Earth Mage (3.5e Class)

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Earth Mage
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Status: <-how close to completion->
Editing: Constructive edits welcome

Earth Mage[edit]

An oracle of the seasons, Earth Mages strive to know and understand the workings of the goddess of nature. The Earth Mage is discipline incarnate, mastering their emotions in order to keep their powers from destroying themselves. Whether they are seen floating in the air on their strange boulder mount, or keeping order within a forest, the Earth Mage is a strange and even terrifying sight to behold.

Making an Earth Mage[edit]

Alignment: Earth is a natural, chaotic force, and a lot of Earth Mages are Chaotic. However, some may be neutral, because nature is checked and balanced by the other forces. Lawful players are also allowed but very rare.

Races: Any race is capable of becoming an Earth Mage, provided that it is a civilized society that is in-touch with the planet. In many areas, being a member of any of the four elemental schools is illegal. Choose carefully if you wish to devote your life to the elements.

Starting Gold: 6d6×10 gp (210 gp).

Starting Age: As Rogue.

Table: The Earth Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Violent Rose 1d6, Toxic Bolts, Impress Toxicity, Earth/Poison Magic, Sense Nature, Bonus Feat.
2nd +1 +3 +3 +3 Toxic Deluge, Stone Throw, Bonus Feat.
3rd +2 +3 +3 +3 Piercing Miasma, Miasmic Hands, Cherry Blossom
4th +3 +4 +4 +4 Poison Immunity
5th +3 +4 +4 +4 Venom, Woodland Stride
6th +4 +5 +5 +5 Mindsap, Violent Rose 3d6, Bonus Feat.
7th +5 +5 +5 +5 Visions of Nature, Cherry Blossom
8th +6/+1 +6 +6 +6 Soul of Miasma
9th +6/+1 +6 +6 +6 Sculpt Stone/Wood, Persuade Earth
10th +7/+2 +7 +7 +7 Spell Resistance 10, Enter the Miasma, Violent Rose 5d6, Bonus Feat.
11th +8/+3 +7 +7 +7 Stone/Treewalk, Cherry Blossom 6d6
12th +9/+4 +8 +8 +8 Bonds of the Poison One
13th +9/+4 +8 +8 +8 Miasmic Clouds
14th +10/+5 +9 +9 +9 Violent Rose 7d6, Cherry Blossom 8d6
15th +11/+6/+6 +9 +9 +9 Spell Resistance 15
16th +12/+7/+6 +10 +10 +10
17th +13/+8/+7 +10 +10 +10 Cherry Blossom 10d6
18th +14/+9/+8 +11 +11 +11 Violent Rose 9d6, Earthquake
19th +15/+10/+8/+7 +11 +11 +11 Rain of Chaos
20th +16/+11/+9/+8 +12 +12 +12 Spell Resistance 20

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nature), Knowledge (Arcane), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Class Features[edit]

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

'Weapon and Armor Proficiency': Earth Mages are proficient with all simple weapons, as well as the Halberd, all one-handed martial weapons, and all sizes and varieties of scimitar (including falchions). Earth Mages are proficient with light armor but not with shields of any kind.

'Spells': The Earth Mage casts arcane and divine spells, which are drawn from a unique spell list. The Earth Mage mainly casts Element-related spells and Plant-related spells, and a few other spells. To prepare or cast a spell, the Earth Mage needs Wisdom score equal to at least 10+ spell levels. The DC against an Earth Mage spell is 10+ spell level+ Wisdom modifiers. In addition to spells per day, the Earth Mage receives bonus spells for high Wisdom modifier. An Earth Mage cannot spontaneously cast spells in quite the same way as the other classes.

Sense Nature (Su): With a simple concentration, the Earth Mage is able to detect alteration of earth energy. This allows him to detect in a 60ft area the presence of earth elementals, the casting of spells affecting plants or earth, and the presence of fey. This power allows him to know the location and approximate aura (spell level for spells, HD for fey/elementals, and class level for druids and the like) but not the exact nature of the creature/effect.

Spell Resistance: An Earth Mage’s spell resistance is 10. Add +5 at 15th and 20th.

Persuade Earth (Sp): A number of times per day equal to half his Earth Mage level, the Earth Mage can try to alter the reaction of any earth elemental or fey toward him, adding his Wisdom modifier to his Diplomacy roll . The Earth Mage is always entitled a Diplomacy check to influence such creatures. If not controlled by another entity, earth Elementals always have a neutral starting attitude toward the Earth Mage.

Stone Throw (Sp)- You cast this 1 day/2 levels. This is as mage hand, but you can only lift earth and stone, and you can lift up to 100 lb. You can lift one ranged touch attack stone per use and move or throw it, dealing 3d8 damage if it hits an enemy.

Woodland Stride (Ex)- Same as Druid’s.

Cherry Blossom (Sp): As a standard action, the Earth Mage can fire a burst of blue-blazing cherry blossom petals from his mouth in a cone of up to 20’ that deals 1d6 slashing/fire damage per level, with an allowed Reflex Save for half (DC 10 + ½ Level + Wisdom Modifier). This ability is usable twice a day/level.

