jiriku
2010-06-05, 01:20 AM
EARTH DREAMER
"Deep are the dreams of mountains, and the earth trembles with the power of their dreaming."
-- Races of Stone
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Earth_Magic/isawa20tadaka20nb3.jpg
Change Log:
1.0 Original Version
1.01 Added break enchantment to spell list.
1.02 Modified the Earthbound class feature to make it less restrictive when multiclassing.
1.1 Moved earthquake from 8th level to 7th. Removed Earthbound class feature. Clarified duration of Channel the Dream. Swapped Ironskin for Rock Shield. Added an Adaptation section adapting the Earth Dreamer as a Wis-based divine caster.
1.2 Pruned the spell list to eliminate spells referencing metals and constructs, to focus more tightly on the manipulation of earth and stone. Added Elemental Lore as a 1st-level class feature. Moved Earth Friend from 1st to 2nd level and added a skill substitution for identifying creatures with the earth subtype. Added skill requirements to for using Channel the Dream. Added Extra Stability at 4th level.
1.3 Playtesting has shown my elemental classes to be overburdened with too many minor features that rarely see play. To streamline the class, I'm removing Channel the Dream, Earth Friend, and Elemental Lore. Earth Sight, Extra Stability, and Earth Elemental Wild Shape now come sooner. I'm also combining the darkvision, DR and tremorsense abilities into a single feature, Earth Soul. Several minor 1st level spells were moved down to 0th level to give the earth dreamer more versatility and options for 1st - 3rd level play. The Channel the Dream feature has been replaced with channel the earth dream, a new spell exclusive to this class.
1.4 Moved Earth dream from 8th to 5th level. Moved Earth Sight from 10th to 9th level.
1.41 Repaired tables.
1.5 Added the stony carapace and stony maul features, removed armor proficiency and armored mage feature, reduced spells per day and trimmed the spell list, and corrected some minor editing errors throughout.
Adaptations:
Divine Earth Dreamer
With a few modifications, the Earth Dreamer can be adapted to function as a divine class. The Earth Dreamer is an appropriate priest for any deity with the Cavern, Dwarf, or Earth domain. Simply change the primary casting attribute to Wisdom, eliminate the Armored Mage class feature, require a divine focus to cast spells, and add spells such as the vigor line, and heal to the class spell list.
GAME RULE INFORMATION
Earth dreamers have the following game statistics.
Abilities: Intelligence is the most important ability for an earth dreamer, as it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Constitution determines the effectiveness of some of the earth dreamer's secondary abilities, and an earth dreamer benefits from a high Dexterity score much as a sorcerer or wizard would.
Alignment: Any
Hit Die: d6
Level
Base Attack
Fort
Ref
Will
Special
-0-
-1-
-2-
-3-
-4-
-5-
-6-
-7-
-8-
-9-
1st
+0
+2
+0
+2
Earth sense, extra stability, stony carapace, stony maul
5
2
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Earth companion
5
3
-
-
-
-
-
-
-
-
3rd
+1
+3
+1
+3
Earth soul (30/10)
5
4
-
-
-
-
-
-
-
-
4th
+2
+4
+1
+4
5
5
2
-
-
-
-
-
-
-
5th
+2
+4
+1
+4
Earth dream
5
5
3
-
-
-
-
-
-
-
6th
+3
+5
+2
+5
5
5
4
2
-
-
-
-
-
-
7th
+3
+5
+2
+5
Earth soul (60/20/2)
5
5
5
3
-
-
-
-
-
-
8th
+4
+6
+2
+6
5
5
5
4
2
-
-
-
-
-
9th
+4
+6
+3
+6
Earth sight
5
5
5
5
3
-
-
-
-
-
10th
+5
+7
+3
+7
5
5
5
5
4
2
-
-
-
-
11th
+5
+7
+3
+7
Earth soul (90/40)
5
5
5
5
5
3
-
-
-
-
12th
+6/+1
+8
+4
+8
Earth glide
5
5
5
5
5
4
2
-
-
-
13th
+6/+1
+8
+4
+8
5
5
5
5
5
5
3
-
-
-
14th
+7/+2
+9
+4
+9
Earth elemental wild shape 1/day (large)
5
5
5
5
5
5
4
2
-
-
15th
+7/+2
+9
+5
+9
Earth soul (120/60)
5
5
5
5
5
5
5
3
-
-
16th
+8/+3
+10
+5
+10
5
5
5
5
5
5
5
4
2
-
17th
+8/+3
+10
+5
+10
Earth elemental wild shape 2/day
5
5
5
5
5
5
5
5
3
-
18th
+9/+4
+11
+6
+11
5
5
5
5
5
5
5
5
4
2
19th
+9/+4
+11
+6
+11
Earth soul (150/100)
5
5
5
5
5
5
5
5
5
3
20th
+10/+5
+12
+6
+12
Earth elemental wild shape 3/day (huge)
5
5
5
5
5
5
5
5
5
4
CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
An earth dreamer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Survival (Wis).
