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zenanarchist
2010-08-26, 08:58 AM
Earthen Defender

http://losthemisphere.files.wordpress.com/2010/01/vigilantconcfront.jpg?w=410&h=403

The Fluffy

As King Ghalen lay waste to the lush and fertile grass land surrounding the fortress city of Shardstay its inhabitants quaked in fear. While their massive walled defenses and battlements were currently holding against the month long siege, the people, the prince and the king knew that their home had but a few weeks left. In what would have been the final two days of the siege the king was alone in his room, head upon his hands, a tear sliding down his cheek, weeping at the oncoming loss of his most loved people.

As his first tear struck the earth three things happened. The king was knocked from his seat; a massive earthquake shook the ground for miles around, even knocking a good portion of Ghalens army prone. Secondly, a dark figure arose from the ground as a smell of freshly tilled earth wafted into the room, following this a candle burning in the far corner roared to life and from this inferno stepped a figure enshrouded in flame. Finally, as clouds gathered outside a lightning bolt pierced the open window as the king of Shardstay tried to gather his wits. As he stood, a being of earth, one of pure electricity and one of roaring fire stood before him.

For your people you have wept.
For your people you have love.
For your people would you die?

“…What is the meaning of this!?”

Answer king.
For your time is short.
Your life or your people, which shall it be?

The king did not pause for a moment, he forced his barrel chest forward and tilted his chin back.

“My people. I would gladly die for any one of their brave souls”

So it is.
So it has been.
So it shall come to pass.

With this the three figures moved with blinding speed, striking deep into the heart of the king, who screamed in pain.

The pain of thousands.
In but one man.
In exchange for the lives of many.

As the Kings life stream slipped from his body the searing pain moving throughout his entire body, a whisper passed through his ears.

The army borne of tears comes.
Feel the earth tremble.
Feel the world fear in unision.

The king of Shardstay passed from the world. Not seconds after, the people of Shardstay awoke to screams, as if a thousand men were impaled at once. They rushed from their homes to the walls edge, peering into the distance at the encamped army to find…a massacre.

As earthen monsters rushed upon the enemy, smashing their massive shields into the front bulk of the foe, creatures made of lightning flew overhead, bolts of pure electricity snapping down from the sky. Men screamed and ran, however in the direction they fled more earthen creatures seemed to erupt from the very ground, blocking their path and herding them into a circle as the final element took place. Creatures made of fire hissed between the legs of the earthen defenders and as they encroached on the enemy the smell of burnt flesh was all that was evident in the air that morning.

Three loud voices echoed across the field to the people of the town as the foe lay burning and screaming.

For you a king has died.
His death bore an army.
The army of tears.
For you a king has died.
Weep for your loss.
Death to your fears.

The very next day half the populace aged between 18 and 29 left Shardstay to find a way to become a part of the army of tears. Believing that no cause could be greater than bringing hope to the lost.

Earthen Defenders are the defensive element in the army of tears. Massive bulky soldiers, who are more skilled in the art of drawing attacks, counter attacking and defending as opposed to attacking. They are the primary soldiers in defending against a siege.


Earthen Defender
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+0|+2|The best offense is defense, Greater Shield Bash, Armored Body

2nd|+1|+3|+0|+3|Earth Mastery

3rd|+2|+3|+1|+3|Counter-Attack

4th|+3|+4|+1|+4|Spoken Stone

5th|+3|+4|+1|+4|Earth Brother, Phalanx Soldier

6th|+4|+5|+2|+5|Quake Smash

7th|+5|+5|+2|+5|Shield Expert

8th|+6/+1|+6|+2|+6|Earthen Body

9th|+6/+1|+6|+3|+6|Magnetic Combat

10th|+7/+2|+7|+3|+7|Lesser Mobile Fortress, Staging Platform

11th|+8/+3|+7|+3|+7|Earth Meld

12th|+9/+4|+8|+4|+8|Greater Earthen Body

13th|+9/+4|+8|+4|+8|Grounding

14th|+10/+5|+9|+4|+9|Expert Shield Bash

15th|+11/+6/+1|+9|+5|+9|Improved Counter Attack

16th|+12/+7/+2|+10|+5|+10|Greater Mobile Fortress

17th|+12/+7/+2|+10|+5|+10|Earthen Brethren

18th|+13/+8/+3|+11|+6|+11|Earth Grab

19th|+14/+9/+4|+11|+6|+11|Throw Stones

20th|+15/+10/+5|+12|+6|+12|Earthen God

[/table]
Alignment: Any good
Hit Die: d12

Class Skills

The Earthen Defender’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points:

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

Weapon and Armor Proficiency

An earthen defender is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

The best offense is defense (Ex)

The army of tears uses the perfect defense of the Earthen Defender extensively; the earthen defender is the solid grounding in an otherwise offensive army. At level 1 the Earthen Defender gains the ability to dual wield shields and gain the benefit of both, he may not dual wield tower shields until level 10. Additionally any shield they wield gains an extra +1 to its shield bonus. The Earthen defender may not wield any weapon while dual wielding shields, even if they are only bucklers. Finally, the earthen defender is exceptionally stable, they gain +2 on all checks made to avoid being bull rushed, overrun or tripped, which raises by an additional +2 at every fourth level. They may also, unlike other classes, shield bash with a buckler and may dual wield two shields even if they are of different types, however doing so incurs a -2 penalty.

Greater Shield Bash (Ex)

The earthen defender is an expert with shields, focusing his learning of combat into mastery with a shield. His shield bash combat ability deals 1d8 damage on a successful attack regardless the type of shields he bears. He may also shield bash with tower shields and magical shields.

Armored Body (Ex)

At first level the Earthen Defender may freely take any warforged feat as if he qualified immediately for it. This includes armored body feats. If the person chooses to not take this ability, they gain one more opportunity to do such at level 10 before this ability is forever closed to them.

Earth Mastery (Ex)

An earthen defender gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. This raises by +2 at sixth level and another +2 at tenth.

Counter-Attack (Ex)

The enemy strikes out at the earthen defender, however the fast and stalwart individual dodges the blow. Unexpected to the enemy, however, the earthen defender then retaliates, slamming his shield against them. Any time a hostile creature strikes at the Earthen defender and misses the Earthen defender immediately smashes his shields into his foe causing 1d8 bludgeoning damage on a successful attack. The earthen defender must be dual wielding two shields to utilize this ability- All their training has been dual wielding shields. They may choose to ignore this restriction but doing so incurs a -2 to attack when doing so.

Spoken Stone (Ex)

The earthen elemental has developed a link towards the earth, they may freely converse with any natural stone or brick in a rolling, grinding speech completely unknown to any individual other than earthen defenders. The stone may speak back, some areas of stone are more dense than others *pun not intended* and provide limited conversation or aid.


