zenanarchist
2010-08-26, 08:58 AM
Earthen Defender
http://losthemisphere.files.wordpress.com/2010/01/vigilantconcfront.jpg?w=410&h=403
The Fluffy
As King Ghalen lay waste to the lush and fertile grass land surrounding the fortress city of Shardstay its inhabitants quaked in fear. While their massive walled defenses and battlements were currently holding against the month long siege, the people, the prince and the king knew that their home had but a few weeks left. In what would have been the final two days of the siege the king was alone in his room, head upon his hands, a tear sliding down his cheek, weeping at the oncoming loss of his most loved people.
As his first tear struck the earth three things happened. The king was knocked from his seat; a massive earthquake shook the ground for miles around, even knocking a good portion of Ghalens army prone. Secondly, a dark figure arose from the ground as a smell of freshly tilled earth wafted into the room, following this a candle burning in the far corner roared to life and from this inferno stepped a figure enshrouded in flame. Finally, as clouds gathered outside a lightning bolt pierced the open window as the king of Shardstay tried to gather his wits. As he stood, a being of earth, one of pure electricity and one of roaring fire stood before him.
For your people you have wept.
For your people you have love.
For your people would you die?
“…What is the meaning of this!?”
Answer king.
For your time is short.
Your life or your people, which shall it be?
The king did not pause for a moment, he forced his barrel chest forward and tilted his chin back.
“My people. I would gladly die for any one of their brave souls”
So it is.
So it has been.
So it shall come to pass.
With this the three figures moved with blinding speed, striking deep into the heart of the king, who screamed in pain.
The pain of thousands.
In but one man.
In exchange for the lives of many.
As the Kings life stream slipped from his body the searing pain moving throughout his entire body, a whisper passed through his ears.
The army borne of tears comes.
Feel the earth tremble.
Feel the world fear in unision.
The king of Shardstay passed from the world. Not seconds after, the people of Shardstay awoke to screams, as if a thousand men were impaled at once. They rushed from their homes to the walls edge, peering into the distance at the encamped army to find…a massacre.
As earthen monsters rushed upon the enemy, smashing their massive shields into the front bulk of the foe, creatures made of lightning flew overhead, bolts of pure electricity snapping down from the sky. Men screamed and ran, however in the direction they fled more earthen creatures seemed to erupt from the very ground, blocking their path and herding them into a circle as the final element took place. Creatures made of fire hissed between the legs of the earthen defenders and as they encroached on the enemy the smell of burnt flesh was all that was evident in the air that morning.
Three loud voices echoed across the field to the people of the town as the foe lay burning and screaming.
For you a king has died.
His death bore an army.
The army of tears.
For you a king has died.
Weep for your loss.
Death to your fears.
The very next day half the populace aged between 18 and 29 left Shardstay to find a way to become a part of the army of tears. Believing that no cause could be greater than bringing hope to the lost.
Earthen Defenders are the defensive element in the army of tears. Massive bulky soldiers, who are more skilled in the art of drawing attacks, counter attacking and defending as opposed to attacking. They are the primary soldiers in defending against a siege.