"Let's get ready to RRRUMBLE!!!"
--Michael Buffer, WCW
CLASS FEATURES
Your spells and class features make you well-suited to a variety of roles, but you are best equipped for tasks involving ranged combat support, battlefield control, summoning earth creatures, and exploration of underground areas.
Weapon and Armor Proficiency: The earth dreamer gains proficiency with all simple weapons, and with all martial picks and hammers. He does not gain any proficiency with armor or shields.
Spells: An earth dreamer casts arcane spells, which are drawn from the earth dreamer spell list (see below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the earth dreamer's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast an earth dreamer spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against an earth dreamer's spell is 10 + the spell's level + the earth dreamer's Int mod. Like other spellcasters, and earth dreamer can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.
An earth dreamer need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level. You suffer an arcane spell failure chance if you cast spells in armor (but see the earth shaping class feature below).
Earth Sense: An earth dreamer gains Earth Sense (RoS 138) as a bonus feat, provided he meets the prerequisites.
Extra Stability (Ex): An earth dreamer gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). This benefit stacks with Stability gained from other sources, such as from being a dwarf or having four or more legs.
Stony Carapace (Su): As a standard action, you can “grow” or dismiss a thick, stony carapace that protects you like armor. The appearance of this carapace varies from one earth dreamer to the next: one might appear as a suit of marble plate armor, another as a thick coating of mud or sand, a third as a cloud of orbiting boulders that magically interpose themselves to prevent attacks. The carapace always has the same appearance for a given earth dreamer when it is conjured, however.
You are automatically proficient with your carapace, and it grants you hardness against all attacks of 1 per 2 class levels. The carapace is heavy armor with an armor bonus to Armor Class of 6 + 1/3 class levels, a maximum Dexterity bonus of +2, an armor check penalty of -4, and a 0% arcane spell failure chance. The carapace can’t be removed. You can enchant it just as you would a normal suit of armor.
Stony Maul (Su): As a free action, you can conjure or dismiss a massive, stony maul covered in sharpened stone spikes. Each earth dreamer’s stony mail is unique, but the maul always has the same appearance for a given earth dreamer when it is conjured.
The stony maul functions as a sugliin (Frost 77) sized appropriately for you. If you are Medium, this means the maul weighs 20 lbs and deals 2d8 slashing and piercing damage with a x2 critical modifier. It is a two-handed reach weapon, and making an attack with the stony maul is always a full-round action – you cannot attack with it as a standard action. You are automatically proficient with it, and when you attack with it you may add your Constitution bonus to damage instead of your Strength bonus, if you wish. The stony maul vanishes if it ever leaves your grasp. You can enchant it just as you would a normal weapon.
At 10th level, your stony maul improves, and it grants you the Sugliin Mastery feat.
Earth Companion: Upon reaching 2nd level, the earth dreamer may perform a special incantation to call a small earth elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, as described in the Player's Handbook (pp. 52-53), except that the earth dreamer does not lose experience if his companion is killed, and he may replace a slain or dismissed familiar after waiting seven days.
Earth Soul (Ex): At 3rd level, an earth dreamer becomes more akin to the earth spirits that he studies. He gains darkvision 30 ft and tremorsense with a range of 10 feet (or his existing darkvision or tremorsense improves by a like amount).
