 || Burrow 30 ft. |- |16th || +16/+11/+6/+1 || +10 || +5 || +5 || Special ability, rock armor 5/day |- |17th || +17/+12/+7/+2 || +10 || +5 || +5 || |- |18th || +18/+13/+8/+3 || +11 || +6 || +6 || |- |19th || +19/+14/+9/+4 || +11 || +6 || +6 || Special ability |- |20th || +20/+15/+10/+5 || +12 || +6 || +6 || Cataclysmic shattering, earthen exemplar, rock armor 6/day |} '''Class Features''' All of the following are class features of the earthshaker. '''Weapon and Armor Proficiency:''' Earthshakers are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and shields (not including tower shields). '''Quake (Ex):''' An earthshaker's signature offensive option is shaking the earth so much as to cause physical harm to creatures within range. By stomping, punching the ground, shoving a weapon into the earth, or something else causes a powerful quake to run through the ground, the earthshaker deals 1d8 + Str modifier damage to all creatures in a 30-foot line limited to the ground. A successful Reflex save of DC 10 + ½ class levels + Str modifier reduces damage by half. Enemies underground do not get a Reflex saving throw and are thrown upward onto the surface. At 4th level, and every four levels after (4th, 8th, 12th, 16th, 20th), the earthshaker's quake strengthens, dealing more damage both to the earth and to enemies. Every improvement deals an additional 1d8 damage to all creatures in quake's range. This is a standard action. :''Bull Rush:'' The earthshaker may make a bull rush attempt against every opponent hit. A failed attempt does not allow the enemy a bull rush attempt against the earthshaker. This does not provoke attacks of opportunity. ''Bull rush'' is available at any level. :''Trip:'' The target is knocked prone. ''Trip'' is available at any level. :''Ripple:'' Quake creates an effect similar to a wave in the ground. Enemies in the area rise with the wave, then are brought closer to the earthshaker, in a sort of reverse bull rush. No bull rush attempt is necessary. This does not provoke attacks of opportunity. ''Ripple'' is available at any level. :''Immobilize:'' Enemies hit by quake are unable to move for one round. ''Immobilize'' is available at level 3. :''Spike Stones:'' Using ''spike stones'' activates an effect exactly like the spell of the same name, except it's not magic. ''Spike stones'' is available at level 5. :''Wall of Stone:'' Using ''wall of stone'' activates an effect exactly like the spell of the same name, except it's not magic, and the wall is restricted to the area of the quake. When shaping a ''wall of stone'' quake, the earthshaker may decide to make an emanation or a cone. In these cases, the wall can be formed on the edges of the area or within the area, but the range from the earthshaker must be the same all around. For example, Jorasco could use quake with ''wall of stone'' shaped into an emanation. If he wanted the wall to be within 10 feet of him in front, it would have to be 10 feet away from him all around. ''Wall of stone'' is available at level 7. :''Rift:'' Using this quake ability opens a rift in the form of your quake, causing enemies to fall or have to circumvent it. Falling enemies may attempt a Reflex save of DC 10 + 1/2 class levels + Str modifier to avoid dying. Success means the target is hanging somewhere in the rift. If they cannot escape within 1d4 rounds, the rift closes, crushing them. Creatures underground receive a Reflex save at +2 DC to save themselves. Success on a second Reflex save of the same DC allows the enemy to take half quake damage. ''Rift'' is available at level 11. '''Rock Armor (Ex):''' An earthshaker is able to protect against harmful weapons and spells using the earth as their armor. Once per day, rock may be called to cover the earthshaker’s body, granting a +4 natural armor bonus to armor class, a +4 bonus to Constitution, and damage reduction 2/adamantine. This power lasts for a number of rounds equal to 3 + Constitution modifier. At 8th level, the bonus to natural armor and Constitution improves to +6, and the damage reduction increases to 5/adamantine. At 15th level, the bonus to natural armor and Constitution improves to +8, and the damage reduction increases to 8/adamantine. At 4th level, and every 4 levels thereafter, an Earthshaker gains an additional use of this ability. '''Tremorsense (Ex):''' The ground is a channel through which the earthshaker can see their opponents. The earthshaker gains tremorsense with a range of 10 feet + 5 feet/class level. '''Rock Fling (Ex):''' Rocks fly up from the ground, only to be punched, kicked, or otherwise hit toward an enemy as a ranged attack. At 2nd level, an earthshaker is able to fling rocks at enemies within 80 feet, dealing 2d6 damage + Str modifier per rock. For the purposes of bypassing damage reduction, rocks used for rock fling are considered adamantine and magic. '''Rock Weapon (Ex):''' At 2nd level, weapons an earthshaker wields are covered in rock formed as soon as a grip is made. A rock weapon raises the original weapon's hardness by 8 and hit points by 15 and allows bypassing of damage reduction as adamantine. Ranged weapons have their ammunition covered in rock. '''Earth Sense:''' See page 138 of ''Races of Stone.'' '''Burrow:''' The