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View Full Version : The Earthshaker [3.5 Base Class] [PEACH]



Temotei
2010-03-17, 04:05 AM
Earthshaker


http://i.imgur.com/xXzaol.jpg (http://browse.deviantart.com/?qh=&section=&q=earthquake+dragon#/d2fy0uy)
Death from above? Pah. Death on level with you is quite a bit scarier.

--Old Man Huroth, witness of a dragon with earthshaker levels

The earthquake--natural disaster or weapon? Nobody knows when an earthshaker is around. Does it matter? Probably not. It is an earthquake, after all.

Adventures: Some earthshakers might adventure in the name of earth itself, seeking to preserve while using it as a weapon. Others might follow a god or goddess of the earth. Otherwise, typical adventuring perks, such as finding treasure, are common goals, as well.

Characteristics: Earthshakers are devastating combatants with weapons and rock alike, often making them the same thing. By utilizing earth's power with quakes, weapons of rock, armor, walls, and burrowing, the earthshaker can surprise foes from beneath, protect allies, and act as a serious threat.

Alignment: Earthshakers are of all alignments, good and evil, lawful and chaotic. Due to the destructive nature of his abilities, however, a good or lawful earthshaker usually takes care when using abilities, while an evil earthshaker or a chaotic one might simply go all out and level buildings without a thought.

Religion: Religious earthshakers might follow Moradin (god of stonework), Garl Glittergold (god of gemcutting), or Ulaa (goddess of earth). Otherwise, any deity that emphasizes strength may appeal to an earthshaker.

Background: Earthshakers are a mixed band. Some are self-taught, while others are granted their powers by their deity. Some others have mentors, whether earthshaker or earth shaper of a different kind. Any way they're looked at, the earthshakers are a broad group.

Races: Dwarves and other races of the stone most commonly become earthshakers, for obvious reasons. Humans, due to their ubiquitously varied nature, will become earthshakers almost as often as dwarves. Smaller races generally don't mesh well, but the gnomes don't seem to have a problem with becoming one of the 'shakers. Elves rarely go down the path of rock, and half-elves follow their example, though not quite as often. Raptorans and other flying races almost never become earthshakers, for their very nature goes against it.

Other Classes: Barbarians revel in the chaos of the earth itself being rent, making them happy companions. Clerics who follow an earth god or goddess will often have a fine time with the earthshaker. Druids are okay with earthshakers as long as the latter are careful not to damage the living landscape permanently. Fighters see earthshakers as worthy warriors of a different craft. Monks will usually admire the earthshaker's ability to control his body and the land with it. Rogues don't get along too well with earthshakers because of their usually-conflicting styles, but if the two work together, they can be a powerful combo. Sorcerers and wizards love the help in battlefield control and protection, and are therefore usually very happy with an earthshaker's presence.

Role: Earthshakers are crowd-controlling damage dealers capable of duking it out with the best of them or smashing the ground to give everyone a taste. They have several powerful defensive abilities and some features allow them to keep enemies off allies by controlling their movements, making them great defending front-liners.

GAME RULE INFORMATION
Earthshakers have the following game statistics.
Abilities: Strength is the focus of most earthshakers, as it powers several offensive class features. Constitution lets the earthshaker stay on the front line where they belong and also fuels their defensive class features.
Alignment: Any.
Hit Die: d10.
Starting Age: As fighter.
Starting Gold: 6d4x10 gp.

Class Skills
The earthshaker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

EARTHSHAKER


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 to shake 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, the earthshaker causes a powerful quake to run through the ground, dealing 1d8 + Str modifier damage to all creatures in a 30-foot line on the ground. A successful Reflex save of DC 10 + 1/2 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 (8th, 12th, 16th, 20th), the earthshaker's quake strengthens, dealing 1d8 more damage both to the earth and to enemies. Unless otherwise stated, only one improvement may be used per quake. 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: A single target is knocked prone. A successful Reflex save of DC 10 + 1/2 class levels + Str modifier negates trip. However, the earthshaker may raise the DC by 1 per 1d8 damage he chooses to give up. 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. Using ripple lowers quake damage by 1d8. 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. A spike stones quake deals half quake damage. A successful Reflex save of DC 10 + 1/2 class levels + Str modifier negates quake damage, but not the spike stones effect or its damage. 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. Enemies in the quake's effect take no damage, but are raised to the top of the wall instead and become flat-footed for one round. Falling off the wall causes normal falling damage if it applies. 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 the rift. Success means the target avoids the rift altogether. Failure means subjects fall 100 feet down the rift, taking appropriate falling damage. If targets cannot escape within 1d4 rounds, the rift closes, and all subjects must make a Fortitude saving throw of the same DC as the Reflex saving throw. If they succeed, they take double quake damage each round for 1d4 rounds, at the end of which they are expelled out of the rift. If they fail, the rift crushes them. Creatures underground receive a Reflex save at +2 DC to save themselves. 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 as a move action, 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. At 2nd level, an earthshaker is able to fling rocks at enemies within 80 feet as if attacking with a ranged weapon, 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 for 1 round.

Defensive Posture (Ex): Earthshakers are known for being hardy. Some go to the next level. Once per encounter, if an earthshaker 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 to any special effects, the quake relays a massive amount of earth energy, resulting in death for all enemies hit by the quake who fail their saving throw. This is a death effect. 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.

Innis Cabal
2010-03-17, 04:24 AM
The Fling Rock ability does -way- to much damage. And this class is totally screwed against flying creatures. Not to mention on top of either of these, its damage reduction is....ludicrious. Note how most classes get up to 5, but 20 and not just 20, but -FLAT- 20...that is just to powerful.

Realms of Chaos
2010-03-17, 07:38 AM
Ooh, another class by Temotei. Haven't read one of these for awhile (a big fan of the debaser like everyone else by the way). :smallsmile:

Let's see what we're working with...


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.

Interesting quote but not much information. I'll wait for you to type it all up.


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

Pretty standard fare so far.


EARTHSHAKER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+1|+2|+0|+0|Quake, rock armor 1/day
2|+2|+3|+0|+0|Rock fling 1d10, rock weapon +1d8, burrow 15 ft.
3|+3|+3|+1|+1|Shape quake, Earth Sense, earth skills +2
4|+4|+4|+1|+1|Great quake, Earth Adept
5|+5|+4|+1|+1|Rock fling 2d10, rock weapon +1d10, rock armor 2/day
6|+6/+1|+5|+2|+2|Stone defense, mountaineer +1
7|+7/+2|+5|+2|+2|Improved shaping, landmaster, Earth Master
8|+8/+3|+6|+2|+2|Rock fling 3d10, rock weapon +1d12, spike stones 1/day, burrow 30 ft.
9|+9/+4|+6|+3|+3|Flying earth, wall of stone 1/day, earth skills +4
10|+10/+5|+7|+3|+3|Special ability, rock armor 3/day, tremorsense 10 ft.
11|+11/+6/+1|+7|+3|+3|Colossal quake, rock fling 4d10, rock weapon +2d8, spike stones 2/day
12|+12/+7/+2|+8|+4|+4|Stone bastion, wall of stone 2/daymountaineer +2
13|+13/+8/+3|+8|+4|+4|Special ability, tremorsense 15 ft.
14|+14/+9/+4|+9|+4|+4|Rock fling 5d10, rock weapon +2d10, spike stones 3/day, burrow 45 ft.
15|+15/+10/+5|+9|+5|+5|Rock armor 4/day, wall of stone 3/day, earth skills +6
16|+16/+11/+6/+1|+10|+5|+5|Special ability, tremorsense 20 ft.
17|+17/+12/+7/+2|+10|+5|+5|Rock fling 6d10, rock weapon +2d12, spike stones 4/day
18|+18/+13/+8/+3|+11|+6|+6|Stone bulwark, wall of stone 4/day, mountaineer +3
19|+19/+14/+9/+4|+11|+6|+6|Special ability, tremorsense 25 ft.
20|+20/+15/+10/+5|+12|+6|+6|Cataclysmic shattering, earthen exemplar, rock fling 7d10, rock armor 5/day, rock weapon +3d10, spike stones 5/day, burrow 60 ft.[/table]

Wow. That table is... kind of overloaded. The most abilities that I've ever put on a class was two per level (with one ability per level being less powerful/ following a themed progression) and maybe an extra one during the first two or three levels.
Eh, it's probably not as bad as it appears. Even so, not quite aesthetically pleasing.