At 7th level, his darkvision and tremorsense improve to 60 ft and 20 ft, respectively. At 11th level, they improve to 90 ft and 40 ft. At 15th level, they improve to 120 ft and 60 ft. At 19th level, they improve to 150 ft and 100 ft.
Earth Dream (Sp): By attuning himself to the earth dream, an earth dreamer of 5th level or higher can pull knowledge from the mountains. This ability works like the divination spell in many ways, allowing the earth dreamer to ask one question and receive a short, often cryptic answer. An earth dreamer's chance of receiving an answer is 70% + 2% per earth dreamer level, and the dream reveals only correct answers.
The earth dream ability can be used only to answer questions that are related in some way to the mountains. In general, the dreamer can get answers to questions about creatures, objects, and locations that are within 50 miles of a mountain, including underground or hidden locations. As with the augury and divination spells, multiple uses of this ability regarding the same topic by the same earth dreamer use the same dice result and reveal the same answer each time.
Using this ability takes 10 minutes, and the earth dreamer can use it once each day.
Earth Sight (Su): An earth dreamer of 9th level can see through stone, dirt, or almost any other sort of earth except metal to a range of 30 feet, as easily as if the substance weren't there. The earth dreamer can still see the stone or earth as a ghostly outline, so she can avoid walking into walls and can otherwise function normally.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the earth dreamer's Con modifier.
Earth Glide (Su): A 12th level earth dreamer may move through earth like an earth elemental, gliding through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or any other sign of its presence. A move earth spell cast on an area containing an earth-gliding earth dreamer flings the dreamer back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the earth dreamer's Con modifier.
Earth Elemental Wild Shape (Su): At 14th level, an earth dreamer gains the ability to assume the form of a Small, Medium, or Large earth elemental once per day. He gains the elemental's racial bonuses to Strength, Dexterity, Constitution and natural armor, and gains Earth Mastery, Push, and Earth Glide as per the earth elemental description. He also gains the elemental's feats. He retains his own type and racial attributes, but gains the earth subtype. The effect lasts one hour per earth dreamer level, or until the earth dreamer changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
Upon changing to earth elemental form, the earth dreamer regains hit points (but nothing else) as if he had rested for the night. If slain in earth elemental form, he reverts to his normal shape (but remains dead).
The earth dreamer gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge earth elemental.
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Earth_Magic/7Earth.jpg
"If you cross a river enough and get soaking wet enough times,
pretty soon you learn how to step on the rocks. And somtimes there's
someone folowin' ya and ya gotta loosin' the stones."
--Stephen Tyler, Aerosmith
EARTH DREAMER SPELL LIST
The earth dreamer spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
0 Level: arcane mark (PH 201), detect magic (PH 219), know direction (PH 246), prestidigitation (PH 264), purify food and drink (PH 267), read magic (PH 269).
1st Level: appraising touch (SC 15), climb walls (SC 47), detect secret doors (PH 220), detect snares and pits (PH 220), earthen grasp (SC 76), ebon eyes (SC 77), endure elements (PH 226), foundation of stone (SC 99), guided path (CM 106), hail of stone (SC 108), identify (PH 243), magic stone (PH 251), pass without trace (PH 259), rapid burrowing (SC 166), resinous tar (PH2 115), sandblast (SC 180), summon desert ally I (Sand 122), waste strider (Sand 128).
2nd Level: beastland ferocity (SC 25), burrow (SC 41), crystalline memories (PH2 100), darkvision (PH 216), earth lock (SC 75), earthbind (SC 76), earthen grace (SC 76), earthfast (SC 76), easy climb (SC 76), glitterdust (PH 236), mountain stance (SC 144), saltray (SC 179), soften earth and stone (PH 280), spider climb (PH 283), stony grasp (SC 209), summon desert ally II (Sand 122).
3rd Level: arcane sight (PH 201), channel the earth dream, control sand (Sand 112), crumble (SC 56), deeper darkvision (SC 62), dispel magic (PH 223), earthbolt (CArc 104), eradicate earth (SC 84), false gravity (SC 87), forestfold (SC 98), giant's wrath (SC 105), heart of earth (CM 106), magic vestment (PH 251), meld into stone (PH 252), nature's rampart (SC 146), primal form (earth only) (SC 161), soul of the waste (Sand 121), stone shape (PH 284), strength of stone (SC 211), summon desert ally III (Sand 122), tremor (SC 223), tremorsense (SC 224), whispering sand (Sand 128).