Earth Brother (Ex)

The earthen defender is a fearsome foe, appearing from nowhere to bolster the defenses of any fighting force and strike true even in complete darkness. Many an earthen defender has rescued a dwarven fighting force from risk of defeat. The earthen defender now gains a burrow speed of 15 ft +5 ft every third level thereafter, and also gains the abilities Tremor Sense and Blind Fight out to 30ft.

Phalanx Soldier (Ex)

Any time the earthen defender is within five feet of an ally (or ten feet if he has reach) he may allow that ally to share one of his base shield bonuses before any magical bonuses are applied.

Quake Smash (Ex)

The earthen defender lifts both his shields high into the air before slamming them with all his might into the ground. The earth shudders under the force and ripples swim outwards in a 30ft cone from the earthen defender. All foes in this cone must succeed on a reflex save (DC10+1/2 class levels+strength modifier) or be knocked prone.

Shield Expert (Ex)

At this level the earthen defender gains special advantages when dual wielding shields in combat. All bull rush and overrun attempts gain a +4 bonus, all charges may end in a double shield bash and finally if the Earthen Defender states he is moving with his shields interlocked, he gains a +6 bonus to his AC against attacks of opportunity for moving into a threatened square.

Earthen Body (Ex)

An earthen defender of this level begins to take on the traits of his brother soldiers. The Earthen defender gains +2 natural armour and DR equal to half (rounded down) his class levels/-. He also gains electricity resistance 5.

Magnetic Combat

The earthen defender draws weapons towards his own body, as a full round action he may choose to interlock his shields together, plant his feet on the ground and distribute a magnetic force through the air that draws all weapons towards his own person. For this round all opponents strike at the earthen defender (even if they are not in range) unless they succeed on a will save (DC10+1/2 class level+Strength modifier) the earthen defender may do this a number of times per encounter equal to half his class level.

This effectively wastes one attack from each foe who swings at the earthen defender. It is not considered a full attack, merely a swing and miss (or strike if they hit). This does nullify any attacks of opportunity that the opponent would have gained that round due to swinging at the Earthen Defender.


Lesser Mobile Fortress (Ex)

The earthen defender gains the light fortification ability as his body grows less human and more hardened rock. The earthen defender may now (4/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled with no save offered to the enemy.

Staging Platform (Ex)

The earthen defender is the center point for his group, his allies base their attacks around his impenetrable defense, as such the earthen defender works to offer his companions extra opportunities to strike at their foe. A number of times per day equal to the earthen defenders charisma modifier he may grant one ally one immediate extra attack.

Earth Meld (Su)

The earthen defenders body begins to greatly take on the heritage of the ancient earthen warriors. They move into and out of the earth at will, placing their defenses wherever it most greatly benefits their allies. The earthen defender may, at will, enter into and out of any natural substance at will. Stone, Brick, natural ore or metals all count. Manufactured steel does not, nor does fired or hardened wood. With this ability the earthen defender now ceases his need to breathe. He may not fully reenter the earth in the same round he attacks. He moves through this material at a rate of five foot a round. He may use this ability up to a number of minutes equal to his class level.

Greater Earthen Body (Ex)

An earthen defender of this level improves his relation to his brothers, the link becoming stronger as they learn to become a partnered fighting force. His rock like figure takes less damage than softer skinned combatants. The Earthen defender gains +4 natural armor and his DR is now equivalent to three quarters of his class levels rounded down. He also gains electric and fire resistance 20.

Grounding (Ex)


The Earthen Defender deepens his connection with the earth and, whenever he is struck by a spell with himself as the target, may redirect the energy into the earth, causing no damage whatsoever. He may do this with up to 36 spell levels per day, but no more than once per encounter. Once per day he may redirect up to two spell levels of this total to an individual within 10 feet, causing damage to them instead. Every further second level gained allows the Earthen Defender another two spell levels to his total able to be grounded.

Expert Shield Bash

The earthen defender may now make a full dual wielding shield bash attack twice per day. The earthen defender goes into a frenzy and gains two full attacks with his shield. Additionally his shield bash attacks now deal 1d10 damage.

Improved Counter attack (Ex)[/B]

The earthen defender has gained the ability to roll with a blow from any foes who strike him. He may now make a counter attack even when his enemy makes a successful attack, he still only gains one counter attack, not his entire full attack option.

Greater Mobile Fortress (Ex)

The earthen defender gains the fortification ability, granting 50% immunity to critical hits and sneak attacks as his body grows even more elemental. . The earthen defender may now also (6/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled and direct it to himself. He also is now considered to be Improved cover instead of soft cover when standing in front of or shielding an ally.

Earthen Brethren (Su)

Twice per day the earthen defender may summon two huge 16HD earth elementals to his side. At nineteenth level he may summon one elder earth elemental. These elemental allies last for a number of rounds equal to the half the earthen defenders class level. They are summoned as a full round action. The elder elemental may exist along side the two huge elementals. Additionally, at will and as an immediate action the Earthen Defender may will a large rock to jut from the ground and completely negate any attack against him. He may do this any number of times per day but only twice per encounter. This negates a full attack worth of damage to the Earthen Defender.

Earth Grab (Su)

The earthen defender melds partway into the earth in a communion with the land. He is solidly rooted to the spot, the enemy thinks they have gained an advantage…Until suddenly the earth itself seems to attack from the ground and grab at their bodies. All foes within 30ft of the earthen defender must succeed on a grapple check with a -4 penalty or be grappled, with the attack dealing constrict damage each round the foe is held in this way. The grappled foe may make a check each round to see if they escape the grapple, albeit at a -2 penalty.

Throw Stones (Ex)

Despite the playful sounding nature of this ability it is quite possibly one of the earthen defenders only, and most deadly, styles of combat. As an immediate action they manifest a small boulder into their hand, with no weight encumbrance. This deals 2d8 damage per every four hit dice the earthen defender possesses. Additionally, it also pushes the foe back 10feet in an opposing direction to which it came from. These boulders then roll over the foe and continue to roll for 60feet in a line causing 1d8 crushing damage to any foe in this path. The earthen defender makes an attack at +4 to attack to determine success. No attack needs to be made to determine whether enemies in the 60ft line take damage, it is automatic.

Earthen God (Ex)

At the peak of his power the earthen defenders powers grow exponentially. Every facet of his defense improves as well as his forms of locomotion. He becomes completely immune to critical hits and sneak attacks, his DR becomes equal to his class levels. He gains complete immunity to electricity damage and fire damage. His shield bash attack deals 2d8 damage and he gains an additional +4 on all attempts to bullrush or overrun as well as an additional +4 to resist being bull rushed or tripped. As he becomes part of the earth his resistance to everything magical is perfectly evident in his Spell Resistance 10+class levels. His burrow speed increases to 60ft and he may now also move through manufactured materials. Finally, his natural armor bonus becomes +8 and he may choose to take on the form of an elder earth elemental for a number of rounds equal to his class level. This time may be distributed throughout the day as the defender chooses.

