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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)

Sunder Structures

Requirements: BaB or CL 1, Knowledge (Dungeoneering) 3, 10 EXP

You may spend MP/TP up to your CL/BaB when damaging an object to ignore the equivalent amount of hardness for that attack or spell.


Tremor (Sp)

Requirements: Sunder Structures, BaB or CL 3, Knowledge (Dungeoneering) 5, 15 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: Tremor, BaB or CL 5, Knowledge (Dungeoneering) 7, 20 EXP

You gain the ability to feel through the earth itself - you gain tremorsense 30 feet.


Iron Hide (Sp)

Requirements: Rockseer, BaB or CL 9, Knowledge (Dungeoneering) 10, 25 EXP

As an immediate 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: Iron Hide, BaB or CL 12, Knowledge (Dungeoneering) 15, 35 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 CL/BaB each day. The duration need not be continuous, but it must be used in 1-minute increments.


Strength of Stone (Su)

Requirements: Earth Glide, BaB or CL 15, Knowledge (Dungeoneering) 20, 50 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 effects. You suffer no penalties while squeezing through tight spaces, and are immune to bull rush, drag, grapple, reposition, trip maneuvers, and to other such push and pull effects, as long as you are standing on solid ground (and yes; levitating a slab of rock around will work, because that’s badass).