4th Level: blast of sand (Sand 112), burrow, mass (SC 41), darkvision, mass (SC 59), fuse sand (Sand 116), land womb (SC 130), lay of the land (SC 131), leomund's secure shelter (PH 247), sandform (Sand 119), sarcophagus of stone (SC 180), spike stones (PH 283), stone sphere (SC 209), stoneskin (PH 284), sudden stalagmite (SC 213), summon elementite swarm (earth only) (SC 214), summon desert ally IV (Sand 123), walk the mountain’s path (RoS 163), wall of sand (SC 235), wingbind (SC 240).
5th Level: break enchantment (PH 207), call of stone (PH2 105), choking sands (Sand 112), commune with nature (PH 211), dream (PH 225), flesh to stone (PH 232), hidden lodge (SC 113), indomitability (SC 121), magic jar (PH 250), passwall (PH 259), stone shape, greater (SC 208), stone to flesh (PH 285), summon desert ally V (Sand 123), transmute sand to glass (Sand 124), transmute sand to stone (Sand 124), transmute stone to sand (Sand 125), wall of stone (PH 299), xorn movement (SC 244).
6th Level: aspect of the earth hunter (SC 16), awaken sand (111), bones of the earth (PH2 104), cometfall (SC 51), dispel magic, greater (PH 223), dream sight (SC 74), find the path (PH 230), glass strike (SC 106), hardening (SC 109), mephit mob (earth subtype only) (Sand 118), move earth (PH 257), stone body (SC 207), stone tell (PH 284), stonehold (SC 209), summon greater elemental (earth only) (SC 214), summon desert ally VI (Sand 123), true seeing (PH 296), tunnel swallow (SC 225).
7th Level: arcane sight, greater (PH 201), earthquake (PH 225), giant size (CArcrc 109), great worm of the earth (PH2 106), heart of stone (SC 111), master earth (SC 139), maw of stone (SC 141), statue (PH 284), summon desert ally VII (Sand 123), wrack earth (PH2 128).
8th Level: bombardment (SC 37), desert binding (sand in the hourglass only) (Sand 113), elemental swarm (earth elementals only) (PH 226), excavate (SC 85), repel metal or stone (PH 271), summon desert ally VIII (Sand 123), summon golem (clay or stone golem only) (PH2 126), trap the soul (PH 295).
9th Level: cast in stone (SC 43), freedom (PH 233), genius loci (earth only) (PH2 105), imprisonment (PH 244), soul bind (PH 281), summon elemental monolith (earth only) (SC 214), summon desert ally IX (Sand 123), undermaster (SC 227).
New Spells
Channel the Earth Dream
Transmutation [Earth]
Level: Earth dreamer 3
Components: S
Casting Time: 1 immediate action
Range: 30 ft.
Target: Caster and allies within a 30-ft. radius burst
Duration: 1 round
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
With merely a forceful gesture, you briefly awaken the spirits of earth, sending them to aid and protect your nearby comrades.
The earth dreamer's studies of the ancient mysteries of earth allow him to channel the earth dream to his allies, granting some of the solidity and resilience of the earth to himself and all willing allies within 30 feet. To cast this spell, the earth dreamer must be standing upon solid ground, and only allies who are also standing upon solid ground can claim channel the dream's benefit.
Projections of stone jut up beneath any affected allies, granting stable footing and providing momentum for a leap or handholds for climbing. The targets add the caster's Constitution bonus to any Balance, Climb, Jump, or Tumble checks they make, and to any checks made to resist bull rush and trip attempts. This effect lasts until the beginning of the earth dreamer's next turn.
If the caster is at least 9th level, all affected allies are also protected by stone barriers with hardness 8 and a number of hit points equal to the caster's Constitution bonus until the beginning of his next turn. These barriers offers cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.
If the caster is at least 13th level, the stone barriers may, at the caster's option, become hemispherical stone shells that completely enclose the affected allies. These shells render the ally immobile until the beginning of his next turn, but provide total cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.