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, causing 1d6 + Str modifier damage to all creatures in a 30-foot line. A successful Reflex save of DC 10 + ½ class levels + Str modifier reduces damage by half. This is a standard action.

Okay, two notes regarding quake. First of all, although the ability to deal damage in a line is fun, this hardly seems like a signature offense as it doesn't seem to increase in power (hopefully some other ability later on helps in this regard).
Secondly, the wording of this ability doesn't quite work the way you might think it does. With this current wording, I could pound the ground to make a line of destruction heading directly upwards. Similarly, I could throw my hammer at the ground while flying to shoot a shockwave directly in front of me... through mid air.
Not sure how to fix the wording but just letting you know.



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 +6 natural armor bonus to armor class and damage reduction 1/adamantine for Constitution modifier rounds. At 5th level and every fifth level after (5th, 10th, 15th, 20th), the damage reduction increases by one and the earthshaker may use rock armor one more time per day. In addition, the natural armor bonus increases by +2 at 10th level and every tenth level after (10th, 20th). Using rock armor is a standard action.

A purely defensive rage, huh? This doesn't exactly make you a tank (can't make enemies focus their attacks on you) but it is a nice thing to have.


Rock Fling (Ex): Rocks fly up from the ground, only to be punched, kicked, or otherwise hit toward an enemy as a standard action. At 2nd level, an earthshaker is able to fling rocks at a single enemy within 60 feet, dealing 1d10 damage. At 5th level and every third level after (5th, 8th, 11th, 14th, 17th, 20th), the damage increases by an additional 1d10. As well, an earthshaker is able to apply special effects to their rock fling ability depending on their level. Only one special effect can be used per rock fling attack. Multiple uses of the same effect does not allow the same penalty to stack, although the duration will renew.

Interrupt: The Concentration DC for being able to cast after being hit by rock fling raises by 2 for every rock fling upgrade (1d10, 2d10, etc.). Interrupt is available at level 2.

Disarm: The earthshaker may make a ranged disarm attempt against the opponent hit. A failed attempt does not allow the enemy a disarm attempt against the earthshaker. This does not provoke attacks of opportunity. Disarm is available at level 2.

Bull Rush: The earthshaker may make a ranged bull rush attempt against the 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 level 2.

Sunder: The earthshaker may make a ranged sunder attempt against the opponent hit. This does not provoke attacks of opportunity. Sunder is available at level 2.

Immobilize: An enemy hit by rock fling is unable to move for one round. Flying enemies hit with immobilize fall for a round. Immobilize is available at level 5.

Multi-Target: The earthshaker may hit up to three enemies, no one enemy more than 15 feet away from any other. Multi-target is available at level 5.

Blind: The target is blinded. Blind is available at level 5.

Slow: As the slow spell, except no saving throw is allowed. The opponent hit is slowed for 1 + Str modifier rounds. Slow is available at level 8.

Force Stone: Force stone allows rock fling to hit incorporeal and ethereal opponents without a chance of failure. Force stone is available at level 8.

Dispel: The opponent hit is affected by dispel magic. Dispel is available at level 8. At level 14, it is instead greater dispel magic.

Energy Stone: The target is exhausted. Energy stone is available at level 8.

Paralyze: The target is paralyzed and prone. Paralyze is available at level 11.

Drain: The opponent hit gains 1d2 negative levels. Drain is available at level 11.

Pain Stone: The target is afflicted with severe pain, as if from symbol of pain. Pain stone is available at level 11.

Essence Stone: The target takes 1d8 + 1 ability damage to an ability score. Essence stone is available at level 14.

Petrify: The target is turned to stone. Petrify is available at level 17.

Hmmm...
... well, it's safe to say that THIS is the signature offense of the earthshaker, not quake.
Also, it took me until just now to make the mental connection between earthshakers and earth-benders from Avatar: The Last Air-Bender. I'm going to assume that this was intentional.
Anyhow, this stuff looks... wierd. You are throwing stones at creatures that... are magical? Although the assorted powers give this guy even more versatility, I wonder if they are really... needed.
I know where you're coming from, I do believe. Still, I wish the abilities made a bit more sense (things that could actually be done with a stone hitting someone rather than handing out debuffs).
I recommend taking out quake altogether and just moving back this ability a level whenever it would be gained.


Rock Weapon (Ex): At 2nd level, weapons an earthshaker wields can be covered in rock as a standard action. The rock lasts for 1 + 1/2 class level rounds. A rock weapon deals an additional 1d8 bludgeoning damage on top of the original weapon damage, raises the 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. At 5th level and every third level after (5th, 8th, 11th, 14th, 17th, 20th), the damage die increases by one size. At 11th level, it increases to 2d8 (not 1d20) and at 20th level, it increases to 3d10 (not 2d20). Rock weapon is usable class levels times per day.

And now for a melee ability, I guess. So we have quakes of power, throwing stones, and rock weaponry. Well, this ability is looking a bit like overkill. Consider taking out the extra damage and simply making this a constant effect rather than an activated one (improved hardness and hit points for your weapon and your weapon is treated as being adamantine for all purposes). It would certainly help to unclutter the ability table.


Burrow: The ability to burrow through dirt is a great one for an earthshaker. At 2nd level, they can burrow through 15 feet of dirt every round. This improves at 8th level and every six levels after (8th, 14th, 20th) by 15 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.

Again, for the sake of keeping the table neat, consider creating another column for this class after special to list this guy's burrow speed (much as monks have a column for their speed bonus).
Also, be aware that burrowing can be a disruptive than flying in a campaign. Explore the labyrinth? Why not just dig my way underneath it. Big enemy coming? Dig your way to China (well, you know what I mean :smalltongue).


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.

Okay, so there is an ability that affects quake. Unfortunately, it doesn't increase the damage output of Quake and doesn't make it particularly more interesting. Now I'm waiting to see what abilities qualify as "its kin".


Earth Sense: See page 138 of Races of Stone.

A bit late to get this feat, actually. Consider switching this and burrowing (moving back enhanced burrowing speeds 1 level for each advancement as well).


Earth Skills: Earthshakers have an affinity for the earth not understood by many, but this affinity improves their ability to move across the earth and to perform acts better when related to the earth. At 3rd level, an earthshaker gains a +2 bonus to Appraise checks related to stone items, Climb, Craft checks related to stone items, and Jump checks. At 9th level, and every six levels after (9th, 15th), this bonus improves by an additional 2.

Okay, this question is going to sound a bit silly. Instead of granting a bunch of of miscellaneous skill bonuses, why not just grant stonecunning like a dwarf (doubling the bonuses if you already possess them)?
Seems like a good way to get rid of some of this class' clutter.


Great Quake (Ex): At 4th level, the earthshaker's quake strengthens, dealing more damage both to the earth and to enemies. Great quake acts like quake, except it deals 2d8 + Str modifier x 2 damage to all creatures in a 40-foot line.

Ooh, Quake gets better. It's almost acceptable for its level. It's just a shame that it still doesn't scale.


Earth Adept: See page 138 of Races of Stone.

Okay... bonus feat.

[QUOTE=Temotei221;8095123]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.

Pretty nice.


Mountaineer: Mountains, caves, and other earthen places are an earthshaker's best homes. In these environments, an earthshaker gains a +1 morale bonus to armor class and damage.

Okay, this ability really seems kind of... extra. This guy gets quite a few class features and this one just seems like a last-second add-on. This ability really isn't needed.
Edit: I now see on the table above that the bonus increases over time, something not mentioned in the ability description. Even so, this guy already seems to have enough offense and defense. I would honestly recommend scrapping the ability.


Improved Shaping: At 7th level, an earthshaker's ability to control their quake abilities improves, allowing them to avoid hurting allies when using quakes.

And quakes get even better. Unfortunately, by the time you get this ability, your quakes aren't doing enough damage any more. Decent against mobs of mooks but little else.


Landmaster (Ex): 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.

Naw.
Seriously, the bonus is too low for something gained as this level. I understand that you want to give this guy a bunch of abilities flavorfully attaching this guy to the terrain of mountains, caves, and the like but this one is just too little too late.
I'd either see if there's room for this ability a bit earlier or scratch it (a class with this many class features probably doesn't need filler abilities, even for flavor's sake).


