Earth-Bound (3.5e Class)

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Earthbound are a type of magic-user that use the realm's powers to fight. They are the most limited and most varied magic users at the same time, using only one spell but using it for everything. This is meant for mainly stone realms.

Making an Earth-bound[edit]

Earthbound can be many things, as their earth manipulation allows them to create armor, weapons, strike enemies, climb, and other things. They are mostly combat and physical utility.

Abilities: Earth-bound need high Concentration and Craft, so high Int is key. All other ability scores are up to the player, as Earth-Bound can do most anything.

Races:Dwarves are often Earth-bound as they love stone. Any race can be Earth-bound but the less intelligent creatures are generally worse off.

Starting Gold: No starting gold.

Starting Age:As wizard

Table: The Earth-bound

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 0 0 0 2 Earth Manipulation x 100 Applied Earth, Earth Move, Rank 1 Specialization, Earth-bound +1, Earthen Ability, Long Sleep, Focused Skillset
2nd 1 0 0 3 Earth Manipulation x 110
3rd 1 1 1 3 Tendril damage 1d12, Earth Manipulation x 140
4th 2 1 1 4 Rank up specialization, Earth Manipulation x 190
5th 2 1 1 4 Earth-bound +2, Earth Body +1, Earth Manipulation x 260, +1 Move/round
6th 3 2 2 5 Earth Manipulation x 350
7th 3 2 2 5 Tendril damage 2d6,Earth Manipulation x 460
8th 4 2 2 6 Rank up specialization, Earth Manipulation x 590
9th 4 3 3 6 Earth Manipulation x 740
10th 5 3 3 7 Earth-bound +3, Earth Body +2, Earth Manipulation x 910, +1 Move/round
11th 5 3 3 7 Tendril damage 2d8, Earth Manipulation x 1100
12th 6/1 4 4 8 Rank up specialization, Earth Manipulation x 1310
13th 6/1 4 4 8 Earth Manipulation x 1540
14th 7/2 4 4 9 Earth Manipulation x 1790
15th 7/2 5 5 9 Earth-bound +4, Tendril damage 2d10, Earth Body +3, Earth Manipulation x 2060, +1 Move/round
16th 8/3 5 5 10 Rank up specialization, Earth Manipulation x 2350
17th 8/3 5 5 10 Earth Manipulation x 2660
18th 9/4 6 6 11 Earth Manipulation x 2990
19th 9/4 6 6 11 Tendril damage 2d12, Earth Manipulation x 3340
20th 10/5 6 6 12 Earth-bound +5, Tendril damage 3d10,Rank up specialization, Earth Body +4, Earth Manipulation x 3910, +1 Move/round

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Knowledge(Nature),Knowledge(Geography), Concentration, Craft

Class Features[edit]

Earth-bound are good fighters to use their earth powers more effectively. They also use their earth manipulation to make them more skilled in many ways. Their most prominent feature is their Earth Manipulation - it is their only ability that s a common person. All of the following are class features of the Earth-bound.

Weapon and Armor Proficiency: All Simple Weapons, Light Armor.

Focused Skillset: You get a bonus equal to half your Earth Bound level to Concentration and Craft skills.

Long Sleep: Earthbound require more sleep than other people. If an Earth-bound gets standard hours of rest, they are Fatigued for the first and 16th hour they are awake, and lose half their manipulation points. An extra hour of sleep lowers the Fatigued time to half an hour and manipulation point loss to one quarter, and two hours eliminates all penalties.

Earth Manipulation (Sp): All Earth-bound use the Earth to help them do extraordinary things. This requires a 1 hour meditation to ask the earth for its powers each day. Only one thing can be manipulated at once, increasing by 1 every 5 levels.

Move:You can move 10 lbs of the main material of their realm (almost always rock, as beneath the surface oceans have rock too) at 10 ft per round with their mind for 1 round, 100 times per day, increasing each level. This requires a concentration check with DC 10+1 per pound, minimum 1. You can use more 'manipulation points' to move heavier things, move faster, or move for longer. You multiply the total numbers, rounding EACH NUMBER up to the nearest multiplier. For example, moving 50 (5x10) lbs of material for 10 (10x1) rounds at 50 (5x10) ft per round would cost 250 (5x5x10) points. You can only move one object at a time. You can easily create any armor or weapon in 1 round with move. For damage of objects, match up (speed^2)/120 to height to a damage of falling objects damage chart, using the weight of the object as the weight in the chart. So, if you move an a 10 lbs rock at 200 ft/sec, that's the equivalent of a fall from 333 feet up, or 5d6 damage.

