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Brothers of Earth Prestige Class (Custom)

Author: 
Daghurt

Adventures:

The Brother of Earth is connected with the earth it self. The Brother of Earth finds himself in league with any characters. The Brother of Earth is usually a disciple of an earth deity.

Characteristics:

The brothers of earth abilities are innate and cannot be learned he is born with his abilities and learns to master them as he gains experience levels. They are fierce warriors that can manipulate the flows of energy in the earth.

Alignment:

True Neutral and Neutral Good

Religion:

The Brother of Earth worships earth deities only

Background:

Brothers of earth are characters that are chosen by an earth deity as its disciple. They usually live in small communities in mountains or forests far from civilization but will leave their community if the need rises.

Races:

Only humans, half orcs and dwarves can be brothers of earth

Other Classes

Brothers of earth share with druids, rangers and many barbarians a reverence for nature. They are nothing if not accepting of diversity, and they take little offence at others, even those very different from them.

Game Rule Information

Brothers of earth have the following game statistics.

Abilities: Constitution powers the Brother of Earth`s special defense capabilities. Strength is very important for his unarmed attacks. The earth brother get`s a -2 on his Dexterity.

Alignment: Neutral Good, Lawful Neutral, True Neutral

Hit Die: 1d10

Requirements

To qualify to became a Brother of Earth, a character must fufill all the following criteria.

Race: Human, half orc or dwarf

Knowledge (religion or nature): 8 ranks

Feats: improved unarmed strike, toughness

Spellcasting: Ability to cast 1st-level divine spells

Domain: Ability to casts earth and plant domain spells

Class Skills

The Brother of Earth class skills (and key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge ( Religion) (Int), Knowledge (Nature) (Int), Wildernes Lore (Wis). See Players Handbook Chapter 4: Skills for skill description.

Skill Points at first level: (2 + Intelligence modifier) x 4

Skill Points at each additional level: 2 + Intelligence



Class Features

All of the following are class features of the Brother of Earth.

Weapon and Armor Proficiency: The Brother of Earth is only allowed to use bludgeoning weapons. The Brother of Earth can only wear light and medium armor and is not allowed to use shields . Note that armor check penalties for armor heavier than leather apply to certain skills. (See Fighter in the Players Handbook). The Brother of Earth adds his Constitution bonus (if any) to AC, in addition his Dexterity modifier, and his AC improves as he gain levels. The AC Constitution bonus he receives is because of theunnaturally hard skin he develops that is almost part stone. AC bonuses due to level advancement are shown on Table EB-2.

Unarmed Strike (Stone Fist): The Brother of Earth can change his fists into stone any number of times a day and lasts until the Brother of Earth ends the effect. It takes a whole turn to change his fists into stone. They deal more damage than normal, as shown on Table EB-2.

Unarmed Strike (Diamond Fist): At 10th level the Brother of Earth can change his fist into diamond any number of times a day and lasts until the Brother of Earth ends the effect. It takes a whole turn to change his fists into diamond. The unarmed strike damage from such an attack can deal damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enchantment bonus. Diamond fist improves as the Brother of Earth gains experience, allowing his unarmed strike at 13th level to deal damage against creatures with damage reduction as if it were made with a weapon with a +2 enchantment bonus, and at 16th level to deal damage against creatures with damage reduction as if it were made with a weapon with a +3 enchantment bonus.

Earth Domain: The Brother of Earth gains all the abilities of the Earth Domain as a Cleric of the same level.

Animate Earth 1: At 1st level the Brother of Earth of can animate wood, clay or rock into a creature that attacks your enemies to the best of its abilities. The duration of animating is 1 round/level of animation The earth brother can direct it to attack or not to attack certain enemies and to do simple tasks. The animation lasts for 1 hour/ level. This ability animates a creature from the Animate Earth 1 list. Note the remains of an animated creature cannot be animated again.

Animate Earth 2: At 2nd level the Brother of Earth can animate a creature as in Animate Earth 1 but from the Animate Earth 2 list,1d3 from the Animate Earth 1 list or 1d4+1 from the lower levels. Note an appropriate cube of wood, clay or rock is needed for each animation.

Animate Earth 3: At 3rd level the Brother of Earth can animate a creature as in Animate Earth 1 but from the Animate Earth 3 list, 1d3 from the Animate Earth 2 list or 1d4+1 from the lower levels. Note an appropriate cube of wood, clay or rock is needed for each animation.

Animate Earth 4: At 4th level the Brother of Earth can animate a creature as in Animate Earth 1 but from the Animate Earth 4 list, 1d3 from the Animate Earth 3 list or 1d4+1 from the lower levels. Note an appropriate cube of wood, clay or rock is needed for each animation.