Earth Master: See page 138 of Races of Stone.

FEAT.


Spike Stones (Sp): On attaining 8th level, an earthshaker is able to use the spell of the same name once per day. At 11th level, and every third level after (11th, 14th, 17th, 20th), it may be used once more per day. Caster level is equal to earthshaker class levels.

Magical Rocks, part 2: electric boogaloo
Seriously, the SLAs that this guy has don't seem necessary. I don't fully understand why they're here.
Edit: Oh, now I see. You're trying to make a full BAB battlefield controller. This is an interesting attempt but... it seems a bit goofy to me. I can't explain it but it's just... wierd.


Flying Earth (Su): At 9th level, the earthshaker gains the ability to “ride” rock, mud, or dirt, propelling it with supernatural force to allow flight. While in flight, rock fling may be used, the rock, mud, or dirt being used up as the attack depletes the source. The earthshaker may attack three times with rock fling before being unable to attack any more, although flight is still possible. Other than the exceptions noted above, this ability functions like fly.

Because every class, everywhere, needs a way to fly. :smallwink:

This ability seems to clash with the rest of this class. You are an earth-based class. You burrow. Why on earth are you now also flying? Despite your established rock-telekinesis and the juicy flavor of a flying battlefield controller, this class does not seem like it should be flying around. :smallconfused:


Wall of Stone (Sp): As the spell of the same name. An earthshaker may use wall of stone once per day. At 12th level, and every third level after (12th, 15th, 18th), it may be used once more per day. Caster level is equal to earthshaker class levels.

I finally realized what looked wrong about spike stones to me and it applies here as well. I'm not used to seeing SLAs with limited uses per day given to base classes.
While it is common practice with Prestige Classes, the only analogue that I can think of is the ability of the spellthief to use arcane sight a number of times per day (a number that doesn't scale). In short, it's not "bad" but it gives off a more "PrC-ish" vibe (at least to me).


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 all forms of attack. As a swift action, an earthshaker may become immune to all negative effects that would harm them until an attack hits.

Crush (Ex): When grappling, the earthshaker may attempt to crush their opponent, dealing heavy damage and imposing massive penalties, if not death. Whenever an earthshaker is able to attack in a grapple, they may instead crush their opponent with a single attack, dealing 4d8 damage and 2 Strength and Constitution damage. A successful Fortitude save of DC 10 + class levels + Str modifier halves the damage and negates penalties. Any opponent of Tiny size or smaller is not entitled to a save. A Fine opponent immediately dies if the crush attack is successful, regardless of hit points or ability scores.

Defensive Posture (Ex): Earthshakers are known for being hardy. Some go to the next level. 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.

Crush seems... kind of off. Nothing else in this entire class suggests that you'd want to be grappling. While Strength technically helps your Quake ability, most people will be getting their damage by throwing rocks (which requires Dex for the attack roll as it is a ranged attack and does nto add Str to damage).
Other than that, interesting.


Tremorsense (Ex): The ground is a channel through which the earthshaker can see their opponents. At 10th level, the earthshaker gains tremorsense with a 10-foot range. At 13th level and every three levels after (13th, 16th, 19th), the range increases by 5 feet.

Tremorsense out to 25 feet seems pretty insignificant by level 19. I'd just grant it out to 5 feet/class level at level 10. That way, it ends up extending four times as far (not overpowered) and it streamlines the class a bit.



Colossal Quake (Ex): At 11th level, the earthshaker’s quake strengthens once again, dealing more damage both to the earth and to enemies. Colossal quake acts like quake, except it deals 3d8 + Str modifier x 3 damage to all creatures in a 50-foot line.

It has been a long time coming but at long last Quake is useful. If you took Quake Mastery last level, this is far more useful than throwing rocks when facing multiple foes.
Also, I should have asked this earlier but is there any specific reason why all of the quake abilties aren't gathered under a single heading?


Stone Bastion (Ex): At 12th level, a number of times per day equal to the earthshaker's Constitution modifier, stone may cover an earthshaker's body, protecting them even more than rock armor. Stone bastion gives damage reduction 15/-, spell resistance 11 + class levels, and a +12 natural armor bonus to armor class, lasting 1 + Con modifier rounds, but the earthshaker may only move up to 10 feet every round and cannot take five-foot steps. Bull rush, overrun, and trip attempts automatically fail against the earthshaker while they are using this ability. Flying earth may not be used while using stone bastion.

OK, this ability is just plain funky. This is one of the few abilities along with rock armor and rock weapon that suggest that this class is intended to wade into combat rather than controlling the battlefield.
As far as I can tell, this is simply not the case. This guy launches rocks at big guys and quakes swarms. What on earth would this guy actually attack?

Also, this ability does something else that is kind of wierd. Up until level 12, you've been relying on stone armor, an ability that has gained daily uses over the levels. Now, you suddenly get a separate and likely larger pool of better defensive stances. I understand that stone armor has its uses (such as moving) but it still ends up looking wierd.
I'd personally rework this ability as an enhancement to stone armor, allowing you to double the AC bonus/DR and gain Spell Resistance by restricting your movement when you activate the ability.


Stone Bulwark (Ex): At 18th level, an earthshaker's ability to defend becomes even better. Stone bastion may now be used on allies as well as the earthshaker, and it improves, raising the damage reduction to 20/-, spell resistance 16 + class levels, and +16 natural armor. The daily limit still exists.

As stated before, DR 20/- is a bit much. I know that it's not 9th level spells but it's still alot to be granted as a normal class feature in pre-epic levels.


Cataclysmic Shattering (Ex): At 20th level, the earthshaker has reached the height of earth-shattering power. Their quake strengthens one last time, dealing immense damage to both the earth and to enemies. Cataclysmic shattering acts like quake, except it deals 5d8 + Str modifier x 4 damage to all creatures in a 60-foot line. In addition, once per day, an earthshaker may release a massive amount of earth energy, resulting in death for all enemies hit by the quake who fail their saving throw.

And if you've been taking Quake Mastery diligently at each opportunity, quaking people now officially deals more damage than throwing a rock at them. I don't think that the death attack is quite necessary but it is a nice touch.


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 subtype. They gain damage reduction 5/- and can now add two effects to rock fling attacks. In addition, they can burrow through rock as well as dirt, and they can charge and run while burrowing. Finally, the earthshaker is able to use master earth once per day as a spell-like ability.

Wow. Very Nice (and very busy) capstone. Become an outsider, gain DR, better rock flinging, better burrowing, and master earth. Considering that you also get your best version of quake (including a 1/day massive death effect) at this level (and burrow speed... and rock weapon... and rock armor... and spike stones... and rock fling damage), you may want to cut one or two parts of that out.

Okay, I am veeerry sleepy now. I'm sorry if I said something stupid or wrong earlier. I honestly can't remember.

Temotei
2010-03-17, 09:20 AM
The Fling Rock ability does -way- to much damage. And this class is totally screwed against flying creatures. Not to mention on top of either of these, its damage reduction is....ludicrious. Note how most classes get up to 5, but 20 and not just 20, but -FLAT- 20...that is just to powerful.

Note that the damage reduction only goes to 20 when using one ability, but I'll lower it, as mentioned in the below quote from Realms of Chaos.

As for flying creatures, that's why there's rock fling and that flying ability that isn't going to exist for much longer. I disagree on the damage of rock fling though. Compare it to eldritch blast. The averages are pretty darn close throughout the table. Not only that, but if I lowered the damage, quake would pretty much completely overshadow it once your Strength got into any amount higher than 20 - 22 or so.


Ooh, another class by Temotei. Haven't read one of these for awhile (a big fan of the debaser like everyone else by the way). :smallsmile:

Sweet. I loved making each class. Originally, the debaser was meant to be the anti-radiant monk, if you know what I mean. After a tiny bit with the abilities though, I decided for it to be available to Neutral characters, added more debuffs than darkness, and gave it its current name.

Interesting quote but not much information. I'll wait for you to type it all up.

It'll be up at least by the end of this weekend, if not sooner.

Okay, two notes regarding quake. First of all, although the ability to deal damage in a line is fun, this hardly seems like a signature offense as it doesn't seem to increase in power (hopefully some other ability later on helps in this regard).

I think I'll condense the quake upgrades into one quake. My original thoughts were...tired ones. I thought I'd space them out at uneven intervals. Perhaps I'll improve it more linearly.