IcarusWings
2010-08-26, 03:52 PM
Now I don't know that much about balance, but here's the impression I get from the class.

First of all, waaaaaaaaaaaaaaaay too much fluff. Not only is it an eyesore, but people don't like to be forced to have a certain background and flavour, the fluff is too specific.

Secondly, their seem to be too many abilities and not enough scaling. It seems like you added any ability you could think of. The only abilities which even nearly properly scale are Earthen Body and Mobile Fortress. Counterattack is improved, but by the time it does, the average of 6 damage is nothing at that level.

There are also no options in this class, no variety. The only things to distinguish two Earthen Defenders from each other are feats, skills and how well they rolled on abilities. Earthen Defenders will all be pretty much the same, as they're even forced to use the same weapons as each other or not get to use half their class features.
This might be the effect you're going for as they're all faceless warriors in one big army, and while this is ok from a fluff perspective, it's bad from a game design one.

The class also seems too specific. It seems like it should be a PrC instead of a base class.

zenanarchist
2010-08-26, 06:08 PM
Now I don't know that much about balance, but here's the impression I get from the class.

First of all, waaaaaaaaaaaaaaaay too much fluff. Not only is it an eyesore, but people don't like to be forced to have a certain background and flavour, the fluff is too specific.

Secondly, their seem to be too many abilities and not enough scaling. It seems like you added any ability you could think of. The only abilities which even nearly properly scale are Earthen Body and Mobile Fortress. Counterattack is improved, but by the time it does, the average of 6 damage is nothing at that level.

There are also no options in this class, no variety. The only things to distinguish two Earthen Defenders from each other are feats, skills and how well they rolled on abilities. Earthen Defenders will all be pretty much the same, as they're even forced to use the same weapons as each other or not get to use half their class features.
This might be the effect you're going for as they're all faceless warriors in one big army, and while this is ok from a fluff perspective, it's bad from a game design one.

The class also seems too specific. It seems like it should be a PrC instead of a base class.



Great review. But follow it up with suggestions. (Other than Prc) Should I make all the abilities scale better? Re-name some, combine some and erase some?

Should I give the player more variety? If so...how?

They're not faceless warriors per se, but they are loyal to their allies and defend them at any cost.

There's form to it. It progresses your shield abilities as you move up in levels as well as your earthen heritage.

What kind of form do you suggest?

Thanks for the review! :smallbiggrin:

Zaydos
2010-08-26, 06:43 PM
Okay looking over things.

1st: Why medium BAB? Looks like a warrior class so I have to ask. Although I can see game mechanic reasons for it.

2nd: List its class skills; right now I'm also wondering why 6+ Int skill points but I haven't read the fluff and without class skills I don't know if it is supposed to be a skill heavy class or if you just put a nice high number up.

3rd: List armor and weapon proficiencies; right now I'm guessing: Simple weapons and shields as weapons with all armor and shields (including tower shields), but I don't know.

4th: The best offense is defense: nice ability, maybe dippable. Unless they have some means to get the Two-Weapon Fighting feats other than high Dex they're effectively sword and board fighters with better AC by (at most) 8 points and a -5 to hit, no bonus feats, etc. Though some of their class abilities help this, give them Two-Weapon Fighting and its derivatives when wielding shields, maybe not all at 1st level but as they advance (also if you have PHBII note Agile Shield Fighter which bundles Two-Weapon Fighting with Oversized Two-Weapon Fighting when your off-hand weapon is a shield).

5th: Improved Shield Bash: Change name; also does this allow them to shield bash with Tower Shields and Extreme Shields (from Races of Stone)?

6th: Earthmastery, nice ability but the penalty is a pain, especially at higher levels when flying enemies are more common than earthbound ones where this class feature actually makes you worse. A class feature should (almost) never make you worse.

7th: Counter-Attack: Okay this is a sweet ability. Makes up a good bit for the lack of attacks compared to a two-weapon fighter. It's kind of like Robilar's Gambit. With a -2 from dual-wielding and medium BAB it's not as good but this ability is some justification for the BAB.

8th: Earth Brother: Really good for the level and powerful as a utility ability. Noticeably stronger than most abilities of this level; might should be moved up actually. At the very least it needs a range on tremorsense and shouldn't give you a borrow speed faster than your movement rate.

9th: Shield Expert and Earthen Body have the level in the text off from the table. You should fix that, actually you might should switch Earth Brother and Shield Expert's positions. Also remove the line "if the Earthen Defender states he is moving with his shields interlocked," unless there's some reason for him not to be moving in that fashion.

10th: Spoken Stone: Earth elementals don't know that language either. So just make it only to Earthen Defenders. This might actually be their most fun ability yet.

11th: Earthen Body makes more sense as DR 2/adamantine like most earth based DR.

12th: Earth Meld is really, really strong actually. They have tremorsense already and can just pop up attack and return. Also allows them to walk through walls at will, continuously. Also I'd remove the ability to go through wood (making it more like Earth Glide). Do like the note that they don't have to breathe, because it's usually forgotten that you do need to breathe in those situations.

13th: Greater Earthen Body: What I said about Earthen Body still holds and you should probably either remove the Cold Resistance here or give Earthen Body Cold resistance as well.

14th: Grounding is a very, very powerful "just no" ability. It really means that a mage has to be cheesed out to hurt him which isn't a good thing to do. Maybe limit it to 4 times per day, and no more than once per encounter. And the redirection is also too powerful. Probably best to replace this ability with something that gives the enemy an extra reason to attack him, though.

15th: Greater Shield Bash: I assume you mean off-hand shield bash attacks (which would be good) because why wouldn't his main hand ones gain it? Also how it's worded if that is the case it also includes a pounce ability (with shields) and means he makes 6 attacks every time an opponent misses him. Not a well-balanced ability.

16th: Magnetic Combat is a little weird. Like the fact that he does have some way to make the enemy attack him though, wish it didn't wait so long.

17th: Improved Counter Attack: Nice, this one is really golden for a high level ability. At this point AC is an iffy-defense even if you are good with it and they need a way to stay viable and this gives them one.

18th: reread Earthen Brethren, as written he gets it after he gets the ability to summon an elder elemental with it (so why specify what level for the latter?). Also should probably have 2 Elder Earth Elementals keeping it in line with Summon Nature's Ally IX.

19th: Earth Grab: If it's a grapple it should be a grapple check (possibly with a special bonus) otherwise it should not be a grapple.

20th: Throw Stones: At will, immediate action, 8d8 damage + 10-ft knock back... Something just doesn't seem good about that. Make it a swift action (so you can't interrupt the opponent's movement) and/or give them a check or save to avoid being knocked back.