Animate: You can animate stone for 10 times the cost of Move. This stone follows certain instructions (IE roll in front of me for the day), and when orders cannot be fufilled the stone will crumble, returning points to the owner equal to (points spent)x hours left/24. This requires no check. Any item created weighs five times as much as wood and the same as metal, and has an enchantment bonus equal to your Earth-Bound Level/5. Instead of rounding to the nearest one, round to the nearest ten for this.

Tendrils: The basic, uncreative but powerful stone weapon that Earth-bound can use. They simply slice up the opponent with sharp tendrils of rock. This deals more damage as the Earth-bound grows in power, starting at 1d10+Dex, Reflex save DC 10+concentration check. The saves for these go down by 5 for each tendril used earlier in the turn. Tendrils have a range of 10 ft but can gain more range as another multiplier. The base cost for a 10 ft range tendril is 10 points. You can only have tendrils active up to your. Alternatively, they can pull enemies close, with the same Reflex DC, pulling enemies directly next to you (10 ft max). They can also throw enemies up to tendril range ft, crush enemies for the the same damage tendril damage, act as arms from that distance (These do NOT grant extra attacks, they only allow attacks from a distance) and make checks at a range.

Creating Creatures: You can create the equivalent of elementals and stone golems instantly using move and animate. However, these have no actual will, and crumble at the end of the move or animation.

Enveloping: You can envelop things much like a Shifting Stone, though the magic items fall out when animation/movement is over.

Earth-bound You gain a +1 to all rolls when touching the ground and a -2 penalty to all rolls when not touching the ground, both increasing at every 5 levels. You cannot purposefully remove yourself from the ground - skills requiring this (such as jump) require you to use Applied Earth. If separated from the Earth, an Earth-bound loses all powers until he touches the earth again, except manipulation points. However, manipulating cost 10x the points.

Applied Earth: You can use the earth to give yourself boosts in almost every skill. Any time you want to make a skill check, you can make a concentration check to use Earth Manipulation to boost the check. On a success, add your Craft bonus to the check. This only works on Str and Dex based skills. You can get half your Craft bonus on: Search, Disguise, Forgery.

Earth Ability: You can take feats that require a Str or Dex score without that score. However, you must spend 1 Earth Manipulation point on each use. You get an automatic +2 bonus to any rolls while using these feats.

Earthen Body: As the Earth-bound grows in power, his body becomes earth. He gets a +1 to Natural Armor, saves, attack and damage rolls and checks for every 5 levels of Earth-bound he has.

Earthen Specialty Earth-bound specialize in types of fighting. At first level and every 4th level, you gain 1 rank in any of these specialties.

Fighter: You use the earth to smash enemies better than the average person.

  • Rank 1: +1 Fortitude, +1 BAB, Proficient in martial weapons and light shields. 1 fighter bonus feat. +1 BAB. +2 Strength.
  • Rank 2: +1 Fortitude, +1 BAB, Proficient in heavy shields, 1 fighter bonus feat.
  • Rank 3: +2 Fortitude, +2 BAB, Proficient in all weapons, 1 fighter bonus feat. You can use Earth arms to gain extra attacks, considered natural weapons.
  • Rank 4: +2 Fortitude, +2 BAB, Weapon focus in earth based weapons(upgrades to greater if already known), 1 fighter bonus feat. Earth-arm tendrils gain SRD:Multiattack.
  • Rank 5: +3 Fortitude,+2 BAB, 2 fighter bonus feats. Earth-arm tendrils gain SRD:Improved_Multiattack. You gain SRD:Combat_Reflexes. +2 Strength. You can now have an extra arm manipulated, in addition to the regular number of things you can manipulate at once.
  • Rank U: +5 Fortitude,+2 BAB, 2 Epic fighter bonus feat. Earth-arms stop movement when attacking within 10 ft of you. You gain SRD:Improved_Combat_Reflexes +2 Constitution, +2 Strength. You can now have 3 extra arms.

Artillery: You use the earth to slice up your opponents from afar.

  • Rank 1: Tendril damage increases to 2d6, save DC +1. +2 Dexterity.
  • Rank 2: Tendril damage increases to 2d10, save DC +1. Gain a ranged weapon only feat.
  • Rank 3: Tendril damage increases to 4d6, save DC +2. Gain a ranged weapon only feat. You can use 2 tendrils a turn without lowering saves.
  • Rank 4: Tendril damage increases to 3d12, save DC +2. Tendrils are considered natural weapons for purposes of feats. You can use 3 tendrils a turn without lowering saves.
  • Rank 5: Tendril damage increases to 4d12, save DC +3. Tendrils gain the equivalent of SRD:Multiattack (saves are lowered by 2). +2 to Intelligence.
  • Rank U: Tendril damage increases to 5d12, save DC +5. Tendrils gain the equivalent of SRD:Improved_Multiattack (saves are not lowered). +2 Dexterity, Intelligence.

Defender: You make walls and armors of earth, protecting allies.