Secondly, the wording of this ability doesn't quite work the way you might think it does. With this current wording, I could pound the ground to make a line of destruction heading directly upwards. Similarly, I could throw my hammer at the ground while flying to shoot a shockwave directly in front of me... through mid air.
Not sure how to fix the wording but just letting you know.

Thanks much. I overlooked that. I'll just say it works in a line on the ground.

A purely defensive rage, huh? This doesn't exactly make you a tank (can't make enemies focus their attacks on you) but it is a nice thing to have.

Indeed.

Hmmm...
... well, it's safe to say that THIS is the signature offense of the earthshaker, not quake.
Also, it took me until just now to make the mental connection between earthshakers and earth-benders from Avatar: The Last Air-Bender. I'm going to assume that this was intentional.
Anyhow, this stuff looks... wierd. You are throwing stones at creatures that... are magical? Although the assorted powers give this guy even more versatility, I wonder if they are really... needed.
I know where you're coming from, I do believe. Still, I wish the abilities made a bit more sense (things that could actually be done with a stone hitting someone rather than handing out debuffs).
I recommend taking out quake altogether and just moving back this ability a level whenever it would be gained.

Yeah...I didn't think about earthbenders until after I wrote this ability up. I must have subconsciously remembered them while I was typing it. :smallamused:

Maybe I'll get rid of some of the more magical stones, like dispel.

And now for a melee ability, I guess. So we have quakes of power, throwing stones, and rock weaponry. Well, this ability is looking a bit like overkill. Consider taking out the extra damage and simply making this a constant effect rather than an activated one (improved hardness and hit points for your weapon and your weapon is treated as being adamantine for all purposes). It would certainly help to unclutter the ability table.

I'll do that.

Again, for the sake of keeping the table neat, consider creating another column for this class after special to list this guy's burrow speed (much as monks have a column for their speed bonus).
Also, be aware that burrowing can be a disruptive than flying in a campaign. Explore the labyrinth? Why not just dig my way underneath it. Big enemy coming? Dig your way to China (well, you know what I mean :smalltongue).

Indeed, burrowing can break some campaign ideas. I was thinking of making alternate class features for this guy so it would work in more campaigns. Desert earthshaker? Volcanic? Just ideas running through my head right now, but we'll see.

Okay, so there is an ability that affects quake. Unfortunately, it doesn't increase the damage output of Quake and doesn't make it particularly more interesting. Now I'm waiting to see what abilities qualify as "its kin".

Eh. Slightly more interesting. The player has slightly more to describe in combat.

A bit late to get this feat, actually. Consider switching this and burrowing (moving back enhanced burrowing speeds 1 level for each advancement as well).

I'll do that. Note that moving the burrow speeds 1 level back for each advancement will end it at 45 feet instead of 60 feet. That's probably okay though.

Okay, this question is going to sound a bit silly. Instead of granting a bunch of of miscellaneous skill bonuses, why not just grant stonecunning like a dwarf (doubling the bonuses if you already possess them)?
Seems like a good way to get rid of some of this class' clutter.

I had actually used stonecunning as inspiration. I'll just add it in instead of this.

Ooh, Quake gets better. It's almost acceptable for its level. It's just a shame that it still doesn't scale.

Technically. :smalltongue: I'll see what I can do for acceptability.

Okay, this ability really seems kind of... extra. This guy gets quite a few class features and this one just seems like a last-second add-on. This ability really isn't needed.
Edit: I now see on the table above that the bonus increases over time, something not mentioned in the ability description. Even so, this guy already seems to have enough offense and defense. I would honestly recommend scrapping the ability.

I forgot to mention it in the ability description. I might just scrap it though, since this was, indeed, a last second add-on. I thought about flavorful things, and I thought horizon walker with environments. Bingo. Mountains and caves. Tweak it a bit and you've got mountaineer.

And quakes get even better. Unfortunately, by the time you get this ability, your quakes aren't doing enough damage any more. Decent against mobs of mooks but little else.

I'll work on that.

Naw.
Seriously, the bonus is too low for something gained as this level. I understand that you want to give this guy a bunch of abilities flavorfully attaching this guy to the terrain of mountains, caves, and the like but this one is just too little too late.
I'd either see if there's room for this ability a bit earlier or scratch it (a class with this many class features probably doesn't need filler abilities, even for flavor's sake).

You're right. I'll move it to an earlier position.

Magical Rocks, part 2: electric boogaloo
Seriously, the SLAs that this guy has don't seem necessary. I don't fully understand why they're here.
Edit: Oh, now I see. You're trying to make a full BAB battlefield controller. This is an interesting attempt but... it seems a bit goofy to me. I can't explain it but it's just... wierd.

I'll think about just scrapping it.

Because every class, everywhere, needs a way to fly. :smallwink:

This ability seems to clash with the rest of this class. You are an earth-based class. You burrow. Why on earth are you now also flying? Despite your established rock-telekinesis and the juicy flavor of a flying battlefield controller, this class does not seem like it should be flying around. :smallconfused:

Indeed. Fun was the only thing running through my mind at the time of writing this. Maybe I'll make a psionic earthshaker with this ability, but I'll scrap it for now. Since level 9 is a little low on other abilities, I'll try to move something to this level.

I finally realized what looked wrong about spike stones to me and it applies here as well. I'm not used to seeing SLAs with limited uses per day given to base classes.
While it is common practice with Prestige Classes, the only analogue that I can think of is the ability of the spellthief to use arcane sight a number of times per day (a number that doesn't scale). In short, it's not "bad" but it gives off a more "PrC-ish" vibe (at least to me).

Hm. I suppose that's true. Then again, some classes give veiled spell-like abilities. The paladin gets lay on hands (healing spells), monks get self-healing (healing), monks get tongue of the sun and moon (tongues)...actually, I'm drawing a blank. I'll think on this.

Crush seems... kind of off. Nothing else in this entire class suggests that you'd want to be grappling. While Strength technically helps your Quake ability, most people will be getting their damage by throwing rocks (which requires Dex for the attack roll as it is a ranged attack and does nto add Str to damage).
Other than that, interesting.

Crush was just an idea I got, but you're right; it doesn't fit. I'll see about making a grappling earthshaker. Throwing does let you add Strength to damage though, as far as I understand. I'm thinking this is a result of your tiredness, so I'll just ignore the little oversight, instead looking toward the rest of your extensive and altogether awesome review.

Tremorsense out to 25 feet seems pretty insignificant by level 19. I'd just grant it out to 5 feet/class level at level 10. That way, it ends up extending four times as far (not overpowered) and it streamlines the class a bit.

Will do.

It has been a long time coming but at long last Quake is useful. If you took Quake Mastery last level, this is far more useful than throwing rocks when facing multiple foes.
Also, I should have asked this earlier but is there any specific reason why all of the quake abilties aren't gathered under a single heading?

There is no reason other than for the different names and for spreading them out a bit. I'll make the progression more linear and give it one name.

OK, this ability is just plain funky. This is one of the few abilities along with rock armor and rock weapon that suggest that this class is intended to wade into combat rather than controlling the battlefield.
As far as I can tell, this is simply not the case. This guy launches rocks at big guys and quakes swarms. What on earth would this guy actually attack?

Also, this ability does something else that is kind of wierd. Up until level 12, you've been relying on stone armor, an ability that has gained daily uses over the levels. Now, you suddenly get a separate and likely larger pool of better defensive stances. I understand that stone armor has its uses (such as moving) but it still ends up looking wierd.
I'd personally rework this ability as an enhancement to stone armor, allowing you to double the AC bonus/DR and gain Spell Resistance by restricting your movement when you activate the ability.

I'll do that.

As stated before, DR 20/- is a bit much. I know that it's not 9th level spells but it's still alot to be granted as a normal class feature in pre-epic levels.

Damage reduction 15/- or even down to 10/- would probably be better. I'll think on this.

And if you've been taking Quake Mastery diligently at each opportunity, quaking people now officially deals more damage than throwing a rock at them. I don't think that the death attack is quite necessary but it is a nice touch.

It's one more thing for the class to do. :smallsmile:

Wow. Very Nice (and very busy) capstone. Become an outsider, gain DR, better rock flinging, better burrowing, and master earth. Considering that you also get your best version of quake (including a 1/day massive death effect) at this level (and burrow speed... and rock weapon... and rock armor... and spike stones... and rock fling damage), you may want to cut one or two parts of that out.

