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paths:sorcerer_path:deep_earth_bloodline [2024/03/09 20:24] elfinlockspaths:sorcerer_path:deep_earth_bloodline [2025/11/12 03:31] (current) elfinlocks
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 //The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation.// //The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation.//
  
-**Bloodline Skill:** Knowledge (Dungeoneering)+**Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Dungeoneering)
  
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-===== Bloodline Arcana =====+===== Tremor (Sp) =====
  
-**Requirements:** BaB or CL 1, Knowledge (Dungeoneering) 3, EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Dungeoneering) 3, 10 EXP
  
-Whenever you cast spell of the summoning subschoolthe creatures summoned gain DR/adamantine equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]] (minimum 1). This does not stack with any DR the creature might already have.+As Half Actionyou may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to cause the ground to shake in a 30 ft diameter area that you can see, functioning as a trip maneuver using your [[priority:magic|CL]]/[[priority:prowess|BaB]] plus your Primary Attribute modifier in place of your CMB.
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-===== Tremor (Sp) ===== 
  
-**Requirements:** BaB or CL 3, Knowledge (Dungeoneering) 5, 9 EXP+----
  
-As a standard action, you can cause the ground to shake in a 30 ft diameter area that you can see, functioning as a trip maneuver using your [[priority:magic|CL]]/[[priority:prowess|BaB]] plus your Primary Attribute modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Primary Attribute modifier. 
-</WRAP> 
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-===== Rockseer (Su) ===== +===== Stone-Sight (Su) =====
-**Requirements:** BaB or CL 5, Knowledge (Dungeoneering) 7, 15 EXP+
  
-As a swift actionyou gain tremorsense 30 feet for a number of rounds equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. These rounds need not be consecutive (deactivating the ability is a free action to this extent).+**Requirements:** Tremor, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Dungeoneering) 7, 15 EXP 
 + 
 +You gain the ability to feel through the earth itself - you gain tremorsense 30 feet.
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 +
 +----
 +
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-===== Iron Hide (Sp) ===== +===== Earthglide (Su) =====
-**Requirements:** BaB or CL 9, Knowledge (Dungeoneering) 10, 27 EXP+
  
-As a swift actionyou can grant yourself DR 10/adamantine for a number of rounds per day equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. The rounds do not need to be used consecutively+**Requirements:** Stone-Sight, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Dungeoneering) 12, 20 EXP 
 + 
 +You can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal land speed. You do not leave a tunnel or trace of your passage, unless you choose to do so. You can use this ability for 1 minute per [[chargen:common_terms#core_stats|CST]] each day. The duration need not be continuous, but it must be used in 1-minute increments. 
 + 
 +You can move through worked materials (such as stone or metal) if your CST is twice the material's hardness.
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 +
 +----
 +
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-===== Earth Glide (Ex) ===== +===== Shape the Field (Su) ===== 
-**Requirements:** BaB or CL 15, Knowledge (Dungeoneering) 15, 45 EXP+**Requirements:** Earthglide, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Dungeoneering) 15, 25 EXP 
 + 
 +As a Swift Action, you may spend 3 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to summon the earth in a location that you can see (or feel, in the case of tremorsense). To summon the earth, the chosen location must be in contact with earth, stone, lava, or other suitably stone or earth-filled surfaces.  
 + 
 +Doing so creates a pillar (5 ft. wide, 15 ft. high), or a block (10 ft. wide, 10 ft. high) at the chosen location. It may erupt from a wall, the floor, or even the roof if you are in a cave or other applicable location. The summoned earth provides full cover if a creature positions themselves behind it properly. The summoned earth is made of densely packed earth and stone, and has HP equal to your CST * 2, and a DR of 10. The earth lasts indefinitely if not destroyed, but you may dismiss it if desired as a Free Action.
  
-You can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal land speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per [[priority:magic|CL]]/[[priority:prowess|BaB]] each day. The duration need not be continuous, but it must be used in 1-minute increments. 
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 +
 +----
 +
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-===== Strength of Stone (Su) ===== +===== Heavy Earth (Su) ===== 
-**Requirements:** BaB or CL 20, Knowledge (Dungeoneering) 20, 60 EXP+**Requirements:** Shape the Field, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Dungeoneering) 20, 35 EXP
  
-Your flesh becomes as hard as stoneincreasing your Iron Hide to DR 20/adamantine, and the duration of Iron Hide becomes unlimited (though you may still activate and deactivate it at will, if desired), and you become immune to petrificationYou suffer no penalties while squeezing through tight spaces and are immune to bull rush, drag, grapple, reposition, trip maneuvers, and to push and pull effects as long as you are standing on solid ground (Yes, [[priority:magic:spells:tier2:levitate|levitating]] a slab of rock around will work, because that’s badass).+You have become as durable as the earth itself. As an Immediate Actionyou can grant yourself DR 10/adamantine for a number of rounds per day equal to your [[chargen:common_terms#core_stats|CST]]The rounds do not need to be used consecutively - dismissing this ability is a Free Action. 
 + 
 +Additionally, are immune to bull rush, drag, grapple, reposition, trip maneuvers, and to other such push and pull effectsas long as you are standing on solid earth or stone.
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 +
 +----
 +