Earthen Defender
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+0|+2|The best offense is defense, Greater Shield Bash, Armored Body
2nd|+1|+3|+0|+3|Earth Mastery
3rd|+2|+3|+1|+3|Counter-Attack
4th|+3|+4|+1|+4|Spoken Stone
5th|+3|+4|+1|+4|Earth Brother, Phalanx Soldier
6th|+4|+5|+2|+5|Quake Smash
7th|+5|+5|+2|+5|Shield Expert
8th|+6/+1|+6|+2|+6|Earthen Body
9th|+6/+1|+6|+3|+6|Magnetic Combat
10th|+7/+2|+7|+3|+7|Lesser Mobile Fortress, Staging Platform
11th|+8/+3|+7|+3|+7|Earth Meld
12th|+9/+4|+8|+4|+8|Greater Earthen Body
13th|+9/+4|+8|+4|+8|Grounding
14th|+10/+5|+9|+4|+9|Expert Shield Bash
15th|+11/+6/+1|+9|+5|+9|Improved Counter Attack
16th|+12/+7/+2|+10|+5|+10|Greater Mobile Fortress
17th|+12/+7/+2|+10|+5|+10|Earthen Brethren
18th|+13/+8/+3|+11|+6|+11|Earth Grab
19th|+14/+9/+4|+11|+6|+11|Throw Stones
20th|+15/+10/+5|+12|+6|+12|Earthen God
[/table]
Alignment: Any good
Hit Die: d12
Class Skills
The Earthen Defender’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency
An earthen defender is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
The best offense is defense (Ex)
The army of tears uses the perfect defense of the Earthen Defender extensively; the earthen defender is the solid grounding in an otherwise offensive army. At level 1 the Earthen Defender gains the ability to dual wield shields and gain the benefit of both, he may not dual wield tower shields until level 10. Additionally any shield they wield gains an extra +1 to its shield bonus. The Earthen defender may not wield any weapon while dual wielding shields, even if they are only bucklers. Finally, the earthen defender is exceptionally stable, they gain +2 on all checks made to avoid being bull rushed, overrun or tripped, which raises by an additional +2 at every fourth level. They may also, unlike other classes, shield bash with a buckler and may dual wield two shields even if they are of different types, however doing so incurs a -2 penalty.
Greater Shield Bash (Ex)
The earthen defender is an expert with shields, focusing his learning of combat into mastery with a shield. His shield bash combat ability deals 1d8 damage on a successful attack regardless the type of shields he bears. He may also shield bash with tower shields and magical shields.
Armored Body (Ex)
At first level the Earthen Defender may freely take any warforged feat as if he qualified immediately for it. This includes armored body feats. If the person chooses to not take this ability, they gain one more opportunity to do such at level 10 before this ability is forever closed to them.
Earth Mastery (Ex)
An earthen defender gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. This raises by +2 at sixth level and another +2 at tenth.
Counter-Attack (Ex)
The enemy strikes out at the earthen defender, however the fast and stalwart individual dodges the blow. Unexpected to the enemy, however, the earthen defender then retaliates, slamming his shield against them. Any time a hostile creature strikes at the Earthen defender and misses the Earthen defender immediately smashes his shields into his foe causing 1d8 bludgeoning damage on a successful attack. The earthen defender must be dual wielding two shields to utilize this ability- All their training has been dual wielding shields. They may choose to ignore this restriction but doing so incurs a -2 to attack when doing so.
Spoken Stone (Ex)
The earthen elemental has developed a link towards the earth, they may freely converse with any natural stone or brick in a rolling, grinding speech completely unknown to any individual other than earthen defenders. The stone may speak back, some areas of stone are more dense than others *pun not intended* and provide limited conversation or aid.
Earth Brother (Ex)
The earthen defender is a fearsome foe, appearing from nowhere to bolster the defenses of any fighting force and strike true even in complete darkness. Many an earthen defender has rescued a dwarven fighting force from risk of defeat. The earthen defender now gains a burrow speed of 15 ft +5 ft every third level thereafter, and also gains the abilities Tremor Sense and Blind Fight out to 30ft.
Phalanx Soldier (Ex)
Any time the earthen defender is within five feet of an ally (or ten feet if he has reach) he may allow that ally to share one of his base shield bonuses before any magical bonuses are applied.
Quake Smash (Ex)
The earthen defender lifts both his shields high into the air before slamming them with all his might into the ground. The earth shudders under the force and ripples swim outwards in a 30ft cone from the earthen defender. All foes in this cone must succeed on a reflex save (DC10+1/2 class levels+strength modifier) or be knocked prone.
Shield Expert (Ex)
At this level the earthen defender gains special advantages when dual wielding shields in combat. All bull rush and overrun attempts gain a +4 bonus, all charges may end in a double shield bash and finally if the Earthen Defender states he is moving with his shields interlocked, he gains a +6 bonus to his AC against attacks of opportunity for moving into a threatened square.