  • Rank 1: Armor and walls made of manipulated earth get DR 3/-, and +1 AC. You get +1 to AC and Attack rolls. +2 Constitution.
  • Rank 2: Grabbing Tendrils require half Manipulation Points and have +1 Save DC. +1 to AC, and Attack rolls.
  • Rank 3: Armor and Walls require half Manipulation Points and gain +1 AC, DR 6/-. +2 to AC and attack rolls.
  • Rank 4: You get +2 to grapple checks and can use grabbing tendrils to use Attacks of Opportunity within 10 ft. +2 to AC and Attack Rolls.
  • Rank 5: Grabbing tendrils deal 1/2 crushing damage, cost 1/2, and have a range of 20 ft. +3 to AC and Attack rolls. You can now have 1 extra grabbing tendril manipulation, in addition to regular manipulations at once. +2 Constitution.
  • Rank U: Grabbing Tendrils have a range of 35 ft. +3 AC, armor and walls gain DR 10/-. +3 to AC and Attack rolls. You can now have 3 extra grabbing tendril manipulations. +2 Constitution, Dexterity.

Rouge: You attack, then sneak underground until the next opportunity.

  • Rank 1: You get Earth Glide (See SRD:Earth_Elemental) at your Base Land Speed, Sneak Attack +1d6, and SRD:Uncanny_Dodge. +1 reflex. +2 Dexterity.
  • Rank 2: You get +5 Earth Glide speed, +1d6 more Sneak Attack, and SRD:Evasion. Light Weapons now count as Natural Weapons when in Earth Arms when aboveground, and you can use an extra arm if it has a light weapon in it. +1 reflex.
  • Rank 3: You get +5 Earth Glide speed, +1d6 more Sneak Attack, SRD:Improved Uncanny Dodge, SRD:Multiattack when using Light Weapons in Earth Arms when aboveground, and you can use an 2 extra arms if they have light weapons in them. +2 reflex.
  • Rank 4: You get +10 Earth Glide speed, +1d6 more Sneak Attack, SRD:Improved Evasion, SRD:Multiattack when using Light Weapons in Earth Arms when aboveground, and you can use an 2 extra arms if they have light weapons in them. +2 reflex.
  • Rank 5: You get +10 Earth Glide speed, +1d6 more Sneak Attack, and can hit enemies with Earth Arms when just below the surface. Seeing you is an opposed check (Your Craft/2 vrs Spot) - otherwise you are treated as invisible. You always have total cover when underground. You can use 3 extra arms with light weapons. You gain SRD:Combat_Reflexes+3 reflex. +2 Dexterity.
  • Rank U: You can pull allies and enemies with you during an Earth Glide, granting them it as long as you touch them. Any enemy dragged under is forcibly removed and takes 1d4 damage per 5 feet below ground they are. Earth Arms can now hit anything above them within 10 ft, granting x1.5 spot DC. You can use 5 extra arms with light weapons. You gain SRD:Sneak_Attack_of_Opportunity and SRD:Improved_Combat_Reflexes or any skill with it as a prerequisite if you already have Combat Reflexes. +5 reflex. +1d6 Sneak Attack. +2 Dexterity, +2 Intelligence.


Any Earth-Bound who displease the earth lose the compliance of their realm. They lose 100 Earth Manipulation points and then halve the remaining points. In addition, they lose Earth Move and Applied Earth.

Epic Earth-bound[edit]

Table: The Epic Earth-bound

Hit Die: d8

Level Special
21st Bonus Feat, Earth Manipulation x 4100, Minor Enlightenment
22nd Rank up specialization, Earth Manipulation x 4510
23rd Tendril damage 4d12, Bonus Feat, Earth Manipulation x 4940
24th Rank up specialization, Earth Manipulation x 5390
25th Earth-bound +6, Bonus Feat, Earth Body +5, Earth Manipulation x 5860, +2 Move/round
26th Rank up specialization, Earth Manipulation x 6350, Partial Enlightenment
27th Tendril damage 5d12, Earth Manipulation x 6860
28th Rank up specialization, Earth Manipulation x 7390
29th Bonus Feat, Earth Manipulation x 7940
30th Earth-bound +7, Tendril damage 6d12, Rank up specialization, Earth Body +6, Earth Manipulation 25000, Enlightenment, +3 Move/round

4 + Int modifier skill points per level.