Animate Earth 5: At 5th level the Brother of Earth can animate a creature as in Animate Earth 1 but from the Animate Earth 5 list, 1d3 from the Animate Earth 4 list and 1d4+1 from the lower levels. Note an appropriate cube of wood, clay or rock is needed for each animation.



Note: If a Brother of Earth casts an animation all other animations he controls are dismissed.

Ex-Brothers of Earth

A Brother of Earth who ceases to revere earth or who changes to a prohibited alignment loses all earth animations and earth-domain spells and cannot gain levels as a Brother of Earth until he atones (See the atonement spell description, page 176). Like the member of any other class, a Brother of Earth may be a multiclass character, but brothers of earth face a special restriction. A Brother of Earth who gains a new class or (if already multiclass) raises another class by a level may never again raise his Brother of Earth level, though he retains all his abilities.

Table EB-1

Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+0
+2
+0
+1
Magic Stone
2
+1
+3
+0
+2
Animate Earth 1
3
+2
+3
+1
+2
Soften Earth, Stone
4
+3
+4
+1
+3
Animate Earth 2
5
+3
+4
+1
+3
Stone Shape
6
+4
+5
+2
+4
Animate Earth 3
7
+5
+5
+2
+4
Spike Stones
8
+6/+1
+6
+2
+5
Animate Earth 4
9
+6/+1
+6
+3
+5
Wall of stone
10
+7/+2
+7
+3
+6
Animate Earth 5/Diamond Fist +1

Table EB-2

LEVEL
UNARMED ATTACK BONUS
UNARMED DAMAGE
AC BONUS
1
+4/+1
1D8
+1
2
+5/+2
1D8
+1
3
+6/+3
1D10
+1
4
+6/+3
1D10
+1
5
+7/+4/+1
1D10
+2
6
+8/+5/+2
1D10
+2
7
+9/+6/+3
1D12
+2
8
+9/+6/+3
1D12
+2
9
+10/+7/+4/+1
1D12
+2
10
+11/+8/+5/+2
1D12
+3

Animations Per Day

Level
1
2
3
4
5
1
1
-
-
-
-
2
2
-
-
-
-
3
2
1
-
-
-
4
3
2
-
-
-
5
3
2
1
-
-
6
3
3
2
-
-
7
4
3
2
1
-
8
4
3
3
2
-
9
4
4
3
2
1
10
4
4
3
3
2

Animate Earth 1

 
Wood Animation
Clay Animation
Stone Animation
Hit dice:
6d8+6 (30hp)
6d6+6 (24hp)
6d10+6 (36hp)
Initiative:
+2
+3
+2
Speed:
30ft.
40ft.
30ft.
AC:
17(-1 Dex, +4 Barkskin
18(+2 Dex , +3 Natural)
18(+6 Stoneskin, -3 Dex, +2 Natural)
Attacks:
Slam +7 melee
Slam +8 melee
Slam +6 melee
Damage:
Slam 3d6+3
Slam 2d8+2
Slam 2d10+4
Face/Reach:
5ft. by 5ft./5ft.
5ft. by 5ft./5ft.
5ft. by 5ft./5ft.
Special Attack:
-----
-----
-----
Special Qualities:
+3 AC against bludgeoning weapons
+3 AC against piercing weapons
+3 AC against slashing weapons
Saves:
Fort+6, Ref+3, Will+6
Fort+4, Ref+6, Will+6
Fort+6, Ref+2, Will+6
Abilities:
Str 17, Dex 8, Con 22, Wis 6, Cha -
Str 15, Dex 12, Con 22, Int 5, Wis 6, Cha -
Str 19, Dex 8, Con 22, Int 5, Wis 6, Cha -
Skills:
-----
-----
-----

Animate Earth 2

 
Wood Animation
Clay Animation
Stone Animation
Hit dice:
7d8+7 (35hp)
7d6+7 (28hp)
7d10+7 (42hp)
Initiative:
+3
+4
+3
Speed:
40ft.
50ft.
40ft.
AC:
18(-1 Dex, +5 Barkskin
19(+2 Dex, +4 Natural)
19(+7 Stoneskin, -3 Dex, +2 Natural)
Attacks:
Slam +8 melee
Slam +9 melee
Slam +7 melee
Damage:
Slam 2d10+4
Slam 4d4+3
Slam 4d6 +6
Face/Reach:
10ft. by 10ft./10ft.
10ft. by 10ft./10ft.
10ft. by 10ft./10ft.
Special Attack:
-----
-----
-----
Special Qualities:
+3 AC against bludgeoning weapons
+3 AC against piercing weapons
+3 AC against slashing weapons
Saves:
Fort+7, Ref+3, Will+7
Fort+5, Ref+7, Will+7
Fort+7, Ref+2, Will+7
Abilities:
Str 18, Dex 8, Con 24, Wis 6, Cha -
Str 16, Dex 12, Con 24, Int 5, Wis 6, Cha -
Str 22, Dex 8, Con 24, Int 5, Wis 6, Cha -
Skills:
-----
-----
-----