Earthen Body (Ex)
An earthen defender of this level begins to take on the traits of his brother soldiers. The Earthen defender gains +2 natural armour and DR equal to half (rounded down) his class levels/-. He also gains electricity resistance 5.
Magnetic Combat
The earthen defender draws weapons towards his own body, as a full round action he may choose to interlock his shields together, plant his feet on the ground and distribute a magnetic force through the air that draws all weapons towards his own person. For this round all opponents strike at the earthen defender (even if they are not in range) unless they succeed on a will save (DC10+1/2 class level+Strength modifier) the earthen defender may do this a number of times per encounter equal to half his class level.
This effectively wastes one attack from each foe who swings at the earthen defender. It is not considered a full attack, merely a swing and miss (or strike if they hit). This does nullify any attacks of opportunity that the opponent would have gained that round due to swinging at the Earthen Defender.
Lesser Mobile Fortress (Ex)
The earthen defender gains the light fortification ability as his body grows less human and more hardened rock. The earthen defender may now (4/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled with no save offered to the enemy.
Staging Platform (Ex)
The earthen defender is the center point for his group, his allies base their attacks around his impenetrable defense, as such the earthen defender works to offer his companions extra opportunities to strike at their foe. A number of times per day equal to the earthen defenders charisma modifier he may grant one ally one immediate extra attack.
Earth Meld (Su)
The earthen defenders body begins to greatly take on the heritage of the ancient earthen warriors. They move into and out of the earth at will, placing their defenses wherever it most greatly benefits their allies. The earthen defender may, at will, enter into and out of any natural substance at will. Stone, Brick, natural ore or metals all count. Manufactured steel does not, nor does fired or hardened wood. With this ability the earthen defender now ceases his need to breathe. He may not fully reenter the earth in the same round he attacks. He moves through this material at a rate of five foot a round. He may use this ability up to a number of minutes equal to his class level.
Greater Earthen Body (Ex)
An earthen defender of this level improves his relation to his brothers, the link becoming stronger as they learn to become a partnered fighting force. His rock like figure takes less damage than softer skinned combatants. The Earthen defender gains +4 natural armor and his DR is now equivalent to three quarters of his class levels rounded down. He also gains electric and fire resistance 20.
Grounding (Ex)
The Earthen Defender deepens his connection with the earth and, whenever he is struck by a spell with himself as the target, may redirect the energy into the earth, causing no damage whatsoever. He may do this with up to 36 spell levels per day, but no more than once per encounter. Once per day he may redirect up to two spell levels of this total to an individual within 10 feet, causing damage to them instead. Every further second level gained allows the Earthen Defender another two spell levels to his total able to be grounded.
Expert Shield Bash
The earthen defender may now make a full dual wielding shield bash attack twice per day. The earthen defender goes into a frenzy and gains two full attacks with his shield. Additionally his shield bash attacks now deal 1d10 damage.
Improved Counter attack (Ex)[/B]
The earthen defender has gained the ability to roll with a blow from any foes who strike him. He may now make a counter attack even when his enemy makes a successful attack, he still only gains one counter attack, not his entire full attack option.
Greater Mobile Fortress (Ex)
The earthen defender gains the fortification ability, granting 50% immunity to critical hits and sneak attacks as his body grows even more elemental. . The earthen defender may now also (6/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled and direct it to himself. He also is now considered to be Improved cover instead of soft cover when standing in front of or shielding an ally.
Earthen Brethren (Su)
Twice per day the earthen defender may summon two huge 16HD earth elementals to his side. At nineteenth level he may summon one elder earth elemental. These elemental allies last for a number of rounds equal to the half the earthen defenders class level. They are summoned as a full round action. The elder elemental may exist along side the two huge elementals. Additionally, at will and as an immediate action the Earthen Defender may will a large rock to jut from the ground and completely negate any attack against him. He may do this any number of times per day but only twice per encounter. This negates a full attack worth of damage to the Earthen Defender.