21st: Earthen God: Makes me think of monk... if you do change his DR to adamantine don't put it as high as 15. DR 10/adamantine is still more useful than 15/magic and slashing.

Overall:
Needs some work but it is a passably interesting class. I should read the fluff sometime (but don't have the time right now). Some of the abilities are a little off in power, and it would be helpful if I knew what power level it was intended to be at (Tier 2? Tier 3? Tier 4?). It does look like it would work better as a PrC, but I agree that is not really a constructive comment so I hope the above comments do help.

Temotei
2010-08-26, 10:01 PM
Earthen Defender
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+2|+0|+2|The best offense is defense, Improved Shield Bash

2nd|+1|+3|+0|+3|Earth Mastery

3rd|+2|+3|+1|+3|Counter-Attack

4th|+3|+4|+1|+4|Earth Brother

5th|+3|+4|+1|+4|Quake Smash

6th|+4|+5|+2|+5|Shield Expert

7th|+5|+5|+2|+5|Spoken Stone

8th|+6/+1|+6|+2|+6|Earthen Body

9th|+6/+1|+6|+3|+6|Lesser Mobile Fortress

10th|+7/+2|+7|+3|+7|Earth Meld

11th|+8/+3|+7|+3|+7|Greater Earthen Body

12th|+9/+4|+8|+4|+8|Grounding

13th|+9/+4|+8|+4|+8|Greater Shield Bash

14th|+10/+5|+9|+4|+9|Magnetic Combat

15th|+11/+6/+1|+9|+5|+9|Improved Counter Attack

16th|+12/+7/+2|+10|+5|+10|Greater Mobile Fortress

17th|+12/+7/+2|+10|+5|+10|Earthen Brethren

18th|+13/+8/+3|+11|+6|+11|Earth Grab

19th|+14/+9/+4|+11|+6|+11|Throw Stones

20th|+15/+10/+5|+12|+6|+12|Earthen God

[/table]

Classic zenanarchist, having one ability per level (with the exception of 1st level).


Alignment: Any good
Hit Die: 1d12

Class Skills:

Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

First of all, get rid of that "1" before the d12. Then add some class skills.

So, we have a d12 hit die, two good saves, 3/4 BAB, and 6 + Int modifier skill points per level for a chassis. Not bad at all. That's better than most classes give.


The best offense is defense (Ex)

The army of tears uses the perfect defense of the Earthen Defender extensively; the earthen defender is the solid grounding in an otherwise offensive army. At level 1 the Earthen Defender gains the ability to dual wield shields and gain the benefit of both, he may not dual wield tower shields until level 10. Additionally any shield they wield gains an extra +1 to its shield bonus. The Earthen defender may not wield any weapon while dual wielding shields, even if they are only bucklers. Finally, the earthen defender is exceptionally stable, they gain +8 on all checks made to avoid being bull rushed or tripped.

Can they wield a tower shield and a heavy shield while gaining the benefits of both at 1st level?

Why can't they use weapons if they have one or two bucklers? They can't bash with the shields, so their offensive capabilities are already shot. Basically, you have special abilities and combat options then, which is slightly limiting.

I'd take away the +1 to AC for each shield, instead giving Shield Specialization at a slightly later level.

+8 against bull rushing and tripping without a bonus against overrun attempts is kind of weird, but okay. It's also a really high bonus to give at 1st level. I'd make it scale; something like +2 at 1st, then +4 at 5th, +6 at 10th, +8 at 15th, and +10 at 20th would work.


Improved Shield Bash (Ex)

The earthen defender is an expert with shields, focusing his learning of combat into mastery with a shield. His shield bash combat ability deals 1d8 damage on a successful attack regardless the type of shields he bears.

Does this allow the earthen defender to shield bash with bucklers?


Earth Mastery (Ex)

An earthen defender gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the earthen defender takes a -4 penalty on attack and damage rolls.

Oof. At early levels, this is awesome, but later on, this hurts...a lot. Most enemies will be flying at later levels. I'd just give a flat +1 bonus to attacks and damage, period.


Counter-Attack (Ex)

The enemy strikes out at the earthen defender, however the fast and stalwart individual dodges the blow. Unexpected to the enemy, however, the earthen defender then slashes out at the enemy with the edge of his shield and slams his other into the body of his foe. Any time a hostile creature strikes at the Earthen defender and misses the Earthen defender immediately smashes his shields into his foe causing 1d8 bludgeoning damage and 1d4 slashing damage on a successful attack. The earthen defender must be dual wielding two shields to utilize this ability.

Get rid of this sentence: "Unexpected to the enemy, however, the earthen defender then slashes out at the enemy with the edge of his shield and slams his other into the body of his foe." You're stealing the fun of describing character actions by giving the description right in the ability.

Why does the earthen defender have to be using two shields to use this ability? That makes next to no sense, unless you're going for the whole "They draw their power from their two shields" schtick.

Also, slashing damage? I could understand it if the shield had spikes in it, but even then, they pierce rather than slash.

Lastly, this is pretty potent. Just saying. 2-12 damage whenever an enemy misses you without restrictions is pretty awesome.


Earth Brother (Ex)

The earthen defender is a fearsome foe, appearing from nowhere to bolster the defenses of any fighting force and strike true even in complete darkness. Many an earthen defender has rescued a dwarven fighting force from risk of defeat. The earthen defender now gains a burrow speed of 40ft and also gains the abilities Tremor Sense and Blind Fight.

How far does the tremorsense go out to? It's got to have a range. Blind-Fight has a hyphen.

A burrow speed is good, too. A flat 40-foot speed at 4th level is great, keeping relevance even at late levels. You're basically able to bypass tons of obstacles and avoid many enemy attacks by simply diving into the ground. That's not necessarily bad, but be aware that starting the speed at such a high number could cause problems.


Quake Smash (Ex)

The earthen defender lifts both his shields high into the air before slamming them with all his might into the ground. The earth shudders under the force and ripples swim outwards in a 30ft cone from the earthen defender. All foes in this cone must succeed on a reflex save (DC10+1/2 class levels+strength) or be knocked prone.

Put "modifier" after "Strength" in the DC.

Here's another good ability. Whoo.


Shield Expert (Ex)

At level 2 the earthen defender gains special advantages when dual wielding shields in combat. All bull rush and overrun attempts gain a +4 bonus, all charges may end in a double shield bash and finally if the Earthen Defender states he is moving with his shields interlocked, he gains a +6 bonus to his AC against attacks of opportunity for moving into a threatened square.

Level 6, you mean.

You don't provoke attacks of opportunity from moving into threatened squares, so that part of the ability is useless.

Eh. It's minor, but not bad flavor-wise. It makes me think of Bruenor Battlehammer (I know...).