Animate Earth 3

 
Wood Animation
Clay Animation
Stone Animation
Hit dice:
8d8+8 (40hp)
8d6+8 (32hp)
8d10 (48hp)
Initiative:
+3
+4
+3
Speed:
40ft.
50ft.
40ft.
AC:
18(-1 Dex, +5 Barkskin
19(+2 Dex, +4 Natural)
19(+7 Stoneskin, -3 Dex, +2 Natural)
Attacks:
Slam +9 melee
Slam +10 melee
Slam +8 melee
Damage:
Slam 4d6+4
Slam 4d6+3
Slam 4d8+6
Face/Reach:
10ft. by 10ft./10ft.
10ft. by 10ft./10ft.
10ft. by 10ft./10ft.
Special Attack:
-----
-----
-----
Special Qualities:
+4 AC against bludgeoning weapons
+4 AC against piercing weapons
+4 AC against slashing weapons
Saves:
Fort+7, Ref+4, Will+8
Fort+5, Ref+8, Will+8
Fort+7, Ref+3, Will+8
Abilities:
Str 18, Dex 8, Con 26, Wis 7, Cha -
Str 16, Dex 12, Con 26, Int 5, Wis 7, Cha -
Str 22, Dex 8, Con 26, Int 5, Wis 7, Cha -
Skills:
-----
-----
-----

Animate Earth 4

 
Wood Animation
Clay Animation
Stone Animation
Hit dice:
9d8+9 (45hp)
9d6+9 (36hp)
9d10+10 (54hp)
Initiative:
+4
+5
+4
Speed:
40ft.
50ft.
40ft.
AC:
19(-1 Dex, +6 Barkskin
20(+2 Dex, +5 Natural)
20(+8 Stoneskin, -3 Dex, +2 Natural)
Attacks:
Slam +11 melee
Slam +12 melee
Slam +10 melee
Damage:
Slam 6d6+4
Slam 4d8+3
Slam 4d10+6
Face/Reach:
10ft. by 10ft./10ft.
10ft. by 10ft./10ft.
10ft. by 10ft./10ft.
Special Attack:
-----
-----
-----
Special Qualities:
+4 AC against bludgeoning weapons
+4 AC against piercing weapons
+4 AC against slashing weapons
Saves:
Fort+8, Ref+4, Will+9
Fort+6, Ref+9, Will+9
Fort+8, Ref+3, Will+9
Abilities:
Str 19, Dex 8, Con 28 , Wis 7, Cha -
Str 17, Dex 12, Con 28, Int 5, Wis 7, Cha -
Str 23, Dex 8, Con 28, Int 5, Wis 7, Cha -
Skills:
-----
-----
-----

Animate Earth 5

 
Wood Animation
Clay Animation
Stone Animation
Hit dice:
10d8+10 (50hp)
10d6+10 (40hp)
10d10+10 (60hp)
Initiative:
+4
+5
+4
Speed:
40ft.
50ft.
40ft.
AC:
21(-1 Dex, +8 Barkskin
22(+2 Dex, +7 Natural)
22(+10 Stoneskin, -3 Dex, +2 Natural)
Attacks:
Slam +11 melee
Slam +12 melee
Slam +10 melee
Damage:
Slam 4d10+5
Slam 8d4+3
Slam 8d6+8
Face/Reach:
15ft. by 15ft./15ft.
15ft. by 15ft./15ft.
15ft. by 15ft./15ft.
Special Attack:
-----
-----
-----
Special Qualities:
+4 AC against bludgeoning weapons
+4 AC against piercing weapons
+4 AC against slashing weapons
Saves:
Fort+8, Ref+5, Will+10
Fort+6, Ref+10, Will+10
Fort+8, Ref+3, Will+10
Abilities:
Str 20, Dex 8, Con 30, Wis 7, Cha -
Str 18, Dex 12, Con 30, Int 5, Wis 7, Cha -
Str 26, Dex 8, Con 30, Int 5, Wis 7, Cha -
Skills:
-----
-----
-----

 

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