Ooh, another class by Temotei. Haven't read one of these for awhile (a big fan of the debaser like everyone else by the way).
Let's see what we're working with...
Interesting quote but not much information. I'll wait for you to type it all up.
Pretty standard fare so far.
Wow. That table is... kind of overloaded. The most abilities that I've ever put on a class was two per level (with one ability per level being less powerful/ following a themed progression) and maybe an extra one during the first two or three levels.
Eh, it's probably not as bad as it appears. Even so, not quite aesthetically pleasing.
Okay, two notes regarding quake. First of all, although the ability to deal damage in a line is fun, this hardly seems like a signature offense as it doesn't seem to increase in power (hopefully some other ability later on helps in this regard).
Secondly, the wording of this ability doesn't quite work the way you might think it does. With this current wording, I could pound the ground to make a line of destruction heading directly upwards. Similarly, I could throw my hammer at the ground while flying to shoot a shockwave directly in front of me... through mid air.
Not sure how to fix the wording but just letting you know.
A purely defensive rage, huh? This doesn't exactly make you a tank (can't make enemies focus their attacks on you) but it is a nice thing to have.
Hmmm...
... well, it's safe to say that THIS is the signature offense of the earthshaker, not quake.
Also, it took me until just now to make the mental connection between earthshakers and earth-benders from Avatar: The Last Air-Bender. I'm going to assume that this was intentional.
Anyhow, this stuff looks... wierd. You are throwing stones at creatures that... are magical? Although the assorted powers give this guy even more versatility, I wonder if they are really... needed.
I know where you're coming from, I do believe. Still, I wish the abilities made a bit more sense (things that could actually be done with a stone hitting someone rather than handing out debuffs).
I recommend taking out quake altogether and just moving back this ability a level whenever it would be gained.
And now for a melee ability, I guess. So we have quakes of power, throwing stones, and rock weaponry. Well, this ability is looking a bit like overkill. Consider taking out the extra damage and simply making this a constant effect rather than an activated one (improved hardness and hit points for your weapon and your weapon is treated as being adamantine for all purposes). It would certainly help to unclutter the ability table.
Again, for the sake of keeping the table neat, consider creating another column for this class after special to list this guy's burrow speed (much as monks have a column for their speed bonus).
Also, be aware that burrowing can be a disruptive than flying in a campaign. Explore the labyrinth? Why not just dig my way underneath it. Big enemy coming? Dig your way to China (well, you know what I mean :smalltongue).
Okay, so there is an ability that affects quake. Unfortunately, it doesn't increase the damage output of Quake and doesn't make it particularly more interesting. Now I'm waiting to see what abilities qualify as "its kin".
A bit late to get this feat, actually. Consider switching this and burrowing (moving back enhanced burrowing speeds 1 level for each advancement as well).
Okay, this question is going to sound a bit silly. Instead of granting a bunch of of miscellaneous skill bonuses, why not just grant stonecunning like a dwarf (doubling the bonuses if you already possess them)?
Seems like a good way to get rid of some of this class' clutter.
Ooh, Quake gets better. It's almost acceptable for its level. It's just a shame that it still doesn't scale.
[QUOTE=Temotei221;8095123]Earth Adept: See page 138 of Races of Stone.
Okay... bonus feat.
Pretty nice.
Okay, this ability really seems kind of... extra. This guy gets quite a few class features and this one just seems like a last-second add-on. This ability really isn't needed.
Edit: I now see on the table above that the bonus increases over time, something not mentioned in the ability description. Even so, this guy already seems to have enough offense and defense. I would honestly recommend scrapping the ability.
And quakes get even better. Unfortunately, by the time you get this ability, your quakes aren't doing enough damage any more. Decent against mobs of mooks but little else.
Naw.
Seriously, the bonus is too low for something gained as this level. I understand that you want to give this guy a bunch of abilities flavorfully attaching this guy to the terrain of mountains, caves, and the like but this one is just too little too late.
I'd either see if there's room for this ability a bit earlier or scratch it (a class with this many class features probably doesn't need filler abilities, even for flavor's sake).
FEAT.
Magical Rocks, part 2: electric boogaloo
Seriously, the SLAs that this guy has don't seem necessary. I don't fully understand why they're here.
Edit: Oh, now I see. You're trying to make a full BAB battlefield controller. This is an interesting attempt but... it seems a bit goofy to me. I can't explain it but it's just... wierd.
Because every class, everywhere, needs a way to fly.
This ability seems to clash with the rest of this class. You are an earth-based class. You burrow. Why on earth are you now also flying? Despite your established rock-telekinesis and the juicy flavor of a flying battlefield controller, this class does not seem like it should be flying around.
I finally realized what looked wrong about spike stones to me and it applies here as well. I'm not used to seeing SLAs with limited uses per day given to base classes.
While it is common practice with Prestige Classes, the only analogue that I can think of is the ability of the spellthief to use arcane sight a number of times per day (a number that doesn't scale). In short, it's not "bad" but it gives off a more "PrC-ish" vibe (at least to me).
Crush seems... kind of off. Nothing else in this entire class suggests that you'd want to be grappling. While Strength technically helps your Quake ability, most people will be getting their damage by throwing rocks (which requires Dex for the attack roll as it is a ranged attack and does nto add Str to damage).
Other than that, interesting.
Tremorsense out to 25 feet seems pretty insignificant by level 19. I'd just grant it out to 5 feet/class level at level 10. That way, it ends up extending four times as far (not overpowered) and it streamlines the class a bit.
It has been a long time coming but at long last Quake is useful. If you took Quake Mastery last level, this is far more useful than throwing rocks when facing multiple foes.
Also, I should have asked this earlier but is there any specific reason why all of the quake abilties aren't gathered under a single heading?
OK, this ability is just plain funky. This is one of the few abilities along with rock armor and rock weapon that suggest that this class is intended to wade into combat rather than controlling the battlefield.
As far as I can tell, this is simply not the case. This guy launches rocks at big guys and quakes swarms. What on earth would this guy actually attack?
Also, this ability does something else that is kind of wierd. Up until level 12, you've been relying on stone armor, an ability that has gained daily uses over the levels. Now, you suddenly get a separate and likely larger pool of better defensive stances. I understand that stone armor has its uses (such as moving) but it still ends up looking wierd.
I'd personally rework this ability as an enhancement to stone armor, allowing you to double the AC bonus/DR and gain Spell Resistance by restricting your movement when you activate the ability.
As stated before, DR 20/- is a bit much. I know that it's not 9th level spells but it's still alot to be granted as a normal class feature in pre-epic levels.
And if you've been taking Quake Mastery diligently at each opportunity, quaking people now officially deals more damage than throwing a rock at them. I don't think that the death attack is quite necessary but it is a nice touch.
Wow. Very Nice (and very busy) capstone. Become an outsider, gain DR, better rock flinging, better burrowing, and master earth. Considering that you also get your best version of quake (including a 1/day massive death effect) at this level (and burrow speed... and rock weapon... and rock armor... and spike stones... and rock fling damage), you may want to cut one or two parts of that out.
Okay, I am veeerry sleepy now. I'm sorry if I said something stupid or wrong earlier. I honestly can't remember.