Earth Grab (Su)
The earthen defender melds partway into the earth in a communion with the land. He is solidly rooted to the spot, the enemy thinks they have gained an advantage…Until suddenly the earth itself seems to attack from the ground and grab at their bodies. All foes within 30ft of the earthen defender must succeed on a grapple check with a -4 penalty or be grappled, with the attack dealing constrict damage each round the foe is held in this way. The grappled foe may make a check each round to see if they escape the grapple, albeit at a -2 penalty.
Throw Stones (Ex)
Despite the playful sounding nature of this ability it is quite possibly one of the earthen defenders only, and most deadly, styles of combat. As an immediate action they manifest a small boulder into their hand, with no weight encumbrance. This deals 2d8 damage per every four hit dice the earthen defender possesses. Additionally, it also pushes the foe back 10feet in an opposing direction to which it came from. These boulders then roll over the foe and continue to roll for 60feet in a line causing 1d8 crushing damage to any foe in this path. The earthen defender makes an attack at +4 to attack to determine success. No attack needs to be made to determine whether enemies in the 60ft line take damage, it is automatic.
Earthen God (Ex)
At the peak of his power the earthen defenders powers grow exponentially. Every facet of his defense improves as well as his forms of locomotion. He becomes completely immune to critical hits and sneak attacks, his DR becomes equal to his class levels. He gains complete immunity to electricity damage and fire damage. His shield bash attack deals 2d8 damage and he gains an additional +4 on all attempts to bullrush or overrun as well as an additional +4 to resist being bull rushed or tripped. As he becomes part of the earth his resistance to everything magical is perfectly evident in his Spell Resistance 10+class levels. His burrow speed increases to 60ft and he may now also move through manufactured materials. Finally, his natural armor bonus becomes +8 and he may choose to take on the form of an elder earth elemental for a number of rounds equal to his class level. This time may be distributed throughout the day as the defender chooses.
http://losthemisphere.files.wordpress.com/2010/01/vigilantconcfront.jpg?w=410&h=403
The Fluffy
As King Ghalen lay waste to the lush and fertile grass land surrounding the fortress city of Shardstay its inhabitants quaked in fear. While their massive walled defenses and battlements were currently holding against the month long siege, the people, the prince and the king knew that their home had but a few weeks left. In what would have been the final two days of the siege the king was alone in his room, head upon his hands, a tear sliding down his cheek, weeping at the oncoming loss of his most loved people.
As his first tear struck the earth three things happened. The king was knocked from his seat; a massive earthquake shook the ground for miles around, even knocking a good portion of Ghalens army prone. Secondly, a dark figure arose from the ground as a smell of freshly tilled earth wafted into the room, following this a candle burning in the far corner roared to life and from this inferno stepped a figure enshrouded in flame. Finally, as clouds gathered outside a lightning bolt pierced the open window as the king of Shardstay tried to gather his wits. As he stood, a being of earth, one of pure electricity and one of roaring fire stood before him.
For your people you have wept.
For your people you have love.
For your people would you die?
“…What is the meaning of this!?”
Answer king.
For your time is short.
Your life or your people, which shall it be?
The king did not pause for a moment, he forced his barrel chest forward and tilted his chin back.
“My people. I would gladly die for any one of their brave souls”
So it is.
So it has been.
So it shall come to pass.
With this the three figures moved with blinding speed, striking deep into the heart of the king, who screamed in pain.
The pain of thousands.
In but one man.
In exchange for the lives of many.
As the Kings life stream slipped from his body the searing pain moving throughout his entire body, a whisper passed through his ears.
The army borne of tears comes.
Feel the earth tremble.
Feel the world fear in unision.
The king of Shardstay passed from the world. Not seconds after, the people of Shardstay awoke to screams, as if a thousand men were impaled at once. They rushed from their homes to the walls edge, peering into the distance at the encamped army to find…a massacre.