Enlightenment At 21st level, an Earth-Bound ahd begun the journey to enlightenment. Once per day, by meditating for an hour, they can ask the earth to perform terraforming and such giant movements of the land, a DC 50 concentration check, which can be lowered by one as many times as you want by spending 1000 manipulation points. At 25th level, the check is lowered to 40 and can be preformed 10 times per day in 5 minutes. At 30th level, an Earth-Bound is Enlightened, and is one with the Earth. They gain extremely high Earth Manipulation Points and can get more at any time by succeeding a DC 20+((Points Asked For+Points used today+Points Left)/1000) concentration check, as long as he has not failed a check for more points today. In addition, he can become part of any earth he encounters, staying in even the smallest piece of stone. If the entire body of stone is turned into something other than stone, he teleports into the nearest stone, costing Earth Manipulation points equal to the miles teleported. If he cannot teleport and cannot get more points, he takes 10d10 damage and returns to his original body. They can now terraform instantly and automatically for 1000 points.

'Earth Manipulation:

'Specialization: You continue to gain ranks in specializations. However, you cannot progress past U, so any over must be invested into other specializations.

Bonus Feats: The epic Earth-bound gains a bonus feat (selected from the list of epic Earth-bound bonus feats) every 2 levels after 20th.

Epic Earth-Bound Bonus Feat List: Any feats, as long as you meet the requirements.

BunBun Earth-bound Starting Package[edit]

Ability Scores: Strength 10, Dexterity 10, Constitution 10, Intelligence 24, Wisdom 12, Charisma 12.

Weapons: None.

Skill Selection: Pick 12 cross-class skills.

Skill Ranks Ability Armor
Concentration 6 Int
Craft 6 Int
Knowldege(Geography) 4 Int
Knowledge(Nature) 4 Int

Feat: Combat Reflexes.

Bonus Feats: None.

Gear: None. Earth-bound make their own gear.

Gold: None. Earthbound buy next to nothing.

Specialization: Rouge Rank 1.

Campaign Information[edit]

Playing a Earth-bound[edit]

Religion: Generally does not worship any particular god.

Other Classes: A few levels of Earth-bound can help most classes. They can fit any part of a group, and can add almost anything, the exception being skills.

Combat: Any. Earthbound can do basically be anything in combat.

Advancement: Generally, Earth-bound start fairly weak, as they cannot deal very much damage. However, as they advance, they get much stronger.

Earth-bound in the World[edit]

Those who do not respect their world will suffer in the depths of it.
BunBun 1, AKA the Original BunBun, BunBun Earth-bound

Most non-BunBun Earth-bound live lives as defenders, hermits, or adventurers. Some are outcasts due to their less religious ways, while others are heroes respected and loved for their might.

Daily Life: Most Earth-bound sleep early and wake late,.

Notables: BunBun 1-10, Evil Bun (BunBun 13), Colin.

Organizations: Most earth-bound do not congregate. There is, however, a species of rabbit-looking Earth-bound who will accept any good creatures into their group. There are four subgroups of these rabbits, using the four classical elements. They are inherently good and skilled at Earth-manipulation, and can be called for simply by calling out their name if you are an Earth-bound.

NPC Reactions: Most NPCs think of Earth-bound as regular casters. However, they are sometimes hated for not having a specific deity by certain groups, as a nasty but false rumor paints them as those who actually don't believe in gods.

Earth-bound Lore[edit]

Characters with ranks in Knowledge (Arcana)or Knowledge (Geography) and can research Stone-bound to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Arcana) or Knowledge (Geography)
DC Result
5 Earth-bound use magic to manipulate earth, usually to fight.
10 This magic is not arcane, and is derived from the earth. If an Earth-bound is removed from the ground, they lose almost all powers.
15 Earthbound originated from a separate realm of rabbit looking creatures. They can call for help at any time from these creatures.
20 The BunBun (the rabbitlike creatures) worship Colin, a minor god of Earthbound. He pursues maximum happiness across the world, and will kill any threatening evil characters.

Earth-bound in the Game[edit]

Earth-bound usually fight

Adaptation: Wind, Water and Fire versions of BunBun exist (Nubnub, Ranran, Narnar), and their own manipulators too. Stronger Time and Space versions (Xanxan and Carcar), as well as a combined ultimate version (???) exist.

Sample Encounter: 2 Bunbun_Artillery, 2 Bunbun Defender, 2Bunbun_Rouge_(3.5e_Creature) 1 Evilbun (BunBun 13).

EL 26: The 6 regular BunBun are level 17 Earth-bound, and the Evil bun is a level 26 Earth-bound Rouge with 1 specialization rank in Fighter. The Defenders try to grab any enemies attacking the artillery, and pull hiding enemies close. The rouges go up front and wreak havoc by Earth Gliding with 7 arms out, each with a kukri, attacking large groups while the artillery send out 5 tendrils on animation and 5 on move. The Evil bun goes out into the fray, with 10 arms and kukri, while staying hidden in the chaos of the other rouges. He makes his attacks far less visibly than his rouge allies. If the BunBun are too injured, the evil bun retreats alone, and both defenders and artillery surrender, while the rouges flee.

Evil bun:

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