Spoken Stone (Ex)

The earthen elemental has developed a link towards the earth, they may freely converse with any natural stone or brick in a rolling, grinding speech completely unknown to any individual other than those of earth elementals or earthen defenders.

Can the inanimate rock speak back? I imagine it can, since you have "converse" in there, not "talk."

This could be a lot of fun to use, actually.


Earthen Body (Ex)

An earthen defender of third level begins to take on the traits of his brother soldiers. The Earthen defender gains +2 natural armour and DR/2 slashing. He also gains electric resistance 5.

Earthen defender of 8th level...

The damage reduction is really pitiful, and it's bypassed by slashing, which is quite common. Bludgeoning would probably make more sense, anyway.

It's electricity resistance, not electric resistance, though. Small nitpick.


Lesser Mobile Fortress (Ex)

The earthen defender gains the light fortification ability as his body grows less human and more hardened rock. Additionally any ally standing within 5 feet of the earthen defender gain half of his total shield bonus. The earthen defender may now also (2/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled.

What action does the redirection require? Where do you redirect the attacks? Why within 10 feet, and not 5 feet?

Half of their shield bonus is going to be pretty large, since you get two tower shields at 10th level (+10 total, not including magical bonuses, which could easily be at +1 or +2 now). Be aware of that.


Earth Meld (Su)

The earthen defenders body begins to greatly take on the heritage of the ancient earthen warriors. They move into and out of the earth at will, placing their defenses wherever it most greatly benefits their allies. The earthen defender may, at will, enter into and out of any natural substance at will. Stone, Brick, Wood, natural ore or metals all count. Manufactured steel does not, nor does fired or hardened wood. With this ability the earthen defender now ceases his need to breathe.

How fast can they move through this stuff?


Greater Earthen Body (Ex)

An earthen defender of this level improves his relation to his brothers, the link becoming stronger as they learn to become a partnered fighting force. His rocklike figure takes less damage than softer skinned combatants. The Earthen defender gains +4 natural armor and DR/6 slashing. He also gains electric resistance 20 and cold resistance 20.

The damage reduction is still junk, and the formatting should be damage reduction 6/slashing.

Why cold resistance?


Grounding (Ex)

Four times per day an earthen defender may, as long as he is on solid ground connected to the earth, dissipate up to thirty six spell levels per day. He may, twice per day, choose to reconduct this energy to any foe within thirty feet who shares the same solid ground.

This is ridiculously powerful. Even if it was usable once per day, it would still be good to have.

Does the ability to send the energy of spells twice per day stack with the four-times-per-day ability of stopping spells?

I'd make it a check, at least. Have the spell roll against the earthen defender's AC (or touch AC) with a modifier of: Caster's BAB + casting ability modifier, perhaps.


Greater Shield Bash

The earthen defenders shield bash attacks now gain any iterative (extra) attacks the earthen defender would gain from having a high Base attack bonus. Additionally his shield bash attacks now deal 1d10 damage.

Is the earthen defender treated as having Two-Weapon Fighting with their shields? I forgot to ask that above.


Magnetic Combat

The earthen defender draws weapons towards his own body, as a full round action he may choose to interlock his shields together, plant his feet on the ground and distribute a magnetic force through the air that draws all weapons towards his own person. For this round all opponents strike at the earthen defender (even if they are not in range) unless they succeed on a will save (DC10+1/2 class level+Strength modifier)

This is weird, but it's D&D, so...whatever. It's kind of cool, anyway.

Why a Will save, though? It would probably make a bit more sense to make a Strength check or a Reflex save instead. A Will save might work, I guess, with the reasoning that you have to fight against the magnetic force with more than just brute strength or finesse.

Also, this is an awesome tanking ability. It's their second feature allowing them to really tank, so far.

Is there a limit on the amount of times you can do this in a day or encounter?


Improved Counter attack (Ex)

The earthen defender has gained the ability to roll with a blow from any foes who strike him. He may now make a counter attack even when his enemy makes a successful attack.

Free attacks every round, plus the magnetic force ability? Yum. I think it might be problematic, though. A limitation probably wouldn't be a bad idea...


Greater Mobile Fortress (Ex)

The earthen defender gains the fortification ability, granting 50% immunity to critical hits and sneak attacks as his body grows even more elemental. Additionally any ally standing within 10 feet of the earthen defender gains half of his total shield bonus. The earthen defender may now also (4/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled.

See the above ability of the same name (minus "Greater").


Earthen Brethren (Su)

Twice per day the earthen defender may summon two huge 16HD earth elementals to his side. At fifteenth level he may summon one elder earth elemental. These elemental allies last for a number of rounds equal to the half the earthen defenders class level. They are summoned as a full round action.

You get this ability at 16th level...

Is the elder elemental in place of the two normal elementals or in addition to them?


Earth Grab (Su)

The earthen defender melds partway into the earth in a communion with the land. He is solidly rooted to the spot, the enemy thinks they have gained an advantage…Until suddenly the earth itself seems to attack from the ground and grab at their bodies. All foes within 30ft of the earthen defender must succeed on a reflex save (DC10+1/2 class levels) or be grappled, with the attack dealing constrict damage each round the foe is held in this way. The individual gains a reflex save every round they are held with the DC lowering by 1 each round.

How much damage does the constriction do?

It's fairly easy to resist this ability, simply because the DC is 20 at 20th level, or 19 when you get this. On the SRD, the lowest Reflex save bonus a creature of CR 18 has is +10 (requiring a 9 on the dice roll to resist). The highest is +17 (requiring a 2 on the dice roll to resist).


Throw Stones (Ex)

Despite the playful sounding nature of this ability it is quite possibly one of the earthen defenders only, and most deadly, styles of combat. As an immediate action they manifest a small boulder into their hand, with no weight encumbrance. This deals 2d8 damage per every four hit dice the earthen defender possesses. Additionally, it also pushes the foe back 10feet in an opposing direction to which it came from. These boulders continue to roll for 60feet in a line causing 1d8 crushing damage to any foe in this path.

Does the rolling happen before or after the boulder hits the target? Does the earthen defender need to make an attack roll?


Earthen God (Ex)

At the peak of his power the earthen defenders powers grow exponentially. Every facet of his defense improves as well as his forms of locomotion. He becomes completely immune to critical hits and sneak attacks, his DR becomes 15/slashing/magic. His gains complete immunity to cold and electricity damage. His shield bash attack deals 2d8 damage and he gains an additional +4 on all attempts to bullrush or overrun as well as an additional +4 to resist being bull rushed or tripped. As he becomes part of the earth his resistance to everything magical is perfectly evident in his Spell Resistance 10+class levels. His burrow speed increases to 60ft and he may now also move through manufactured materials. Finally, his natural armor bonus becomes +8.