As earthen monsters rushed upon the enemy, smashing their massive shields into the front bulk of the foe, creatures made of lightning flew overhead, bolts of pure electricity snapping down from the sky. Men screamed and ran, however in the direction they fled more earthen creatures seemed to erupt from the very ground, blocking their path and herding them into a circle as the final element took place. Creatures made of fire hissed between the legs of the earthen defenders and as they encroached on the enemy the smell of burnt flesh was all that was evident in the air that morning.
Three loud voices echoed across the field to the people of the town as the foe lay burning and screaming.
For you a king has died.
His death bore an army.
The army of tears.
For you a king has died.
Weep for your loss.
Death to your fears.
The very next day half the populace aged between 18 and 29 left Shardstay to find a way to become a part of the army of tears. Believing that no cause could be greater than bringing hope to the lost.
Earthen Defenders are the defensive element in the army of tears. Massive bulky soldiers, who are more skilled in the art of drawing attacks, counter attacking and defending as opposed to attacking. They are the primary soldiers in defending against a siege.
Earthen Defender
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+0|+2|The best offense is defense, Greater Shield Bash, Armored Body
2nd|+1|+3|+0|+3|Earth Mastery
3rd|+2|+3|+1|+3|Counter-Attack
4th|+3|+4|+1|+4|Spoken Stone
5th|+3|+4|+1|+4|Earth Brother, Phalanx Soldier
6th|+4|+5|+2|+5|Quake Smash
7th|+5|+5|+2|+5|Shield Expert
8th|+6/+1|+6|+2|+6|Earthen Body
9th|+6/+1|+6|+3|+6|Magnetic Combat
10th|+7/+2|+7|+3|+7|Lesser Mobile Fortress, Staging Platform
11th|+8/+3|+7|+3|+7|Earth Meld
12th|+9/+4|+8|+4|+8|Greater Earthen Body
13th|+9/+4|+8|+4|+8|Grounding
14th|+10/+5|+9|+4|+9|Expert Shield Bash
15th|+11/+6/+1|+9|+5|+9|Improved Counter Attack
16th|+12/+7/+2|+10|+5|+10|Greater Mobile Fortress
17th|+12/+7/+2|+10|+5|+10|Earthen Brethren
18th|+13/+8/+3|+11|+6|+11|Earth Grab
19th|+14/+9/+4|+11|+6|+11|Throw Stones
20th|+15/+10/+5|+12|+6|+12|Earthen God
[/table]
Alignment: Any good
Hit Die: d12
Class Skills
The Earthen Defender’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency
An earthen defender is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
The best offense is defense (Ex)
The army of tears uses the perfect defense of the Earthen Defender extensively; the earthen defender is the solid grounding in an otherwise offensive army. At level 1 the Earthen Defender gains the ability to dual wield shields and gain the benefit of both, he may not dual wield tower shields until level 10. Additionally any shield they wield gains an extra +1 to its shield bonus. The Earthen defender may not wield any weapon while dual wielding shields, even if they are only bucklers. Finally, the earthen defender is exceptionally stable, they gain +2 on all checks made to avoid being bull rushed, overrun or tripped, which raises by an additional +2 at every fourth level. They may also, unlike other classes, shield bash with a buckler and may dual wield two shields even if they are of different types, however doing so incurs a -2 penalty.
Greater Shield Bash (Ex)
The earthen defender is an expert with shields, focusing his learning of combat into mastery with a shield. His shield bash combat ability deals 1d8 damage on a successful attack regardless the type of shields he bears. He may also shield bash with tower shields and magical shields.
Armored Body (Ex)
At first level the Earthen Defender may freely take any warforged feat as if he qualified immediately for it. This includes armored body feats. If the person chooses to not take this ability, they gain one more opportunity to do such at level 10 before this ability is forever closed to them.
Earth Mastery (Ex)
An earthen defender gains a +2 bonus on attack and damage rolls if both it and its foe are touching the ground. This raises by +2 at sixth level and another +2 at tenth.