Inspired by arguskos' extinguisher class. I just modified it to be more earthy, took away the summoning of elder elementals for a whole day, and added in some other abilities to compensate. I'll see what I can do to get rid of some of the clutter on the table though.

Okay, I am veeerry sleepy now. I'm sorry if I said something stupid or wrong earlier. I honestly can't remember.

It's okay. I was sleepy when I did a lot of this class, too. :smalltongue:


I greatly appreciate all your feedback.

The rest of the changes will be done on a laptop because of sickness. :smallsigh: They'll be finished in a bit.

I've got a lack of abilities on some levels now though. One level is nearly dead (invisible quake upgrade), and the levels with only rock fling aren't exactly interesting.

arguskos
2010-03-17, 12:06 PM
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.
Looks... empty. :smallamused:


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
Standard fare so far.


EARTHSHAKER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+1|+2|+0|+0|Quake, rock armor 1/day
2|+2|+3|+0|+0|Rock fling 1d10, rock weapon, Earth Sense
3|+3|+3|+1|+1|Shape quake, stonecunning, burrow 15 ft.
4|+4|+4|+1|+1|Earth Adept
5|+5|+4|+1|+1|Rock fling 2d10, rock armor 2/day
6|+6/+1|+5|+2|+2|Stone defense, landmaster
7|+7/+2|+5|+2|+2|Improved shaping, Earth Master
8|+8/+3|+6|+2|+2|Rock fling 3d10, spike stones 1/day
9|+9/+4|+6|+3|+3|Wall of stone 1/day, burrow 30 ft.
10|+10/+5|+7|+3|+3|Special ability, rock armor 3/day, tremorsense
11|+11/+6/+1|+7|+3|+3|Rock fling 4d10
12|+12/+7/+2|+8|+4|+4|
13|+13/+8/+3|+8|+4|+4|Special ability, spike stones 2/day
14|+14/+9/+4|+9|+4|+4|Rock fling 5d10, burrow 45 ft.
15|+15/+10/+5|+9|+5|+5|Rock armor 4/day, wall of stone 2/day, burrow 45 ft.
16|+16/+11/+6/+1|+10|+5|+5|Special ability
17|+17/+12/+7/+2|+10|+5|+5|Rock fling 6d10
18|+18/+13/+8/+3|+11|+6|+6|Spike stones 3/day
19|+19/+14/+9/+4|+11|+6|+6|Special ability
20|+20/+15/+10/+5|+12|+6|+6|Cataclysmic shattering, earthen exemplar, rock fling 7d10, rock armor 5/day[/table]
That's a happenin' table. Lots o' stuff going around.


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).
Oh frabjourous day, you can use weapons.


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. 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 gives an additional 1d8 + Str modifier damage to all creatures, and improves the range by 10 feet. For example, at 4th level, the damage would improve from 1d8 + Str modifier to 2d8 + Str modifier x 2. This is a standard action.
Seems alright, though multi-stacking of their Str mod is a little nutty. I might suggest that each time it improves you add 1/2 Str mod to damage. So, at level 4, it's 2d8+1.5 Str mod, at level 8 it's 3d8+2x Str mod, etc. Given that it's a standard action, stacking Str mod is... pretty wild.


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 +6 natural armor bonus to armor class and damage reduction 1/adamantine for Constitution modifier rounds. At 5th level and every fifth level after (5th, 10th, 15th, 20th), the damage reduction increases by one and the earthshaker may use rock armor one more time per day. In addition, the natural armor bonus increases by +2 at 10th level and every tenth level after (10th, 20th). At 12th level, rock armor may be modified. By forgoing most forms of movement, the earthshaker becomes a nigh-unstoppable juggernaut. They gain spell resistance equal to 11 + class levels, immunity to bull rush, overrun, and trip attempts, and damage reduction increases by 5 and is changed to /-. In addition, the natural armor bonus increases by 4. While using this bastion of rock, the earthshaker may only move 5 feet per round. This 5-foot movement does not count as a 5-foot step (it provokes attacks of opportunity). At 18th level, the earthshaker may use the improved rock armor on adjacent targets as well. Using rock armor is a standard action.
I really like this, but I question it's utility. They can't draw fire, so it's kinda not super useful. I guess if they're getting swarmed or something, that works.


Rock Fling (Ex): Rocks fly up from the ground, only to be punched, kicked, or otherwise hit toward an enemy as a standard action. At 2nd level, an earthshaker is able to fling rocks at a single enemy within 60 feet as a ranged attack, dealing 1d10 damage. At 5th level and every third level after (5th, 8th, 11th, 14th, 17th, 20th), the damage increases by an additional 1d10. As well, an earthshaker is able to apply special effects to their rock fling ability depending on their level. Only one special effect can be used per rock fling attack. Multiple uses of the same effect does not allow the same penalty to stack, although the duration will renew.
I like throwing rocks at people, I really do, but I'm not sure how you petrify folks and other similar things with an Ex ability.



Interrupt: The Concentration DC for being able to cast after being hit by rock fling raises by 2 for every rock fling upgrade (1d10, 2d10, etc.). Interrupt is available at level 2.

Disarm: The earthshaker may make a ranged disarm attempt against the opponent hit. A failed attempt does not allow the enemy a disarm attempt against the earthshaker. This does not provoke attacks of opportunity. Disarm is available at level 2.

Bull Rush: The earthshaker may make a ranged bull rush attempt against the 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 level 2.

Sunder: The earthshaker may make a ranged sunder attempt against the opponent hit. This does not provoke attacks of opportunity. Sunder is available at level 2.

Immobilize: An enemy hit by rock fling is unable to move for one round. Flying enemies hit with immobilize fall for a round. Immobilize is available at level 5.

Multi-Target: The earthshaker may hit up to three enemies, no one enemy more than 15 feet away from any other. Multi-target is available at level 5.

Slow: As the slow spell, except no saving throw is allowed. The opponent hit is slowed for 1 + Str modifier rounds. Slow is available at level 8.

Force Stone: Force stone allows rock fling to hit incorporeal and ethereal opponents without a chance of failure. Force stone is available at level 8.

Energy Stone: The target is exhausted. Energy stone is available at level 8.

Paralyze: The target is paralyzed and prone. Paralyze is available at level 11.

Pain Stone: The target is afflicted with severe pain, as if from symbol of pain. Pain stone is available at level 11.

Petrify: The target is turned to stone. Petrify is available at level 17.
Yeha, ok, everything about Force Stone makes me wonder how you could achieve that by throwing a rock really hard. Maybe pain stone and paralyze, but Petrify? Force Stone? How you exhaust someone by hitting them with a rock? I vote for Rock Throw being (Su), or at least those abilities being (Su).


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.
Sunder never comes up anyways. Looks fine.


Earth Sense: See page 138 of Races of Stone.
Wooo. It's fine.


Burrow: The ability to burrow through dirt is a great one for an earthshaker. At 3rd level, they can burrow through 15 feet of dirt every round. This improves at 9th level and every six levels after (9th, 15th) by 15 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.
Burrow speed is something that's pretty game shattering, as Realms pointed out. I'm not sure it's a great idea to throw around, but, it IS thematic. I'd say to reduce the speed to 5 ft, and increase by 5 ft each upgrade.


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.
Sounds fine.


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. 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.
So... you become a dwarf. What if a dwarf gains this ability? Dead level?


Earth Adept: See page 138 of Races of Stone.
This is fine, though I question it's use. Most earthshakers are going to be using quakes pretty much all the time.


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.
Looks great. I like stat replaces when they make sense, and this is a great example of it.


Landmaster (Ex): 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 +8 bonus to resist bull rush, overrun, and trip attempts. At 9th level, all terrain within 5 feet of an earthshaker is considered difficult terrain.
I like this... but the +8 bonus can REALLY screw over players. Maybe make it a +4? That's actually beatable by someone who's specialized in the craft.



Improved Shaping: At 7th level, an earthshaker's ability to control their quake abilities improves, allowing them to avoid hurting allies when using quakes.
Again, fine.


Earth Master: See page 138 of Races of Stone.
See my worries about Earth Adept.