It should be damage reduction 15/magic and slashing. In any case, that's pitifully easy to bypass.

Anyway, this is okay, though the spell resistance is kind of annoying at times (read: less/no buffs from party members).

Otherwise, I've got no qualms with this, other than that it's kind of boring.

zenanarchist
2010-08-26, 10:51 PM
Boring? Tem, you wound me my friend, wound me.

How would you like me to add excitement to it?

And thanks for the lengthy reviews guys, I'll iron out some kinks tonight/tomorrow and if any suggestions on excitement additions come up, those too.

Admiral Squish
2010-08-26, 10:53 PM
I haven't given this a good look, but you could ook at my Aegis (http://www.giantitp.com/forums/showthread.php?t=117919) to get a few ideas.

Temotei
2010-08-26, 11:03 PM
Boring? Tem, you wound me my friend, wound me.

Not the class--the ability. Heh. I should have defined that more clearly. I usually do have an "Overall" statement at the end...

zenanarchist
2010-08-27, 12:48 AM
Not the class--the ability. Heh. I should have defined that more clearly. I usually do have an "Overall" statement at the end...

Yeah ya do! Phew.

All changes implemented. Hope it looks a little better now!

Zaydos
2010-08-27, 06:35 AM
DR too high... DR X/slashing and magical is practically useless because most everything ignores it. DR 30/- is godly because monsters tend to melee. At level 8 DR 15/- is probably even better than 30/- at 20th.

zenanarchist
2010-08-27, 06:45 AM
DR too high... DR X/slashing and magical is practically useless because most everything ignores it. DR 30/- is godly because monsters tend to melee. At level 8 DR 15/- is probably even better than 30/- at 20th.

Ah damn. Was hoping for middle ground...Suggestion to fix?

Zaydos
2010-08-27, 06:48 AM
The problem before wasn't so much the numbers as the penetration method.

Okay the DR 2 at Lv 8 was a little low. Maybe try 4/-, 8/-, 12/-. I'd have to actually check the MMs for how appropriate those are at those levels, but I have class in 12 minutes and I need to get going so I can't right now.

Good luck.

zenanarchist
2010-08-27, 06:54 AM
Champion. Thanks, I'll try it out. See what other reviewers say, if they agree, you nailed it lol.

Temotei
2010-08-27, 12:22 PM
A damage reduction amount equal to your Hit Dice is usually pretty decent to have--especially at lower levels. The lower level you go, the better damage reduction is. DR 2/- at level 2 is better than DR 6/- at level 6, for example, because creatures by then have far more magical power, do far more damage, and are flying and using crazy abilities that ignore it.

That said, even at high levels, it's not useless--just weaker than it is at early levels. Keep that in mind when you're giving it damage reduction.

Tetrasodium
2010-08-27, 02:21 PM
One way to let them differentiate themselves a little bit, since they appear to be at least half elemental and change over time as they level, would be to steal a page from warforged. Let them pick adamantine body, mithral body, or ironwood body warforged feats and qualify for warforged feats that modify those (i.e. spiked body/improved damage reduction/mithril fluidity/silver tracery type feats might be ok as they modify & enhance the armor, shocking fist & improved fortification would not as they modify & enhance the body itself rather than armor). Let the armor be enhanced the same as warforged armored body can be for them with the same cannot wear armor or... shirt? slot equipment restriction.

The class seems to lean heavily on the strong side in some areas already mentioned, but I'm pretty sure this is the first "dual wield shields" thing I've seen that didn't make me roll my eyes and think of a little kid watching too much anime "lolz ima gonna dual wield shields and be an uber!"


A damage reduction amount equal to your Hit Dice is usually pretty decent to have--especially at lower levels. The lower level you go, the better damage reduction is. DR 2/- at level 2 is better than DR 6/- at level 6, for example, because creatures by then have far more magical power, do far more damage, and are flying and using crazy abilities that ignore it.

That said, even at high levels, it's not useless--just weaker than it is at early levels. Keep that in mind when you're giving it damage reduction.

It's also more powerful against humanoid type attackers that tend to do things like swing a sword 3-4x/round than monsters/animals/etc that tend to smack paste out of you then do it again when they bite you (i.e. a dragon for example) just to state the obvious in different terms:).

zenanarchist
2010-08-27, 06:06 PM
A damage reduction amount equal to your Hit Dice is usually pretty decent to have--especially at lower levels. The lower level you go, the better damage reduction is. DR 2/- at level 2 is better than DR 6/- at level 6, for example, because creatures by then have far more magical power, do far more damage, and are flying and using crazy abilities that ignore it.

That said, even at high levels, it's not useless--just weaker than it is at early levels. Keep that in mind when you're giving it damage reduction.

Got it... Would say...DR equal to level until level 10 which then becomes DR double level afterward be overpowered? Considering the classes primary purpose is defense...To me it works.


One way to let them differentiate themselves a little bit, since they appear to be at least half elemental and change over time as they level, would be to steal a page from warforged. Let them pick adamantine body, mithral body, or ironwood body warforged feats and qualify for warforged feats that modify those (i.e. spiked body/improved damage reduction/mithril fluidity/silver tracery type feats might be ok as they modify & enhance the armor, shocking fist & improved fortification would not as they modify & enhance the body itself rather than armor). Let the armor be enhanced the same as warforged armored body can be for them with the same cannot wear armor or... shirt? slot equipment restriction.

This. I loved this. Can I work this in at level one without it being front ended?


The class seems to lean heavily on the strong side in some areas already mentioned, but I'm pretty sure this is the first "dual wield shields" thing I've seen that didn't make me roll my eyes and think of a little kid watching too much anime "lolz ima gonna dual wield shields and be an uber!"

Ahahaha. Thanks. Yeah I was hoping it would be taken seriously.




It's also more powerful against humanoid type attackers that tend to do things like swing a sword 3-4x/round than monsters/animals/etc that tend to smack paste out of you then do it again when they bite you (i.e. a dragon for example) just to state the obvious in different terms:).

Got it. So how do I make it work all round? Or can I not? He needs to be able to take a tonne of damage as he draws most attacks to himself where he can.

Zaydos
2010-08-27, 06:19 PM
DR's purpose is really against enemies with a ton of attacks per round. Looking at some CR 20 creatures we have:
Pit Fiend (not really melee): damage from attacks range from 22 on average (2), and go down.
Great Wyrm White Dragon: Bite (27 damage), Claws (15), Wings (13), Tail (28).
Big T himself (biggest melee monster in the game): Bite 35 damage on average. Horns 13.5, Claws 14.5, Tail 21.5.

These don't include power attack, and if his AC is less than 59 Big T can hit on a 2 and power attack, but still you can look at the numbers DR 30/- at Lv 20 is broken and simply means it will never come into play since the DM will just never throw melee at you again.

