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Requirements
BAB: +5
Skills: climb 1 rank, balance 3 ranks
Feats: Blind fight and one of the following: Endurance, Great Fortitude or a similar feat or an earth related feat as approved by the DM.
Table: The Earth Champion
{table]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+0|Special ability
2nd|+1|+3|+0|+0|Special ability
3rd|+2|+3|+1|+1|Special ability
4th|+3|+4|+1|+1|Special ability
5th|+3|+4|+1|+1|Special ability
[/table]
Hit Die: d10
Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering), Knowledge (Geography) (Int), Knowledge (The Planes) (Int), Move Silently (Dex), Search (Int), Use Rope (Dex)
Skill Points at Each Level: 2 + Int modifier
Stable Surface
Many of the Earth Champion's abilities require a stable surface. A stable surface is defined as a surface that requires more than 1000 pounds of force to move 1 inch. A soft surface such as a layer of mud may still be considered a stable surface as long as there is a stable surface underneath it to stand on. Jumping, flying, levitating, etc. count as leaving the surface. Climbing to an adjoining stable surface, even a wall or ceiling, does not count as leaving the stable surface. If the earth champion leaves a stable surface or moves from one stable surface to a non-adjoining stable surface she may not use abilities requiring a stable surface for 3 rounds. After this time she has reattuned herself to the surface. If an opponent leaves a stable surface and returns to it the earth champion does not need to reattune herself.
Special Ability
Every level an earth champion gains a special ability of her choice from among the following.
Tremorsense (Ex): An earth champion gains tremorsense 30 feet when standing on a stable surface.
Foot Pin (Ex): An earth champion with a melee or thrown piercing weapon who is standing on a stable surface and who scores a critical hit against an opponent standing on the same surface, or an adjoining stable surface, may choose to thrust her weapon through an opponent's limb that is adjacent to the surface. She may pin a foot to the ground or a hand to a wall, for example. The attack also deals critical hit damage as normal. The affected creature is unable to move from his square nor use the affected limb. He counts as entangled (-2 penalty to attack rolls, -4 dexterity, DC 15 + spell level concentration check to cast spells).
Removing the weapon is a full round action and a DC 10 strength check for the earth champion or another creature, or a DC 15 strength check for the affected creature. The earth champion may let go of the weapon as a free action, or hold it and twist it so that each of her future attacks automatically hits and deals slashing damage (rather than piercing). Special bonuses to damage such as power attack, sneak attack or critical hits do not apply to these twist attacks, but strength bonuses and magical weapon properties apply normally. The earth champion is advised to carry a second weapon to leave her options open.
If the surface is hard then the weapon damage, ignoring precision damage including the extra critical hit damage, must exceed the surface's hardness to use this ability. The strength DC is not reduced on a less hard surface because the weapon plunges deeper into the surface. Creatures not subject to critical hits may still be affected by foot pin, provided that there is a reasonable limb to pin.
Earth Mastery (Ex): An earth champion's mastery of fighting on the ground grants her a +1 to attack rolls when standing on a stable surface and attacking creatures on the same surface or an adjoining stable surface. She also gains a +4 to rolls to resist a bull rush or trip attempt while on a stable surface. This stacks with a dwarf's stability.
Earth Senses (Ex): An earth champion's understanding of stone and earth lets her notice unusual construction in these materials more easily. She gains a +2 to search checks, knowledge (architecture and engineering) checks, knowledge (dungeoneering) checks and craft checks in these materials. She may locate traps in these materials as if she were a rogue. Finally she automatically makes search checks merely by passing within 10 feet of an unusual construction in these materials such as a trap or secret door. She and the construction must both be on a stable surface and they must be the same surface or adjoining surfaces to make the automatic search checks. The other abilities always apply regardless of the surfaces.
Earth Travel (Ex): An earth champion gains a 10 foot bonus to her land movement speed and climb speed (only if she has a climb speed already). She is not affected by difficult terrain, spike stone spells and the like. She may move, charge and run normally on these surfaces. All of these abilities require a stable surface.