ability to burrow through dirt is a great one for an earthshaker. At 3rd level, they can burrow through 10 feet of dirt every round. This improves at 9th level and every six levels after (9th, 15th) by 5 feet. Using quake while underground harms all creatures in the area as normal, except it works underground and on the surface at the same time. '''Shape Quake:''' At 3rd level, the earthshaker has learned how to control their earth-shaking capabilities. Quake and its kin can now be formed into cone attacks with half the range of their line quakes, or into burst attacks with one-third the range of their line quakes. '''Stonecunning:''' Earthshakers have an affinity for the earth not understood by many, but this affinity improves their ability to understand and interact with the earth. At 3rd level, this ability grants an earthshaker a +2 bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An earthshaker who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an earthshaker can use the Search skill to find stonework traps as a rogue can. An earthshaker can also intuit depth, sensing his approximate depth underground. Dwarves gain these bonuses on top of their racial stonecunning, including the range (20 feet at 3rd level, 30 feet at 9th, 40 feet at 15th). At 9th level, and every six levels after (9th, 15th), the bonus improves by an additional 2, and the range needed for a Search check is increased by 10 feet. '''Earth Adept:''' See page 138 of ''Races of Stone.'' '''Landmaster (Ex):''' At 5th level, an earthshaker's mastery of land has become too great for the land to hinder them anymore. An earthshaker may ignore all difficult terrain. In addition, they gain a +4 bonus to resist bull rush, overrun, and trip attempts. '''Stone Defense (Ex):''' At 6th level, an earthshaker is able to protect their body with stone, making up for any lack in dodging ability. An earthshaker adds their Constitution modifier to their armor class instead of their Dexterity if their Constitution bonus is higher. The earthshaker still loses their armor class bonus from Constitution whenever they would normally lose their Dexterity bonus to armor class. '''Improved Shaping:''' At 7th level, an earthshaker's ability to control their quake abilities improves, allowing them to avoid hurting allies when using quakes. '''Earth Master:''' See page 138 of ''Races of Stone.'' '''Special Abilities:''' On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), an earthshaker gains a special ability of their choice from among the following options. :''Invulnerability (Ex):'' Once per encounter, an earthshaker may become invulnerable to many forms of attack. As a swift action, an earthshaker may become immune to a single death effect, ability damage, ability drain, negative level, paralysis, stunning, or dazing effect that would harm them. :''Defensive Posture (Ex):'' Earthshakers are known for being hardy. Some go to the next level. Once per encounter, if an earthshaker would would be reduced to 0 or fewer hit points by damage in combat, they may attempt a Fortitude saving throw (DC = damage dealt). If the save succeeds, they take only half damage from the blow; if it fails, they take full damage. The earthshaker must be aware of the attack and able to react to it in order to execute their defensive posture—if they are denied their Constitution (or Dexterity) bonus to armor class, they can’t use this ability. Since this effect would not normally allow a character to make a Fortitude save for half damage, the mettle ability does not apply to the defensive posture. :''Quake Mastery:'' When using their quake ability, the earthshaker deals an additional 1d12 damage. This ability may be taken multiple times. :''Stone Heart (Ex):'' An earthshaker is tough, both inside and out. Stone heart grants an additional hit point per class level. :''Feat:'' An earthshaker may choose a bonus feat instead of taking a special ability. '''Roots of the Mountain (Ex):''' At 12th level, an earthshaker can become an impassable barrier to his foes. When his rock armor ability is active, he may forgo movement in order to reap greater benefits. So long as the earthshaker moves 10 feet or less during his turn, he gains a +8 bonus to resist any and all forced movement attempts, an additional +4 bonus to his natural armor, and his damage reduction granted by rock armor doubles and becomes X/adamantine and bludgeoning. '''Cataclysmic Shattering (Ex):''' At 20th level, the earthshaker has reached the height of earth-shattering power. Cataclysmic shattering acts like quake, except in addition, the quake relays a massive amount of earth energy, resulting in death for all enemies hit by the quake who fail their saving throw. Cataclysmic shattering is usable once per day. '''Earthen Exemplar:''' Going through all their experiences as an earthbound warrior, the earthshaker rises above the ranks of even the most earth-attuned. Their type changes to Outsider with the Native and Earth subtypes. They gain damage reduction 5/-. In addition, they can burrow through rock as well as dirt, and they can charge and run while burrowing. Finally, the earthshaker gains earth glide like an earth elemental.
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