DR gets worse because monsters find ways around it; give him a DR that is useful against level appropriate threats that melee (somewhere from 1/2 level to 3/4 level) and give him some other types of defenses at high level.

Tetrasodium
2010-08-27, 06:31 PM
This. I loved this. Can I work this in at level one without it being front ended?

Warforged armor body feats are taken at first level only, with the exception of a caster focused prc that lets you pick one up later when you go from humanoid to living construct. Just make it so they can qualify for it at first level and have the option of taking it, but switching into the class after level 1 means you don't get the option to pick it up till level 5 or something. Essentially it's like using a feat to buy armor with the downside that you won't be able to swap it (which is also an upside sometimes). Most of them are in races of eberron, you can find the odd warforged feat here and there in other books but most aren't related to the body itself.


Got it. So how do I make it work all round? Or can I not? He needs to be able to take a tonne of damage as he draws most attacks to himself where he can.

Essentially any DR is useful, getting hit for 50-something instead of 60-something is nice even with just DR10. DR doesn't do anything at all against spells, and those are pretty deadly at high levels. Giving it too much DR is going to cause problems though, I'd suggest looking at how the crusader in tome of battle can shuffle X amount of damage off to the next round and using that as a starting point rather than giving it a huge uber DR. As it is, you are suggesting DR higher than the epic dwarven defender/barbarian has in the epic level handbook. I'd suggest giving it a less uber DR10-15/Adamantine and an absorb shield type of thing where the biggest hit they sustained this round gives them an extra 20-50% (or whatever range you are looking for) of that hit's damage rounded down until their next round or something at 20 with lesser %'s at lower levels. So if they had DR10/Adamantine and got hit for 65 damage with the first round of combat, they would take 55 and have +27DR/Adamantine added until their next round and effectively have dr 37/Adamantine until then... (which is probably way too high) but if they got hit by a dozen random mooks with regular weapons, he would still be taking some damage. Just set a cap on what it can add based on class level to something like class level -5 or 1/2 class level or something depending on how much DR you add to the base class.

Edit: just want to add that this would likely need to be toned down a bit, this is just big numbers to make math easy and obvious :). The class itself is still pretty heavily into the strong side.

zenanarchist
2010-08-27, 07:32 PM
Warforged armor body feats are taken at first level only, with the exception of a caster focused prc that lets you pick one up later when you go from humanoid to living construct. Just make it so they can qualify for it at first level and have the option of taking it, but switching into the class after level 1 means you don't get the option to pick it up till level 5 or something. Essentially it's like using a feat to buy armor with the downside that you won't be able to swap it (which is also an upside sometimes). Most of them are in races of eberron, you can find the odd warforged feat here and there in other books but most aren't related to the body itself.



Essentially any DR is useful, getting hit for 50-something instead of 60-something is nice even with just DR10. DR doesn't do anything at all against spells, and those are pretty deadly at high levels. Giving it too much DR is going to cause problems though, I'd suggest looking at how the crusader in tome of battle can shuffle X amount of damage off to the next round and using that as a starting point rather than giving it a huge uber DR. As it is, you are suggesting DR higher than the epic dwarven defender/barbarian has in the epic level handbook. I'd suggest giving it a less uber DR10-15/Adamantine and an absorb shield type of thing where the biggest hit they sustained this round gives them an extra 20-50% (or whatever range you are looking for) of that hit's damage rounded down until their next round or something at 20 with lesser %'s at lower levels. So if they had DR10/Adamantine and got hit for 65 damage with the first round of combat, they would take 55 and have +27DR/Adamantine added until their next round and effectively have dr 37/Adamantine until then... (which is probably way too high) but if they got hit by a dozen random mooks with regular weapons, he would still be taking some damage. Just set a cap on what it can add based on class level to something like class level -5 or 1/2 class level or something depending on how much DR you add to the base class.

Edit: just want to add that this would likely need to be toned down a bit, this is just big numbers to make math easy and obvious :). The class itself is still pretty heavily into the strong side.

I went with 1/2 class level then 3/4 class level then full class level DR. I also gave them an at will "No" ability twice per encounter.

Temotei
2010-08-27, 07:43 PM
I went with 1/2 class level then 3/4 class level then full class level DR. I also gave them an at will "No" ability twice per encounter.

It negates damage only, right? And only from one attack, or does it work against full attacks?

zenanarchist
2010-08-27, 07:46 PM
Yeah I left it blank on that for a reason.

I wasn't sure.

On a full attack seems more fun, but it does seem a touch over powered. Yes, though, it negates damage only. He has SR to deal with anything else.

On a single attack works, but is less fun.

Temotei
2010-08-27, 07:55 PM
Yeah I left it blank on that for a reason.

I wasn't sure.

On a full attack seems more fun, but it does seem a touch over powered. Yes, though, it negates damage only. He has SR to deal with anything else.

On a single attack works, but is less fun.

It's a per-encounter ability. It should be fine.

zenanarchist
2010-08-27, 08:14 PM
It's a per-encounter ability. It should be fine.

Done then.

I'm liking the looks of it more now. Gotta love the homebrew forums

Temotei
2010-08-27, 08:32 PM
Done then.

I'm liking the looks of it more now. Gotta love the homebrew forums

Make sure you clarify where the redirected attacks are redirected.

Oh, and put "(rounded down)" in the damage reduction sections after 1/2 class levels and 3/4 class levels.

137ben
2010-08-27, 08:47 PM
Great idea, I like using shield bash...but too powerful. 40 ft. burrow speed? Aside from the fact that it barely fits the theme, that is far, far better mobility than most characters have underground, and your're moving that quickly while carrying two tower shields in a full plate. Because none of the abilities scale, an epic progression wouldn't work very well either, though the game would be totally destroyed by an epic earthen defender that powerful. Also, how does a magic-like effect of talking to rocks fit the theme of a defensive-melee combatant?

Temotei
2010-08-27, 08:50 PM
Great idea, I like using shield bash...but too powerful. 40 ft. burrow speed? Aside from the fact that it barely fits the theme, that is far, far better mobility than most characters have underground, and your're moving that quickly while carrying two tower shields in a full plate. Because none of the abilities scale, an epic progression wouldn't work very well either, though the game would be totally destroyed by an epic earthen defender that powerful. Also, how does a magic-like effect of talking to rocks fit the theme of a defensive-melee combatant?

It's got an earth theme to it, as well, if you didn't notice. The class is more than just a "Two shields! Whoo!" class. Its role is as a defensive combatant, but its theme is of earth.

zenanarchist
2010-08-27, 11:53 PM
It's got an earth theme to it, as well, if you didn't notice. The class is more than just a "Two shields! Whoo!" class. Its role is as a defensive combatant, but its theme is of earth.

I can't really add anything to that. Tem said it better than I could of.