Great Throw (Ex): An earth champion on a stable surface gains the far shot feat for any thrown weapon she uses, whether or not she has the prerequisites. The target need not be on a stable surface. Additionally, when on a stable surface, she may throw a weapon as part of a charge (normally only melee attacks may be made on a charge). Finally she may pick up any weapon on the same stable surface as her as a free action that does not provoke an attack of opportunity, rather than a move action that provokes.
Stomp (Ex) : As a full round action an earth champion on stable ground may slam the ground. She makes a strength check. Other creatures on the same surface or an adjoining surface within a number of feet equal to the check result make an opposing strength check. For every 5 feet of distance the earth champion's check faces a -5 penalty, so there is a penalty even for adjacent foes. All creatures, including the earth champion, receive a +4 bonus per size category above medium (or -4 penalty per category below it). Dwarven stability, Earth Mastery, more than 2 legs or similar provides a +4 bonus to resist the check, but does not apply to the stomper's check. All creatures (friend and foe) who fail to beat the earth champion's check fall prone. Objects may also fall, such as books from a bookshelf, and some larger objects may topple or break if the earth champion's check (minus penalties) beats the normal strength DC. An exceptional strength check may likewise crack the ground and incur significant repair costs. But a single stomp does not normally alter the terrain enough to impair movement.
Rock Climber (Ex): An earth champion on a stable surface gains a +5 bonus to climb checks. She may perform an accelerated climb (moving at half speed instead of 1/4 speed) at no penalty. Finally climbing does not cause her to be flat footed. Any surfaces climbed on must also be stable surfaces to use all these abilities.
An earth champion with 10 or more hit dice (including class levels) on a stable surface gains a climb speed of 20 feet. If a surface becomes unstable she must make a climb check or fall. She may walk on walls, leaving both her hands free. Any surfaces climbed on must also be stable surfaces to use all these abilities. These are supernatural abilities rather than extraordinary abilities. She may not run or charge while climbing.
An earth champion with 15 or more hit dice (including class levels) instead gains a climb speed of 30 feet. She may run or charge while climbing. These two abilities are supernatural abilities. She gets a +5 to use rope checks. Finally she may make a use rope check to affix a grappling hook and rope to an opponent with a -2 penalty per 10 feet (this may be doubled with far shot), a max range of 50 feet (this may be doubled with far shot), a DC equal to the opponent's AC and damage equal to 1d4 + her strength modifier. She must be on a stable surface and any surfaces climbed on must also be stable surfaces to use all these abilities.
Once she hooks an opponent with a grappling hook she may climb the rope normally, assuming the opponent can carry her weight, but the rope is not usually considered a stable surface. It may make her lose many benefits including Rock Climber. After the climber lets go of the rope the hooked creature may remove the grappling hook easily with a move action. The DM may wish to allow the ability to hook opponents with a grappling hook for all players with or without Rock Climber.
Other Comments: Yes it's medium BAB but I thought the abilities were worth it. Otherwise it would be like giving a fighter a feat every single level. Flavorwise she sacrifices raw combat ability for more options. I did the class hierophant style to make it easily dippable to grab as many or as few abilities as you want, in whatever order you choose. I know earth travel is an ubercharger's dream, but I like to design and play under the assumption of a cheese free environment. Don't feel bad if you make a regular charger though.
A very high level earth champion is advised to carry potions of spider climb or wear slippers of spider climb. I felt it was too much to provide such an ability at will at level 6 while a skill bonus to climb would have been too little. Even with accelerated climbing it's slow and would become a wasted ability later. Update 10/7/2012: The scaling abilities comment gave me an idea to solve the climb problem with Rock Climber, above. Stomping earth champions are advised to carry potions of enlarge person or at very high levels get it permanent somehow. And to get an especially high strength score.