Counter-Attack (Ex)
The enemy strikes out at the earthen defender, however the fast and stalwart individual dodges the blow. Unexpected to the enemy, however, the earthen defender then retaliates, slamming his shield against them. Any time a hostile creature strikes at the Earthen defender and misses the Earthen defender immediately smashes his shields into his foe causing 1d8 bludgeoning damage on a successful attack. The earthen defender must be dual wielding two shields to utilize this ability- All their training has been dual wielding shields. They may choose to ignore this restriction but doing so incurs a -2 to attack when doing so.
Spoken Stone (Ex)
The earthen elemental has developed a link towards the earth, they may freely converse with any natural stone or brick in a rolling, grinding speech completely unknown to any individual other than earthen defenders. The stone may speak back, some areas of stone are more dense than others *pun not intended* and provide limited conversation or aid.
Earth Brother (Ex)
The earthen defender is a fearsome foe, appearing from nowhere to bolster the defenses of any fighting force and strike true even in complete darkness. Many an earthen defender has rescued a dwarven fighting force from risk of defeat. The earthen defender now gains a burrow speed of 15 ft +5 ft every third level thereafter, and also gains the abilities Tremor Sense and Blind Fight out to 30ft.
Phalanx Soldier (Ex)
Any time the earthen defender is within five feet of an ally (or ten feet if he has reach) he may allow that ally to share one of his base shield bonuses before any magical bonuses are applied.
Quake Smash (Ex)
The earthen defender lifts both his shields high into the air before slamming them with all his might into the ground. The earth shudders under the force and ripples swim outwards in a 30ft cone from the earthen defender. All foes in this cone must succeed on a reflex save (DC10+1/2 class levels+strength modifier) or be knocked prone.
Shield Expert (Ex)
At this level the earthen defender gains special advantages when dual wielding shields in combat. All bull rush and overrun attempts gain a +4 bonus, all charges may end in a double shield bash and finally if the Earthen Defender states he is moving with his shields interlocked, he gains a +6 bonus to his AC against attacks of opportunity for moving into a threatened square.
Earthen Body (Ex)
An earthen defender of this level begins to take on the traits of his brother soldiers. The Earthen defender gains +2 natural armour and DR equal to half (rounded down) his class levels/-. He also gains electricity resistance 5.
Magnetic Combat
The earthen defender draws weapons towards his own body, as a full round action he may choose to interlock his shields together, plant his feet on the ground and distribute a magnetic force through the air that draws all weapons towards his own person. For this round all opponents strike at the earthen defender (even if they are not in range) unless they succeed on a will save (DC10+1/2 class level+Strength modifier) the earthen defender may do this a number of times per encounter equal to half his class level.
This effectively wastes one attack from each foe who swings at the earthen defender. It is not considered a full attack, merely a swing and miss (or strike if they hit). This does nullify any attacks of opportunity that the opponent would have gained that round due to swinging at the Earthen Defender.
Lesser Mobile Fortress (Ex)
The earthen defender gains the light fortification ability as his body grows less human and more hardened rock. The earthen defender may now (4/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled with no save offered to the enemy.
Staging Platform (Ex)
The earthen defender is the center point for his group, his allies base their attacks around his impenetrable defense, as such the earthen defender works to offer his companions extra opportunities to strike at their foe. A number of times per day equal to the earthen defenders charisma modifier he may grant one ally one immediate extra attack.
Earth Meld (Su)
The earthen defenders body begins to greatly take on the heritage of the ancient earthen warriors. They move into and out of the earth at will, placing their defenses wherever it most greatly benefits their allies. The earthen defender may, at will, enter into and out of any natural substance at will. Stone, Brick, natural ore or metals all count. Manufactured steel does not, nor does fired or hardened wood. With this ability the earthen defender now ceases his need to breathe. He may not fully reenter the earth in the same round he attacks. He moves through this material at a rate of five foot a round. He may use this ability up to a number of minutes equal to his class level.