And as for theme....Well....the classes name is earthen defender. :smalltongue:

EDIT:


Make sure you clarify where the redirected attacks are redirected.

Oh, and put "(rounded down)" in the damage reduction sections after 1/2 class levels and 3/4 class levels.

Done and done.

137ben
2010-08-28, 11:51 AM
It's got an earth theme to it, as well, if you didn't notice. The class is more than just a "Two shields! Whoo!" class. Its role is as a defensive combatant, but its theme is of earth.

I realize that...but a class that is a fully capable melee combatant which is far better than a fight AND gets magic-like movement and communication is too powerful.

Zaydos
2010-08-28, 11:55 AM
I wouldn't say the communication is too powerful, but the borrow speed is still really fast (limit it to no greater than land speed at least) and really strong. Although he has the standard limits on what type of terrain can be borrowed through (which does restrict it a lot if the DM remembers them). It's Earth Meld that is still a brokenly powerful thing (it's a 5th level 1 minute/level spell persisted) it would be really powerful as a greater warlock invocation and this class really doesn't need it since it already has a focus (combat).

Temotei
2010-08-28, 01:13 PM
I wouldn't say the communication is too powerful, but the borrow speed is still really fast (limit it to no greater than land speed at least) and really strong. Although he has the standard limits on what type of terrain can be borrowed through (which does restrict it a lot if the DM remembers them). It's Earth Meld that is still a brokenly powerful thing (it's a 5th level 1 minute/level spell persisted) it would be really powerful as a greater warlock invocation and this class really doesn't need it since it already has a focus (combat).

Of course, earth meld is one foot per second, which ends up being six feet per round (weird)...still, I agree. It's pretty annoying for the DM to make traps and such if the character can just burrow to the other side of the trap and set it off somehow, or travel with no danger eminent--ever, etc.

Limiting it to class levels minutes per day wouldn't be a bad idea, though, because they already can burrow through other terrain at will (Lowering that speed would be nice, too, I agree.).

Zaydos
2010-08-28, 01:19 PM
Of course, earth meld is one foot per second, which ends up being six feet per round (weird)...still, I agree. It's pretty annoying for the DM to make traps and such if the character can just burrow to the other side of the trap and set it off somehow, or travel with no danger eminent--ever, etc.

Limiting it to class levels minutes per day wouldn't be a bad idea, though, because they already can burrow through other terrain at will (Lowering that speed would be nice, too, I agree.).

Oops I missed that change to earth meld. Probably should be 5-ft per round as a double move action, it would be slightly less weird. It would still allow them to get around traps and such, but with how slow it is and how it doesn't affect the party with that speed limit earth meld is fine. The borrow speed should still be limited (I'd say no more than land speed, possibly based on a reduced land speed).

Temotei
2010-08-28, 01:30 PM
The borrow speed should still be limited (I'd say no more than land speed, possibly based on a reduced land speed).

*Insert bad borrow vs. burrow joke*

Agreed. I'd say a speed of half land speed would be good. If you want it to scale, make it 5 feet when you get it, then raise it by 5 feet per three levels after, or 15 feet when you get it, raising it by 5 feet per three levels after (total 30 feet for the first option, 40 feet for the second).

zenanarchist
2010-08-28, 06:44 PM
Okay. You guys sold me on the brokeness. Earth meld is now limited to 20 minutes a day at his highest level.

Also, massively reduced burrow. He doesn't move at thirty feet until 20th level now.

137ben
2010-08-29, 12:44 PM
Under earthen god it still says that burrow speed increases to 60 ft. at level 20.

zenanarchist
2010-08-29, 10:20 PM
Under earthen god it still says that burrow speed increases to 60 ft. at level 20.

Nice! Good catch. Cookie for you. >> :smallsmile: ....Okay fine so pretend it's a cookie. Choc chip.

EDIT: Changed the burrow speed to correspond with Tems suggestion of starting at 15 and raising by 5 feet every third level. 27/08/10

Ridai
2010-10-18, 02:43 PM
First of all, interesting class, I like the various abilities and how they combine the earth and defense themes. However, there are several things that are a bit unclear to me.

The best offense is defense

Does this grant the benefits of Two-Weapon Fighting when two shields are used and do shields in the off-hand count as light or one-handed weapons if TWF is granted? Are Improved and Greater TWF granted as well in the course of the class?
Can an Earthen Defender use, say, a tower shield in his main and a large shield in his off-hand before level 10?
What exactly does the -2 penalty at the end affect? AC? Attack rolls? Something else?

Greater Shield Bash

How does this interact with shield spikes and the Bashing magic shield property (and anything else that increases the effective size of the shield when it comes to damage)?

Armored Body

Does this grant a bonus feat or does this just let a character qualify for Warforged feats (so Warforged don't benefit from this at all)?

Counter Attack

Just 1d8 damage or is this effectively a regular shield bash?

Earth Brother

Just to be sure: Blind Fight refers to the feat, right? It's a little bit confusing since the 30ft. were written after it and Tremorsense.

Quake Smash

What action does Quake Smash require?

Shield expert

The double shield bash at the end of a charge again brings up the question about TWF again, unless the bashes are two attacks at full BAB with the main hand.
Does stating that the character interlocks his shields have any drawbacks or does it require an action (and if it doesn't, why does the player have to declare it to make it work)?
Do you mean moving out of a threatened square? Moving into one doesn't provoke AoOs.

Magnetic Combat

Does the ability waste one attack of each enemy in that round overall (i.e. the first attack of a full attack routine and the enemy can make AoOs as he pleases afterwards) or the first attack of each "action" that round (i.e. first attack of a full attack and all AoOs, since they are seperate "actions")?

Lesser Mobile Fortress

What happens if you redirect an attack and the enemy can't reach you with his attack range?

Staging Platform

What actions does this ability require? Can the character activate this even when it's not his turn?
I assume the extra attack refers to a normal weapon attack, similar to an Aoo?

Grounding

Does this ability only work against spells that do damage or against all spells?
What about psionic powers?

Expert Shield Bash

Two attacks with the main hand at full BAB? Two full attack actions with the iterative attacks granted by BAB? The latter, but with TWF if the class grants it? What does this ability exactly do?
Same questions as with Greater Shield Bash.

Earthen Brethren

Does this also work against incorporeal attacks?

Earth Grab

What action?
Is the character's grapple modifier used for the grapples?
Is this effect canceled if the character moves or can the character cancel the effect if he can't move?
How much damage does the constrict cause?

Throw Stones

Is the whole attack resolved in that immediate action?
Normal ranged attack roll with a +4 bonus?
What is the boulder's range increment?
No a question, but the 1d8 damage to other foes is automatic, but at level 19 it is pretty useless IMO.

Earthen God

What action is required to turn into an elemental?