Violent Rose (Sp): As a standard action, the Earth Mage can emit a burst of poisonous thorns from his body, striking all creatures and objects within 10' of his position. This burst inflicts 1d6 poison/piercing damage, with an allowed Reflex Save for half (DC 10 + ½ Level + Wisdom Modifier).

Toxic Bolts (Sp): An Earth Mage can manifest and throw bolts of sharpened, chemical-infested wood as a standard action. A Toxic Bolt travels out to 30’, and inflicts 1d6 poison damage per level. A Toxic Bolt is a ranged touch attack.

Impress Toxicity (Ex): Every time an Earth Mage inflicts poison damage on a target, whether with his class abilities or another source of poison, he deals an amount of extra poison Damage equal to his class level or his Wisdom modifier, whichever is less.

Earth/Poison Magic (Ex): An Earth Mage is considered to have every spell with the Earth/Poison Descriptors on his spell list for the purpose of activating magic items.

Toxic Deluge (Sp): As a standard action, a 2nd level Earth Mage can cause any creature or object to become drenched in various amounts of toxic chemicals. A creature drenched suffers 1d6 poison damage per round (the Mage's Impress Toxicity ability applies to each round), and the creature can attempt to dampen itself out on its next turn with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to 5’, and it always hits.

Piercing Miasma (Ex): From 3rd level on, an Earth Mage's venom cuts through Poison Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by his poison damage can be negated by hardness, immunity or resistance to poison. In addition, the Earth Mage ignores the first 5 points of Poison Resistance that a target has. Miasmic Hands (Su): A 3rd level Earth Mage can set Toxic Deluge their own body, causing them to count as armed in a deadly, oozing poison at all times, even with unarmed attacks. The Earth Mage also causes an extra 1d6 of poison damage with all melee attacks.

Poison Immunity (Ex): A 4th level the Earth Mage is immune to poison.

Stone Venom (Sp): A 5th level Earth Mage can hurl explosive stone anywhere within 30’ as a Full Round Action. This stone explodes into a 20' radius burst and inflicts 1d6 of Poison/piercing Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Wisdom Modifier).

Mindsap (Sp): A 6th level Earth Mage can poison another creature's mind, duplicating the effects of rage, charm person, sleep or confusion for a number of minutes equal to his level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Wisdom Modifier). This is a Mind-influencing Compulsion effect.

Visions of Nature (Sp): A 7th level Earth Mage can contact other plane to communicate with the denizens of the Elemental Plane of Earth. An Earth Mage is in no danger of becoming insane or damaged by this experience.

Soul of Miasma (Sp): An 8th level Earth Mage has poisoned his own soul, and is no longer susceptible to Energy Drain or Fear.

Sculpt Stone/Wood (Sp): A 9th level Earth Mage can create delicate shapes and walls made of poisoned stone or wood. The stone/wood is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with the wall in it suffers 1d6 of poison damage per level. A creature which is in a square that is being filled with stone/wood is entitled to a Reflex Save (DC 10 + ½ Level + Wisdom Modifier) to move to the nearest non-poison square as an immediate action. These walls persist for 1 round per level. Alternately, the Earth Mage can replicate a wall of stone/wood which persists for 1 minute per level.

Enter the Miasma (Sp): At 10th level, an Earth Mage can surround himself with a nimbus of putrid chemical gas that extends in a 10' radius centered on him. All other targets in this area suffer a d10 of poison Damage per level, but are entitled to a Reflex Save (DC 10 + ½ Level + Wisdom Modifier). In addition, an Earth Mage can cast stone shield at will.

Stone/Treewalk (Sp): (same as spells)

Bonds of the Poison One (Sp): A 12th level Earth Mage can craft poisonous vines and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Wisdom Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Earth Mage. The victim suffers 1d20 points of poison Damage per round, and the bonds last until the victim escapes or the Earth Mage dismisses them. Earthquake (Sp): (same as spell)

Miasmic Clouds (Sp): As a Full Round Action, a 13th level Earth Mage can create huge billowing clouds of poisonous gas that rain acid. The Clouds must be created within 30’, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers a 20’ radius plus 10’ per Level. Each round, everyone and everything inside the cloud suffers 1d6 of poison damage per level, but is entitled to a Reflex save for half damage (DC 10 + ½ Level + Wisdom Modifier). The Earth Mage is immune to this, since he has Poison Immunity.

Rain of Chaos (Sp): At 20th level, the Earth Mage can open the earth and dump raw gas and natural disaster (quakes) upon all who would oppose him. The chaos inflicts 1d6 poison/crushing/piercing/etc. Damage per level, and victims are permitted a Reflex save (DC 10 + ½ level + Wisdom Modifier) for half. The Earth Mage chooses which squares are struck with chaos, and the only limits to how many squares can be contaminated is how many squares the Earth Mage can see (60’).

Ex-Earth Mages[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Earth Mage[edit]

Table: The Epic Earth Mage

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic earth mage gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Earth Mage Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Earth Mage Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing an Earth Mage[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Earth Mages in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Earth Mage Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research earth mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Earth Mages in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.


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