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    iTookUrNick's Avatar

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    Oct 2007

    Default [PF] Earth Guardian - Durid Archetype (Quick PEACH?)

    Earth Warden
    Spoiler: Image

    Woe to those who threaten the earth, for they will be ground into dust!

    An earth warden calls upon the power of the living Earth. This archetype is most suitable to races that already possess an affinity with the earth, such as Dwarves, Duergar, Gnomes, Oreads and Svirfneblin.

    Earth's Languages
    A druid's bonus language options include Terran, the language of the living stone. This choice is in addition to the bonus languages available to the character because of her race.

    This replace Sylvian as the bonus language available to druids at 1st level.

    Cavesense (Ex)
    A underground druid adds Knowledge (dungeoneering) rather than Knowledge (geography) as a class skill and gains a +2 bonus on Knowledge (dungeoneering) and Survival skill checks.

    This ability replaces the nature sense ability.

    Nature Bond
    An earth warden who chooses an animal companion must select a one with a burrowing speed. If choosing a domain, an earth warden must choose from the Cave, Darkness, Earth, Mountain, Protection, Strength or Travel domain.

    Acid resistance gained from the Earth domain (but not spells, SLAs or magic items) stack with acid resistance available to the base creature (if any). When used on a creature already possessing darkvision, the Cavesight ability of the Cave domain increase its range by 30 ft instead.

    Wild Empathy (Ex)
    A earth warden can use wild empathy with burrowing animals and as a full-round action with a +4 bonus. She does not suffer the standard -4 penalty when using this ability on burrowing magical beasts.

    Tunnelrunner (Ex)
    At 2nd level, an earth warden can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty.

    This ability replaces woodland stride.

    Earth's Blessing (Su)
    At 2nd level, an earth warden may adopt an aspect of the earth. When using this ability the warden gains the [earth] descriptor. The warden may select from the following bonuses:
    • Movement (burrow 20 ft, earth glide)
    • Defense (+2 natural armor bonus to AC, stability)
    • Senses (tremorsense 30ft, stonecunning)
    • Natural weapons (2 slams [1d6] for a Medium druid, rake, +2 CMB to combat maneuvers that change the target's place, such as bull rush and reposition)

    While using totem transformation, an earth warden may speak normally and can cast speak with burrowing animals at will.

    Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The earth warden can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments.This is not a polymorph ability; an earth warden with an earth's blessing can be affected by a polymorph ability and retain his bonus and traits gained by the class feature.

    Lightfoot (Ex)
    At 3rd level, an earth warden cannot be detected with tremorsense.

    This ability replaces trackless step.

    Resist Earth's Pull
    Starting at 4th level, a druid gains a +4 bonus on saving throws against the extraordinary and supernatural abilities of creatures with the [earth] descriptor, as well as spells with the [earth] descriptor.

    Totemic Summons (Su)
    At 5th level, an earth warden may cast summon nature’s ally as a standard action when summoning burrowing creatures and creatures with the [earth] descriptor, and these summoned creatures gain temporary hit points equal to her druid level. She can apply the young template to any such creatures to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.

    An earth warden loses the ability to summon Air Elementals and creatures with the [air] descriptor (but not other flying creatures).

    This ability replaces a thousand faces.

    Wild Shape (Su)
    At 6th level, an earth warden wild shape ability functions at her druid level –2. If she takes on the form of a burrowing animal or a creature with the [earth] descriptor, she instead uses her druid level +2.

    An earth warden does not gain the ability to turn into plants. Instead, at 10th level, the earth warden can assume the form of a Small or Medium ooze as if using beast shape III, and at 12th level that of a Tiny or Large ooze as if using beast shape IV (treating the ooze as if it were a magical beast without a natural armor bonus). When in ooze form, the cave druid has no discernible anatomy and is immune to poison, sneak attacks, and critical hits.
    Spoiler: List of available creatures
    The following creatures match the criteria set. A single creature is available at first (a tad underwhelming maybe...): Aurumvorax
    Second tier creatures include:Ankheg, Death Worm, Ratling, Hodag.
    There are actually no diminutive burrowing magical creatures. Huge size creatures available include: Bulette, Remorhaz, Frost Worm, Tunnel Worm, Ursikka.

    Bonus Feat
    At 9th level and every 4 levels thereafter, an earth warden gains one of the following bonus feats: Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Sunder and Power Attack. She must meet the prerequisites for these bonus feats.

    This ability replaces venom immunity.
    Last edited by iTookUrNick; 2013-11-26 at 08:40 AM.
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