Spike Stones (Sp): On attaining 8th level, an earthshaker is able to use the spell of the same name once per day. At 13th level, and every fifth level after (13th, 18th), it may be used once more per day. Caster level is equal to earthshaker class levels.
Ok, this is probably fine too.


Wall of Stone (Sp): As the spell of the same name. At 9th level, an earthshaker may use wall of stone once per day. At 15th level, and every sixth level after, it may be used once more per day. Caster level is equal to earthshaker class levels.
Again, no worries.


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 all forms of attack. As a swift action, an earthshaker may become immune to all negative effects that would harm them until an attack hits.

Defensive Posture (Ex): Earthshakers are known for being hardy. Some go to the next level. 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.
Taking a page from the Rogue book, are we? The latter three abilities are fine. The former two need some clarifications. Defensive Posture I like, but it needs limitations on usages. I'd say once per encounter works. Invulnerability currently suffers from the Iron Heart Surge issue, of being wtfbbqomg amazing based on what a "negative effect" might be. I'd say, make it so Invulnerability makes them immune to the next effect from the following list they get hit with: death effects, ability damage/drain, negative levels, paralysis, stunning, and dazing. Make it work once per encounter as well, as a standard action. That means you can just open with Invulnerability, and have a nice floating shield.


Tremorsense (Ex): The ground is a channel through which the earthshaker can see their opponents. At 10th level, the earthshaker gains tremorsense with a range of 10 feet/class level.
I'd make this 5 ft/class level. Otherwise, it's a fine ability, if a bit powerful.


Cataclysmic Shattering (Ex): At 20th level, the earthshaker has reached the height of earth-shattering power. Their quake strengthens one last time, dealing immense damage to both the earth and to enemies. Cataclysmic shattering acts like quake, except it deals 5d8 + Str modifier x 4 damage to all creatures in a 60-foot line. In addition, once per day, an earthshaker may release a massive amount of earth energy, resulting in death for all enemies hit by the quake who fail their saving throw.
I assume Cataclysmic Shattering is a unique kind of quake? That's the implication, but clarification might be nice. Also, does the 1/day death effect apply to the Shattering? Or normal quakes? I'd probably make the Shattering a unique 1/day super-quake with the death effect tied into it.


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 subtype. They gain damage reduction 5/- and can now add two effects to rock fling attacks. In addition, they can burrow through rock as well as dirt, and they can charge and run while burrowing. Finally, the earthshaker is able to use master earth once per day as a spell-like ability.
Taking some pages from my Extinguisher, are we? The double whammy at 20 is pretty nice. I do have to say, I like that format. About the Exemplar, I don't see anything really bad. I might change the Outsider to have the Native and Earth subtypes though. Also, source on master earth? You sourced those feats nicely, after all.

Overall: I like it, but it needs some clarification in a few places and to be toned down in a few others.

Oh, and about the Corruptor (I'm never calling it the damn Debaser :smalltongue:), I still have some NPCs with levels in it waiting in the wings, but we haven't played in over a month, so... :smallsigh:

Temotei
2010-03-17, 12:26 PM
Seems alright, though multi-stacking of their Str mod is a little nutty. I might suggest that each time it improves you add 1/2 Str mod to damage. So, at level 4, it's 2d8+1.5 Str mod, at level 8 it's 3d8+2x Str mod, etc. Given that it's a standard action, stacking Str mod is... pretty wild.


I really like this, but I question it's utility. They can't draw fire, so it's kinda not super useful. I guess if they're getting swarmed or something, that works.

At later levels, wall of stone and spike stones will help with that. Otherwise, it's meant as a defensive rage of sorts.

I like throwing rocks at people, I really do, but I'm not sure how you petrify folks and other similar things with an Ex ability.

I'm still working on editing the ability. I was just about to reword it when you finished, so...yeah. I'll say something in those specific entries that it changes the attack to be supernatural.

Burrow speed is something that's pretty game shattering, as Realms pointed out. I'm not sure it's a great idea to throw around, but, it IS thematic. I'd say to reduce the speed to 5 ft, and increase by 5 ft each upgrade.

I'll take that advice. It seems slow, but then again, burrowing could get you safely to the villain's fortress in a few days without any damage taken.

So... you become a dwarf. What if a dwarf gains this ability? Dead level?

I changed the bonus to not be racial, so that stacks. I'll put in a word saying the range stacks as well.

This is fine, though I question it's use. Most earthshakers are going to be using quakes pretty much all the time.

Or rock fling, which requires an attack roll.

I like this... but the +8 bonus can REALLY screw over players. Maybe make it a +4? That's actually beatable by someone who's specialized in the craft.

It used to be +4, but Realms suggested it be powered up or moved down. I moved it down a level, but I figured that wouldn't be enough. I'll make it +4 again.

Taking a page from the Rogue book, are we? The latter three abilities are fine. The former two need some clarifications. Defensive Posture I like, but it needs limitations on usages. I'd say once per encounter works. Invulnerability currently suffers from the Iron Heart Surge issue, of being wtfbbqomg amazing based on what a "negative effect" might be. I'd say, make it so Invulnerability makes them immune to the next effect from the following list they get hit with: death effects, ability damage/drain, negative levels, paralysis, stunning, and dazing. Make it work once per encounter as well, as a standard action. That means you can just open with Invulnerability, and have a nice floating shield.

You're probably just about right. I'll look up the list of status effects and give immunity to a selection. Once per encounter is probably a good idea for both as well.

I'd make this 5 ft/class level. Otherwise, it's a fine ability, if a bit powerful.

I worded it poorly. I meant to make it 10 feet/class level after tenth. With your suggestion, though, that would make it suddenly 50 feet of tremorsense, unless you mean to make tremorsense available at first level.

I assume Cataclysmic Shattering is a unique kind of quake? That's the implication, but clarification might be nice. Also, does the 1/day death effect apply to the Shattering? Or normal quakes? I'd probably make the Shattering a unique 1/day super-quake with the death effect tied into it.

I didn't get to editing that yet. Damage is off and wording is poor.

Taking some pages from my Extinguisher, are we? The double whammy at 20 is pretty nice. I do have to say, I like that format. About the Exemplar, I don't see anything really bad. I might change the Outsider to have the Native and Earth subtypes though. Also, source on master earth? You sourced those feats nicely, after all.

Indeed. Spell Compendium is the source. I'll put that in. I'll also give the Earth subtype.

Oh, and about the Corruptor (I'm never calling it the damn Debaser :smalltongue:), I still have some NPCs with levels in it waiting in the wings, but we haven't played in over a month, so... :smallsigh:

Unfortunate. I have a game with a player who's a debaser (level 6).

Filling the box with text that doesn't matter...

arguskos
2010-03-17, 12:34 PM
@Rock Armor: Yeah, I figured as much, but I still question its utility. Anyways, it's not bad by any stretch, so it doesn't need to change or anything.

@The Earth Feats: Well, ok, so, you can get +1 atk/dmg with rock fling. It's worse than giving them Weapon Focus and Weapon Specialization for Rock Fling. I mean, I'm trying pretty hard to find a situation where I'd want to use a weapon with this class, and, uh, I'm not getting anywhere. Not sure what I'd put here instead, but, I'd try and find something.

@Tremorsense: Eh, I might word it that he gains Tremorsense out to 10 ft, and gains 5 ft/level afterwards.

@the Debaser: Yeah? How's it going? I do like that class a great deal.

Djinn_in_Tonic
2010-03-17, 12:56 PM
Things I haven't touched on have already been covered nicely by other posters.


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. 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 gives an additional 1d8 + Str modifier damage to all creatures, and improves the range by 10 feet. For example, at 4th level, the damage would improve from 1d8 + Str modifier to 2d8 + Str modifier x 2. This is a standard action.

Interesting, yet bland (damage alone isn't exciting). I don't like the stacking modifier thing though...I'd much rather see a flat +Str modifier with rising damage, especially given the change I'll suggest at the end of this review.