"Deep are the dreams of mountains, and the earth trembles with the power of their dreaming."
-- Races of Stone
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Earth_Magic/isawa20tadaka20nb3.jpg
Change Log:
1.0 Original Version
1.01 Added break enchantment to spell list.
1.02 Modified the Earthbound class feature to make it less restrictive when multiclassing.
1.1 Moved earthquake from 8th level to 7th. Removed Earthbound class feature. Clarified duration of Channel the Dream. Swapped Ironskin for Rock Shield. Added an Adaptation section adapting the Earth Dreamer as a Wis-based divine caster.
1.2 Pruned the spell list to eliminate spells referencing metals and constructs, to focus more tightly on the manipulation of earth and stone. Added Elemental Lore as a 1st-level class feature. Moved Earth Friend from 1st to 2nd level and added a skill substitution for identifying creatures with the earth subtype. Added skill requirements to for using Channel the Dream. Added Extra Stability at 4th level.
1.3 Playtesting has shown my elemental classes to be overburdened with too many minor features that rarely see play. To streamline the class, I'm removing Channel the Dream, Earth Friend, and Elemental Lore. Earth Sight, Extra Stability, and Earth Elemental Wild Shape now come sooner. I'm also combining the darkvision, DR and tremorsense abilities into a single feature, Earth Soul. Several minor 1st level spells were moved down to 0th level to give the earth dreamer more versatility and options for 1st - 3rd level play. The Channel the Dream feature has been replaced with channel the earth dream, a new spell exclusive to this class.
1.4 Moved Earth dream from 8th to 5th level. Moved Earth Sight from 10th to 9th level.
1.41 Repaired tables.
1.5 Added the stony carapace and stony maul features, removed armor proficiency and armored mage feature, reduced spells per day and trimmed the spell list, and corrected some minor editing errors throughout.
Adaptations:
Divine Earth Dreamer
With a few modifications, the Earth Dreamer can be adapted to function as a divine class. The Earth Dreamer is an appropriate priest for any deity with the Cavern, Dwarf, or Earth domain. Simply change the primary casting attribute to Wisdom, eliminate the Armored Mage class feature, require a divine focus to cast spells, and add spells such as the vigor line, and heal to the class spell list.
GAME RULE INFORMATION
Earth dreamers have the following game statistics.
Abilities: Intelligence is the most important ability for an earth dreamer, as it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Constitution determines the effectiveness of some of the earth dreamer's secondary abilities, and an earth dreamer benefits from a high Dexterity score much as a sorcerer or wizard would.
Alignment: Any
Hit Die: d6
Level
Base Attack
Fort
Ref
Will
Special
-0-
-1-
-2-
-3-
-4-
-5-
-6-
-7-
-8-
-9-
1st
+0
+2
+0
+2
Earth sense, extra stability, stony carapace, stony maul
5
2
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Earth companion
5
3
-
-
-
-
-
-
-
-
3rd
+1
+3
+1
+3
Earth soul (30/10)
5
4
-
-
-
-
-
-
-
-
4th
+2
+4
+1
+4
5
5
2
-
-
-
-
-
-
-
5th
+2
+4
+1
+4
Earth dream
5
5
3
-
-
-
-
-
-
-
6th
+3
+5
+2
+5
5
5
4
2
-
-
-
-
-
-
7th
+3
+5
+2
+5
Earth soul (60/20/2)
5
5
5
3
-
-
-
-
-
-
8th
+4
+6
+2
+6
5
5
5
4
2
-
-
-
-
-
9th
+4
+6
+3
+6
Earth sight
5
5
5
5
3
-
-
-
-
-
10th
+5
+7
+3
+7
5
5
5
5
4
2
-
-
-
-
11th
+5
+7
+3
+7
Earth soul (90/40)
5
5
5
5
5
3
-
-
-
-
12th
+6/+1
+8
+4
+8
Earth glide
5
5
5
5
5
4
2
-
-
-
13th
+6/+1
+8
+4
+8
5
5
5
5
5
5
3
-
-
-
14th
+7/+2
+9
+4
+9
Earth elemental wild shape 1/day (large)
5
5
5
5
5
5
4
2
-
-
15th
+7/+2
+9
+5
+9
Earth soul (120/60)
5
5
5
5
5
5
5
3
-
-
16th
+8/+3
+10
+5
+10
5
5
5
5
5
5
5
4
2
-
17th
+8/+3
+10
+5
+10
Earth elemental wild shape 2/day
5
5
5
5
5
5
5
5
3
-
18th
+9/+4
+11
+6
+11
5
5
5
5
5
5
5
5
4
2
19th
+9/+4
+11
+6
+11
Earth soul (150/100)
5
5
5
5
5
5
5
5
5
3
20th
+10/+5
+12
+6
+12
Earth elemental wild shape 3/day (huge)
5
5
5
5
5
5
5
5
5
4
CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
An earth dreamer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Survival (Wis).
