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Deep Earth Bloodline

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 Arcana

Requirements: BaB or CL 1, Knowledge (Dungeoneering) 3, 5 EXP

Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/adamantine equal to your CL/BaB (minimum 1). This does not stack with any DR the creature might already have.

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 CL/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.

Rockseer (Su)

Requirements: BaB or CL 5, Knowledge (Dungeoneering) 7, 15 EXP

As a swift action, you gain tremorsense 30 feet for a number of rounds equal to your CL/BaB. These rounds need not be consecutive (deactivating the ability is a free action to this extent).

Iron Hide (Sp)

Requirements: BaB or CL 9, Knowledge (Dungeoneering) 10, 27 EXP

As a swift action, you can grant yourself DR 10/adamantine for a number of rounds per day equal to your CL/BaB. The rounds do not need to be used consecutively.

Earth Glide (Ex)

Requirements: BaB or CL 15, Knowledge (Dungeoneering) 15, 45 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. You can use this ability for 1 minute per CL/BaB each day. The duration need not be continuous, but it must be used in 1-minute increments.

Strength of Stone (Su)

Requirements: BaB or CL 20, Knowledge (Dungeoneering) 20, 60 EXP

Your flesh becomes as hard as stone, increasing 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 petrification. You 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, levitating a slab of rock around will work, because that’s badass).