Greater Earthen Body (Ex)
An earthen defender of this level improves his relation to his brothers, the link becoming stronger as they learn to become a partnered fighting force. His rock like figure takes less damage than softer skinned combatants. The Earthen defender gains +4 natural armor and his DR is now equivalent to three quarters of his class levels rounded down. He also gains electric and fire resistance 20.
Grounding (Ex)
The Earthen Defender deepens his connection with the earth and, whenever he is struck by a spell with himself as the target, may redirect the energy into the earth, causing no damage whatsoever. He may do this with up to 36 spell levels per day, but no more than once per encounter. Once per day he may redirect up to two spell levels of this total to an individual within 10 feet, causing damage to them instead. Every further second level gained allows the Earthen Defender another two spell levels to his total able to be grounded.
Expert Shield Bash
The earthen defender may now make a full dual wielding shield bash attack twice per day. The earthen defender goes into a frenzy and gains two full attacks with his shield. Additionally his shield bash attacks now deal 1d10 damage.
Improved Counter attack (Ex)[/B]
The earthen defender has gained the ability to roll with a blow from any foes who strike him. He may now make a counter attack even when his enemy makes a successful attack, he still only gains one counter attack, not his entire full attack option.
Greater Mobile Fortress (Ex)
The earthen defender gains the fortification ability, granting 50% immunity to critical hits and sneak attacks as his body grows even more elemental. . The earthen defender may now also (6/day) opt to redirect any attack on his allies occurring within 10 feet of his person before attack dice are rolled and direct it to himself. He also is now considered to be Improved cover instead of soft cover when standing in front of or shielding an ally.
Earthen Brethren (Su)
Twice per day the earthen defender may summon two huge 16HD earth elementals to his side. At nineteenth level he may summon one elder earth elemental. These elemental allies last for a number of rounds equal to the half the earthen defenders class level. They are summoned as a full round action. The elder elemental may exist along side the two huge elementals. Additionally, at will and as an immediate action the Earthen Defender may will a large rock to jut from the ground and completely negate any attack against him. He may do this any number of times per day but only twice per encounter. This negates a full attack worth of damage to the Earthen Defender.
Earth Grab (Su)
The earthen defender melds partway into the earth in a communion with the land. He is solidly rooted to the spot, the enemy thinks they have gained an advantage…Until suddenly the earth itself seems to attack from the ground and grab at their bodies. All foes within 30ft of the earthen defender must succeed on a grapple check with a -4 penalty or be grappled, with the attack dealing constrict damage each round the foe is held in this way. The grappled foe may make a check each round to see if they escape the grapple, albeit at a -2 penalty.
Throw Stones (Ex)
Despite the playful sounding nature of this ability it is quite possibly one of the earthen defenders only, and most deadly, styles of combat. As an immediate action they manifest a small boulder into their hand, with no weight encumbrance. This deals 2d8 damage per every four hit dice the earthen defender possesses. Additionally, it also pushes the foe back 10feet in an opposing direction to which it came from. These boulders then roll over the foe and continue to roll for 60feet in a line causing 1d8 crushing damage to any foe in this path. The earthen defender makes an attack at +4 to attack to determine success. No attack needs to be made to determine whether enemies in the 60ft line take damage, it is automatic.
Earthen God (Ex)
At the peak of his power the earthen defenders powers grow exponentially. Every facet of his defense improves as well as his forms of locomotion. He becomes completely immune to critical hits and sneak attacks, his DR becomes equal to his class levels. He gains complete immunity to electricity damage and fire damage. His shield bash attack deals 2d8 damage and he gains an additional +4 on all attempts to bullrush or overrun as well as an additional +4 to resist being bull rushed or tripped. As he becomes part of the earth his resistance to everything magical is perfectly evident in his Spell Resistance 10+class levels. His burrow speed increases to 60ft and he may now also move through manufactured materials. Finally, his natural armor bonus becomes +8 and he may choose to take on the form of an elder earth elemental for a number of rounds equal to his class level. This time may be distributed throughout the day as the defender chooses.