"Let's get ready to RRRUMBLE!!!"
--Michael Buffer, WCW
CLASS FEATURES
Your spells and class features make you well-suited to a variety of roles, but you are best equipped for tasks involving ranged combat support, battlefield control, summoning earth creatures, and exploration of underground areas.
Weapon and Armor Proficiency: The earth dreamer gains proficiency with all simple weapons, and with all martial picks and hammers. He does not gain any proficiency with armor or shields.
Spells: An earth dreamer casts arcane spells, which are drawn from the earth dreamer spell list (see below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the earth dreamer's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast an earth dreamer spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against an earth dreamer's spell is 10 + the spell's level + the earth dreamer's Int mod. Like other spellcasters, and earth dreamer can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.
An earth dreamer need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level. You suffer an arcane spell failure chance if you cast spells in armor (but see the earth shaping class feature below).
Earth Sense: An earth dreamer gains Earth Sense (RoS 138) as a bonus feat, provided he meets the prerequisites.
Extra Stability (Ex): An earth dreamer gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). This benefit stacks with Stability gained from other sources, such as from being a dwarf or having four or more legs.
Stony Carapace (Su): As a standard action, you can “grow” or dismiss a thick, stony carapace that protects you like armor. The appearance of this carapace varies from one earth dreamer to the next: one might appear as a suit of marble plate armor, another as a thick coating of mud or sand, a third as a cloud of orbiting boulders that magically interpose themselves to prevent attacks. The carapace always has the same appearance for a given earth dreamer when it is conjured, however.
You are automatically proficient with your carapace, and it grants you hardness against all attacks of 1 per 2 class levels. The carapace is heavy armor with an armor bonus to Armor Class of 6 + 1/3 class levels, a maximum Dexterity bonus of +2, an armor check penalty of -4, and a 0% arcane spell failure chance. The carapace can’t be removed. You can enchant it just as you would a normal suit of armor.
Stony Maul (Su): As a free action, you can conjure or dismiss a massive, stony maul covered in sharpened stone spikes. Each earth dreamer’s stony mail is unique, but the maul always has the same appearance for a given earth dreamer when it is conjured.
The stony maul functions as a sugliin (Frost 77) sized appropriately for you. If you are Medium, this means the maul weighs 20 lbs and deals 2d8 slashing and piercing damage with a x2 critical modifier. It is a two-handed reach weapon, and making an attack with the stony maul is always a full-round action – you cannot attack with it as a standard action. You are automatically proficient with it, and when you attack with it you may add your Constitution bonus to damage instead of your Strength bonus, if you wish. The stony maul vanishes if it ever leaves your grasp. You can enchant it just as you would a normal weapon.
At 10th level, your stony maul improves, and it grants you the Sugliin Mastery feat.
Earth Companion: Upon reaching 2nd level, the earth dreamer may perform a special incantation to call a small earth elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, as described in the Player's Handbook (pp. 52-53), except that the earth dreamer does not lose experience if his companion is killed, and he may replace a slain or dismissed familiar after waiting seven days.
Earth Soul (Ex): At 3rd level, an earth dreamer becomes more akin to the earth spirits that he studies. He gains darkvision 30 ft and tremorsense with a range of 10 feet (or his existing darkvision or tremorsense improves by a like amount).