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 +6 natural armor bonus to armor class and damage reduction 1/adamantine for Constitution modifier rounds. At 5th level and every fifth level after (5th, 10th, 15th, 20th), the damage reduction increases by one and the earthshaker may use rock armor one more time per day. In addition, the natural armor bonus increases by +2 at 10th level and every tenth level after (10th, 20th). At 12th level, rock armor may be modified. By forgoing most forms of movement, the earthshaker becomes a nigh-unstoppable juggernaut. They gain spell resistance equal to 11 + class levels, immunity to bull rush, overrun, and trip attempts, and damage reduction increases by 5 and is changed to /-. In addition, the natural armor bonus increases by 4. While using this bastion of rock, the earthshaker may only move 5 feet per round. This 5-foot movement does not count as a 5-foot step (it provokes attacks of opportunity). At 18th level, the earthshaker may use the improved rock armor on adjacent targets as well. Using rock armor is a standard action.

First off, don't remove 5ft steps Secondly, spell resistance? That doesn't make ANY sense to me. Also, don't advance a single ability at multiple levels for different aspects of the power: it gets complicated. Finally, don't give an ability that grants bonuses and keeps movement, and then remove the movement later...players will feel nerfed. Perhaps a better way to run the power might be as follows:


Rock Armor (Su): 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 + the Earthshaker's 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.

Roots of the Mountain (Su): Beginning at 12th level, an Earthshaker can become an impassible 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.

I think that flows a little better, has less book-keeping, and still maintains the concept you were going for.


Rock Fling (Ex): Rocks fly up from the ground, only to be punched, kicked, or otherwise hit toward an enemy as a standard action. At 2nd level, an earthshaker is able to fling rocks at a single enemy within 60 feet as a ranged attack, dealing 1d10 damage. At 5th level and every third level after (5th, 8th, 11th, 14th, 17th, 20th), the damage increases by an additional 1d10. As well, an earthshaker is able to apply special effects to their rock fling ability depending on their level. Only one special effect can be used per rock fling attack. Multiple uses of the same effect does not allow the same penalty to stack, although the duration will renew.

Alright...I don't like this power. Throwing rocks? Fine. But this is the ability that should get just damage, not Quake. Lower the damage by a good amount, and make it a normal attack action, perhaps. Have the rocks able to overcome damage reduction, and leave it at that. Maybe 2d6 or 2d8+Str damage per rock, overcoming DR as adamantine and magic.

Cut all those special powers: they just don't make sense, nor do they seem to fit the feel of the class. Instead, give Quake extra, flavorful powers: opening cracks to the core of the earth, making the damage part fire damage, and possibly setting victims aflame. Knock creature prone. Raise difficult terrain, or a wall of stone (only in the line form, but still) that lasts for a round or two. Make Quake into an interesting, unique, and flavorful battlefield control ability.

For balance, put a cooldown time on each special ability, to prevent prone-spamming, for example.


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.

Perfectly fine...but only for melee and throw weapons. Rock would RUIN an arrow, and the image is weird. Consider having slashing weapons and piercing weapons altered slightly, as unless you're using obsidian, their effectiveness will decline drastically...


Landmaster (Ex): 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 +8 bonus to resist bull rush, overrun, and trip attempts. At 9th level, all terrain within 5 feet of an earthshaker is considered difficult terrain.

The first part should be a +4 bonus...on defense, higher is fine. On offense, you don't want their abilities to be irresistible. I'd also make the difficult terrain part of the Quake ability or part of the benefit gained from remaining almost stationary when using Rock Armor...it seems to fit better there.


Spike Stones (Sp): On attaining 8th level, an earthshaker is able to use the spell of the same name once per day. At 13th level, and every fifth level after (13th, 18th), it may be used once more per day. Caster level is equal to earthshaker class levels.

Wall of Stone (Sp): As the spell of the same name. At 9th level, an earthshaker may use wall of stone once per day. At 15th level, and every sixth level after, it may be used once more per day. Caster level is equal to earthshaker class levels.

Again, I'd fold this into my suggested Quake fix as a higher level ability...think invocations, but for Quake. Maybe even the shaping abilities could come from these "invocations."


Cataclysmic Shattering (Ex): At 20th level, the earthshaker has reached the height of earth-shattering power. Their quake strengthens one last time, dealing immense damage to both the earth and to enemies. Cataclysmic shattering acts like quake, except it deals 5d8 + Str modifier x 4 damage to all creatures in a 60-foot line. In addition, once per day, an earthshaker may release a massive amount of earth energy, resulting in death for all enemies hit by the quake who fail their saving throw.

Eh...a quake that kills things just isn't interesting. Maybe a massive quake that does something like summon Elder Earth elementals, or has some suitable earth-themed effect? Straight up death is boring, and other classes do it far better. Fit your capstone to your niche.


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 subtype. They gain damage reduction 5/- and can now add two effects to rock fling attacks. In addition, they can burrow through rock as well as dirt, and they can charge and run while burrowing. Finally, the earthshaker is able to use master earth once per day as a spell-like ability.

They don't gain the Earth subtype? They SHOULD.

Don't add two effects to Rock Fling or Quake...it causes to many saves, and removes the choice element. I'd also cut the master earth spell-like, as I'd like to see this class steer away from spell-like abilities. Maybe consider giving it Earth Glide, as the Earth Elemental power?

Temotei
2010-03-17, 01:22 PM
Interesting, yet bland (damage alone isn't exciting). I don't like the stacking modifier thing though...I'd much rather see a flat +Str modifier with rising damage, especially given the change I'll suggest at the end of this review.

I just added a situational thing for quake related to underground enemies which will slightly spice up this ability.

First off, don't remove 5ft steps Secondly, spell resistance? That doesn't make ANY sense to me. Also, don't advance a single ability at multiple levels for different aspects of the power: it gets complicated. Finally, don't give an ability that grants bonuses and keeps movement, and then remove the movement later...players will feel nerfed. Perhaps a better way to run the power might be as follows:

Hm. Funny. I just removed those first two before reading this. Coincidence? Yep. :smalltongue:

You're right about that other part. I like your abilities, so I'm going to implement them. I might modify them slightly when I read them more thoroughly.

Alright...I don't like this power. Throwing rocks? Fine. But this is the ability that should get just damage, not Quake. Lower the damage by a good amount, and make it a normal attack action, perhaps. Have the rocks able to overcome damage reduction, and leave it at that. Maybe 2d6 or 2d8+Str damage per rock, overcoming DR as adamantine and magic.

Aww...but that's not as fun. I do like the idea of making rock fling a normal ranged attack action though, since iterative attacks can be used then. I'll see about those edits.

Cut all those special powers: they just don't make sense, nor do they seem to fit the feel of the class. Instead, give Quake extra, flavorful powers: opening cracks to the core of the earth, making the damage part fire damage, and possibly setting victims aflame. Knock creature prone. Raise difficult terrain, or a wall of stone (only in the line form, but still) that lasts for a round or two. Make Quake into an interesting, unique, and flavorful battlefield control ability.

That's a good idea. I'm going to make the spell-like abilities into quake abilities, usable a certain amount of times per encounter or with a "cooldown" or something.

For balance, put a cooldown time on each special ability, to prevent prone-spamming, for example.

Oh. Look above. :smallredface:

Perfectly fine...but only for melee and throw weapons. Rock would RUIN an arrow, and the image is weird. Consider having slashing weapons and piercing weapons altered slightly, as unless you're using obsidian, their effectiveness will decline drastically...

Makes sense, I suppose. I'm not really sure how to go about it though.

The first part should be a +4 bonus...on defense, higher is fine. On offense, you don't want their abilities to be irresistible. I'd also make the difficult terrain part of the Quake ability or part of the benefit gained from remaining almost stationary when using Rock Armor...it seems to fit better there.

It is a +4. :smalltongue: What'chu talkin' 'bout, Willis Djinn?

I'll make it a quake ability and take out the difficult terrain on landmaster.

Again, I'd fold this into my suggested Quake fix as a higher level ability...think invocations, but for Quake. Maybe even the shaping abilities could come from these "invocations."

Hey, look, we're thinking the same way! :smallamused:

Eh...a quake that kills things just isn't interesting. Maybe a massive quake that does something like summon Elder Earth elementals, or has some suitable earth-themed effect? Straight up death is boring, and other classes do it far better. Fit your capstone to your niche.

Maybe I'll keep the death, but flavor it as a rift opening, sending enemies to their death as it closes. Actually, I might make that a normal quake ability...rifts mean battlefield control.

I kind of wanted to stay out of summoning elder elementals, since that would be practically copying arguskos' extinguisher ability. Not that that's a bad thing...:smallsmile:

They don't gain the Earth subtype? They SHOULD.