At 7th level, his darkvision and tremorsense improve to 60 ft and 20 ft, respectively. At 11th level, they improve to 90 ft and 40 ft. At 15th level, they improve to 120 ft and 60 ft. At 19th level, they improve to 150 ft and 100 ft.
Earth Dream (Sp): By attuning himself to the earth dream, an earth dreamer of 5th level or higher can pull knowledge from the mountains. This ability works like the divination spell in many ways, allowing the earth dreamer to ask one question and receive a short, often cryptic answer. An earth dreamer's chance of receiving an answer is 70% + 2% per earth dreamer level, and the dream reveals only correct answers.
The earth dream ability can be used only to answer questions that are related in some way to the mountains. In general, the dreamer can get answers to questions about creatures, objects, and locations that are within 50 miles of a mountain, including underground or hidden locations. As with the augury and divination spells, multiple uses of this ability regarding the same topic by the same earth dreamer use the same dice result and reveal the same answer each time.
Using this ability takes 10 minutes, and the earth dreamer can use it once each day.
Earth Sight (Su): An earth dreamer of 9th level can see through stone, dirt, or almost any other sort of earth except metal to a range of 30 feet, as easily as if the substance weren't there. The earth dreamer can still see the stone or earth as a ghostly outline, so she can avoid walking into walls and can otherwise function normally.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the earth dreamer's Con modifier.
Earth Glide (Su): A 12th level earth dreamer may move through earth like an earth elemental, gliding through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or any other sign of its presence. A move earth spell cast on an area containing an earth-gliding earth dreamer flings the dreamer back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the earth dreamer's Con modifier.
Earth Elemental Wild Shape (Su): At 14th level, an earth dreamer gains the ability to assume the form of a Small, Medium, or Large earth elemental once per day. He gains the elemental's racial bonuses to Strength, Dexterity, Constitution and natural armor, and gains Earth Mastery, Push, and Earth Glide as per the earth elemental description. He also gains the elemental's feats. He retains his own type and racial attributes, but gains the earth subtype. The effect lasts one hour per earth dreamer level, or until the earth dreamer changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
Upon changing to earth elemental form, the earth dreamer regains hit points (but nothing else) as if he had rested for the night. If slain in earth elemental form, he reverts to his normal shape (but remains dead).
The earth dreamer gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge earth elemental.
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Earth_Magic/7Earth.jpg
"If you cross a river enough and get soaking wet enough times,
pretty soon you learn how to step on the rocks. And somtimes there's
someone folowin' ya and ya gotta loosin' the stones."
--Stephen Tyler, Aerosmith
EARTH DREAMER SPELL LIST
The earth dreamer spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
0 Level: arcane mark (PH 201), detect magic (PH 219), know direction (PH 246), prestidigitation (PH 264), purify food and drink (PH 267), read magic (PH 269).
1st Level: appraising touch (SC 15), climb walls (SC 47), detect secret doors (PH 220), detect snares and pits (PH 220), earthen grasp (SC 76), ebon eyes (SC 77), endure elements (PH 226), foundation of stone (SC 99), guided path (CM 106), hail of stone (SC 108), identify (PH 243), magic stone (PH 251), pass without trace (PH 259), rapid burrowing (SC 166), resinous tar (PH2 115), sandblast (SC 180), summon desert ally I (Sand 122), waste strider (Sand 128).
2nd Level: beastland ferocity (SC 25), burrow (SC 41), crystalline memories (PH2 100), darkvision (PH 216), earth lock (SC 75), earthbind (SC 76), earthen grace (SC 76), earthfast (SC 76), easy climb (SC 76), glitterdust (PH 236), mountain stance (SC 144), saltray (SC 179), soften earth and stone (PH 280), spider climb (PH 283), stony grasp (SC 209), summon desert ally II (Sand 122).
3rd Level: arcane sight (PH 201), channel the earth dream, control sand (Sand 112), crumble (SC 56), deeper darkvision (SC 62), dispel magic (PH 223), earthbolt (CArc 104), eradicate earth (SC 84), false gravity (SC 87), forestfold (SC 98), giant's wrath (SC 105), heart of earth (CM 106), magic vestment (PH 251), meld into stone (PH 252), nature's rampart (SC 146), primal form (earth only) (SC 161), soul of the waste (Sand 121), stone shape (PH 284), strength of stone (SC 211), summon desert ally III (Sand 122), tremor (SC 223), tremorsense (SC 224), whispering sand (Sand 128).
4th Level: blast of sand (Sand 112), burrow, mass (SC 41), darkvision, mass (SC 59), fuse sand (Sand 116), land womb (SC 130), lay of the land (SC 131), leomund's secure shelter (PH 247), sandform (Sand 119), sarcophagus of stone (SC 180), spike stones (PH 283), stone sphere (SC 209), stoneskin (PH 284), sudden stalagmite (SC 213), summon elementite swarm (earth only) (SC 214), summon desert ally IV (Sand 123), walk the mountain’s path (RoS 163), wall of sand (SC 235), wingbind (SC 240).
5th Level: break enchantment (PH 207), call of stone (PH2 105), choking sands (Sand 112), commune with nature (PH 211), dream (PH 225), flesh to stone (PH 232), hidden lodge (SC 113), indomitability (SC 121), magic jar (PH 250), passwall (PH 259), stone shape, greater (SC 208), stone to flesh (PH 285), summon desert ally V (Sand 123), transmute sand to glass (Sand 124), transmute sand to stone (Sand 124), transmute stone to sand (Sand 125), wall of stone (PH 299), xorn movement (SC 244).
6th Level: aspect of the earth hunter (SC 16), awaken sand (111), bones of the earth (PH2 104), cometfall (SC 51), dispel magic, greater (PH 223), dream sight (SC 74), find the path (PH 230), glass strike (SC 106), hardening (SC 109), mephit mob (earth subtype only) (Sand 118), move earth (PH 257), stone body (SC 207), stone tell (PH 284), stonehold (SC 209), summon greater elemental (earth only) (SC 214), summon desert ally VI (Sand 123), true seeing (PH 296), tunnel swallow (SC 225).
7th Level: arcane sight, greater (PH 201), earthquake (PH 225), giant size (CArcrc 109), great worm of the earth (PH2 106), heart of stone (SC 111), master earth (SC 139), maw of stone (SC 141), statue (PH 284), summon desert ally VII (Sand 123), wrack earth (PH2 128).
8th Level: bombardment (SC 37), desert binding (sand in the hourglass only) (Sand 113), elemental swarm (earth elementals only) (PH 226), excavate (SC 85), repel metal or stone (PH 271), summon desert ally VIII (Sand 123), summon golem (clay or stone golem only) (PH2 126), trap the soul (PH 295).
9th Level: cast in stone (SC 43), freedom (PH 233), genius loci (earth only) (PH2 105), imprisonment (PH 244), soul bind (PH 281), summon elemental monolith (earth only) (SC 214), summon desert ally IX (Sand 123), undermaster (SC 227).
New Spells
Channel the Earth Dream
Transmutation [Earth]
Level: Earth dreamer 3
Components: S
Casting Time: 1 immediate action
Range: 30 ft.
Target: Caster and allies within a 30-ft. radius burst
Duration: 1 round
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
With merely a forceful gesture, you briefly awaken the spirits of earth, sending them to aid and protect your nearby comrades.
The earth dreamer's studies of the ancient mysteries of earth allow him to channel the earth dream to his allies, granting some of the solidity and resilience of the earth to himself and all willing allies within 30 feet. To cast this spell, the earth dreamer must be standing upon solid ground, and only allies who are also standing upon solid ground can claim channel the dream's benefit.
Projections of stone jut up beneath any affected allies, granting stable footing and providing momentum for a leap or handholds for climbing. The targets add the caster's Constitution bonus to any Balance, Climb, Jump, or Tumble checks they make, and to any checks made to resist bull rush and trip attempts. This effect lasts until the beginning of the earth dreamer's next turn.
If the caster is at least 9th level, all affected allies are also protected by stone barriers with hardness 8 and a number of hit points equal to the caster's Constitution bonus until the beginning of his next turn. These barriers offers cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.
If the caster is at least 13th level, the stone barriers may, at the caster's option, become hemispherical stone shells that completely enclose the affected allies. These shells render the ally immobile until the beginning of his next turn, but provide total cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.