They do. :smalltongue:

Don't add two effects to Rock Fling or Quake...it causes to many saves, and removes the choice element. I'd also cut the master earth spell-like, as I'd like to see this class steer away from spell-like abilities. Maybe consider giving it Earth Glide, as the Earth Elemental power?

I was thinking about earth glide. I'll do that.

Changes have been made since you've posted, but I hadn't read this post until after they were made. I'll make more.

Ideas for new abilities to fill those dead levels are welcome.

Thanks everyone for the critique. :smallsmile:

Temotei
2010-03-20, 12:21 AM
Hmm...I have another idea for a class because of a character in one campaign. Sweet.

So...I'm going to bump this shamelessly because I'm currently away from earth creatures. I can't get inspiration from something I don't know (probably)! :smallamused:

Any help with abilities, improvements, variants, etc. is appreciated.

SilentNight
2010-03-20, 01:22 AM
Looks good to me, sorry I'm too tired to offer any constructive feedback. Nice flavor though, seems pretty solid all around. G'night y'all.

Temotei
2010-03-20, 02:28 PM
Looks good to me, sorry I'm too tired to offer any constructive feedback. Nice flavor though, seems pretty solid all around. G'night y'all.

Thanks. :smallamused:

Altair_the_Vexed
2010-03-20, 05:03 PM
I thought you meant this:

http://index.rpg.net/pictures/show-water.phtml?picid=16248

:smallfrown:

Temotei
2010-03-20, 05:12 PM
Maybe I should change the name.

Tinydwarfman
2010-03-20, 06:56 PM
Is this at all related to your earth thread in the RP forums? Should we be expecting a blood themed class soon?

Temotei
2010-03-20, 07:06 PM
Is this at all related to your earth thread in the RP forums? Should we be expecting a blood themed class soon?

That's generally what I do. I get inspiration from lists of X-themed things for class features and such, then move on to making the class itself. For this, I didn't use many things on the list yet because I couldn't find some of them for a while.

Now I can find them though. :smallcool:

DragoonWraith
2010-03-20, 09:00 PM
Maybe I should change the name.
I like the name, personally.

arguskos
2010-03-20, 09:17 PM
I like the name, personally.
For the first time ever (:smalltongue:), I like the name too. Much better than it could be. I mean, what if it was called the Quaker? How many jokes would THAT create, you think?

DragoonWraith
2010-03-20, 09:22 PM
Heh. Although, I'm with Djinn - Quake is the cool power, Rock Fling is kinda meh and mundane. I'd have the class focus much more on Quake.

Temotei
2010-03-20, 09:31 PM
Heh. Although, I'm with Djinn - Quake is the cool power, Rock Fling is kinda meh and mundane. I'd have the class focus much more on Quake.

It does now. I just want more ideas for abilities for quake.

Some fills for the dead levels (where quake doesn't invisibly allow new features) would be nice too.


For the first time ever (:smalltongue:), I like the name too. Much better than it could be. I mean, what if it was called the Quaker? How many jokes would THAT create, you think?

I actually had thought about it. The thread would have probably been closed though. :smallamused:

Don't need that.

Zexion
2010-03-20, 09:38 PM
There is an Earthbender class, and you should look at it for inspiration.

Temotei
2010-03-20, 09:39 PM
There is an Earthbender class, and you should look at it for inspiration.

You mean the Avatar: The Last Airbender class?

Zexion
2010-03-20, 09:44 PM
Yes. That is the class that I am referring to.

Temotei
2010-03-21, 06:02 AM
Yes. That is the class that I am referring to.

The seeds are probably going to be helpful. Right now, I really need sleep.

Also useful: Head-on defense. Constitution to Reflex saves.

By the way, the blood-based prestige class is up. There are a lot of blood-based prestige classes on the board, so I tried to keep them pretty unique. Hopefully, I did a good job.

Lix Lorn
2010-03-25, 08:04 AM
That looks totally awesome. The mental image is rather cool. XD
(Takes his lack of knowledge and goes)

masterstalker2
2012-03-26, 12:34 AM
How much gold does this class start off with (I need to know because I play Pathfinder)

As my brother had pointed out to me in real life, this class has an infinite amount of uses of the Earthquake ability, there should be a limit (something like X + STR/per day)

Also for Earth Adept and Earth Master, can you please post what those do, because, as i said before, I play Pathfinder and not 3.5, so i have no idea what they do

The Mentalist
2012-03-26, 02:03 AM
Masterstalker: I get you're new but this is at least the third time you've necro'd two year old threads. Check the date of the last post (especially if you get linked to it and don't find it on the third or fourth page of Homebrew) and if it's older than 3 months PM the original poster.

(This is all summed up in the forum rules)

Temotei
2012-03-28, 12:27 AM
How much gold does this class start off with (I need to know because I play Pathfinder)

I'll edit this in, as well as the starting age.


As my brother had pointed out to me in real life, this class has an infinite amount of uses of the Earthquake ability, there should be a limit (something like X + STR/per day)

Why?


Also for Earth Adept and Earth Master, can you please post what those do, because, as i said before, I play Pathfinder and not 3.5, so i have no idea what they do

Earth Adept gives a +1 bonus to weapon damage rolls when both you and your opponent are on the ground. If you want to see it again: Excerpt (http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=5).

Earth Master gives a +1 bonus to attack rolls in the same conditions.

Lix Lorn
2012-03-28, 07:47 AM
Why?
It looks fine to me, except maybe Rift. An at-will SoD is a bit strong, I think.

Just to Browse
2012-03-28, 04:20 PM
It looks fine to me, except maybe Rift. An at-will SoD is a bit strong, I think.

This. An at-will SoD at level 11 is strong on its own, and when it's based on a Strength modifier you're just looking for trouble

[Warning, Unbalanced Ideas] Perhaps have two saves, and failing the second will give them a timed death trap. Failing reflex forces a fortitude save, and failing a fortitude save deals them double quake damage each round (that'll kill opponents nice and fast), as well as immobilizing them. Failing the reflex save and passing the fort save could just immobilize them.

Merchant
2012-03-30, 01:12 AM
I feel a little nervous posting in a necrod thread, but I just want to say I am happy this was necrod.

I really like the class and especially because of the idea that it is the flavor of something I was hoping existed.

After seeing Pyromancer's 'Pyromancer' class. I was hoping there would exist a base class encompassing the other elements with just a totally different feel (not just rename an ability and changing the element damage)

For example I am excited about the Xtreme Firefighter base class(base class challenge Money Makers) hoping it will be a nice counterpart to the Pyromancer.

Is the Earthshaker finished? I'll have to read it again to see if 'special ability' is for selecting from a list, but there was at least 1 dead level.

Temotei
2012-03-30, 01:59 AM
After seeing Pyromancer's 'Pyromancer' class. I was hoping there would exist a base class encompassing the other elements with just a totally different feel (not just rename an ability and changing the element damage)

Check (http://www.giantitp.com/forums/showpost.php?p=11662181&postcount=1) it (http://www.giantitp.com/forums/showpost.php?p=9112233&postcount=1).


Is the Earthshaker finished? I'll have to read it again to see if 'special ability' is for selecting from a list, but there was at least 1 dead level.

Yarp. It's finished.

Tacitus
2012-03-30, 06:08 PM
Rock Armor is missing a reference to what sort of action it takes to activate. Also, maybe brew some feats or add in a line that lets some feats designed for Rage or Defensive Stance apply? Extra Rage, Immediate Rage, etc.

Its not 100% clear from the language, but on Rock Fling the action used might need clarified. As it stands, 'a normal ranged attack' implies more that it targets full AC, not touch AC, as opposed to the action used to activate it. 'As an attack action' thrown in there somewhere would clear it up nicely.

Wyntonian
2012-03-30, 07:12 PM
I feel like this ought to have Know (Dungeoneering) as a class skill. Caverns, Spelunking, depth underground, types of stone, that sort of thing all seem appropriate. Oh, and aberrations, but eh.

Temotei
2012-05-09, 02:08 AM
Sorry for the long delay, guys. Changes have been made on the following:


Rift has been heavily altered.
Rock armor now specifies an action.
Rock fling wording clarified.
Knowledge (dungeoneering) added as a class skill. I may add a few more and make the class have 4 + Int skill points per level in a move to get rid of classes with 2 + Int skill points per level. I don't like those.