Earthquake (3.5e Class)
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An Earthquake will shift and shape the battlefield by raw strength.
Making an Earthquake
Earthquakes excel in strength of body and mind. They are quick to anger, but precise in their strikes.
Abilities: Strength and Dexterity are the main focal points of an earthquake’s training, but will also need Intelligence to perceive the layout of the battlefield.
Starting Gold: 6d12 + 10
Starting Age: Moderate.
|1st||+1||+1||+1||+0||Combat Adept, Primal Ferocity , Shudder|
|2nd||+2||+2||+2||+0||Bonus feat, Great Fortitude|
|5th||+5||+3||+3||+1||Bonus feat, Breaking Blow|
|10th||+10/+5||+6||+6||+3||Mind of Stone, Improved Breaking Blow|
|11th||+11/+6/+1||+6||+6||+3||Bonus feat, Improved Critical|
|14th||+14/+9/+4||+8||+8||+4||Bonus feat, Improved Evasion|
|15th||+15/+10/+5||+8||+8||+5||Destruction, Improved Critical|
|18th||+18/+13/+8/+3||+10||+10||+6||Improved Battering Ram|
|20th||+20/+15/+10/+5||+11||+11||+6||Shudder +5, Bonus feat|
Class Skills (3 + Int modifier per level, ×4 at 1st level)
The Earthquake utilizes their own bodies to channel raw strength. To focus their might, those that train under the Earthquake banner have honed their minds to be as much of a muscle as the rest of their selves. All of the following are class features of the Earthquake.
Weapon and Armor Proficiency: Earthquakes are naturally proficient with Simple and Martial weapons as well as light armor and shields, including tower shields.
Combat Adept: Earthquakes are incredibly skilled in combat due to the nature of their upbringing and as such receive an additional Fighter Bonus feat at character creation. If the player is multi-classing into Earthquake, they do not receive this benefit.
Primal Ferocity: When an Earthquake makes an attempt to Intimidate a sentient creature, he may beat on his chest with an unoccupied hand to demonstrate his primal ferocity. Doing so allows him to add his Strength Bonus to the skill check. However, it also lowers his Intelligence by 2 for one minute.
Shudder (Ex): Earthquakes get their namesake from their ability to shake the earth underneath them. Once a day as a standard action, an Earthquake can slam the ground with their fists and cause every other creature within the shock radius to make a Reflex save (DC 15 – squares away from epicenter). Those that fail the save will become prone. The radius of this attack is determined by the user’s base Strength, as listed in the table below.
For each level of Shudder, add +5 to the Reflex DC. At the fourth level (+3 and above), those that fail the saving throw lose their Dexterity bonus to AC for an hour.
|Strength Score||Shudder Radius||+1||+2||+3||+4||+5|
|5 and Under||0 ft.||5 ft.||10 ft.||15 ft.||20 ft.||25 ft.|
|6-8||5 ft.||10 ft.||15 ft.||20 ft.||25 ft.||30 ft.|
|9-11||10 ft.||15 ft.||20 ft.||25 ft.||30 ft.||35 ft.|
|12-14||15 ft.||20 ft.||25 ft.||30 ft.||35 ft.||40 ft.|
|15-17||20 ft.||25 ft.||30 ft.||35 ft.||40 ft.||45 ft.|
|18-20||25 ft.||30 ft.||35 ft.||40 ft.||45 ft.||50 ft.|
|21-23||30 ft.||35 ft.||40 ft.||45 ft.||50 ft.||55 ft.|
|24-26||35 ft.||40 ft.||45 ft.||50 ft.||55 ft.||60 ft.|
|27-29||40 ft.||45 ft.||50 ft.||55 ft.||60 ft.||65 ft.|
Bonus Feats: At 2nd level, an Earthquake gets a bonus combat-oriented feat. The Earthquake gains an additional bonus feat at 5th level and every three class levels thereafter (8th, 11th, 14th, 17th, 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. An Earthquake must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Uncanny Dodge (Ex): Starting at 3rd level, an Earthquake can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
An earthquake is not skilled enough to learn Improved Uncanny Dodge unless via multiclassing.
Breaking Blow (Ex): An Earthquake can badly damage armor and structures with a well-placed hit as a standard action 3 times/day.
Armor: Earthquakes roll a Dexterity check (DC 10 + Armor Bonus from targeted piece) to connect the blow to a critical point on the armor. If that check is successful, they make a Strength check (DC 10 + armor piece’s hit points). If this succeeds, the armor is fractured and loses two-thirds its Armor Bonus, rounded up, until it is repaired.
Structures: An Earthquake makes a Dexterity check (DC 10 or DM's choice) to strike the object. Then, if successful, they make a Strength check (DC 10 for wood, DC 15 for iron/ steel) to break the object. If the Strength check fails, the Earthquake takes a -3 penalty to attack rolls for 1d6 rounds.
Deft Cut (Ex): An Earthquake of 6th level has honed their skill and accuracy with a blade so much that they add their Dexterity modifier to damage (in addition to Strength) when attacking with a single slashing weapon.
Footwork (Ex): An Earthquake of 7th level knows the importance of good footwork and trains tirelessly to keep themselves at their peak. This ability allows an Earthquake to add half of their class level to all Balance, Jump, and Tumble checks.
Evasion (Ex): At 7th level and higher, an Earthquake can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the Earthquake is wearing light armor or no armor. A helpless Earthquake does not gain the benefit of evasion.
Battering Ram (Ex): This is a full action and combines a charge, bull rush, and an overrun. 1/day
The Earthquake moves forward up to 3 times its maximum allowed movement speed in a fixed direction toward a target creature, object, or location. Any doors, pillars, etc. caught in the way may be broken; Strength check DC 20 – (STR modifier + squares travelled – number of objects broken before current target).
Earthquakes typically attempt to Ram a target of interest. If the target is within 5 feet of a wall or similar sturdy object at the end of the Ram, the Earthquake slams the target into the object, dealing 2d8 + base attack bonus + grapple size modifier in bludgeoning damage. If the target is aware of the attack, it can attempt a Reflex saving throw equal to 5 + number of squares the Earthquake traveled.
If the target is in an open area instead, the Earthquake attempts a grappling attack which knocks the target prone if successful. The same checks and saving throws apply and the Earthquake must have enough free hands to grapple the target prior to the Ram.
Any creatures caught in the path must make a Reflex save; DC 10 + number of squares traveled. All creatures that fail the check take 2d6 bludgeoning damage.
A creature in the path that is the same size or larger may attempt to stop the Ram by making a Strength check (DC 10 + Earthquake’s Strength modifier + number of squares traveled). If successful, the stopping creature grapples the Earthquake. If the Earthquake wins the grapple, the imposing creature is knocked aside and the Ram continues to the previous target.
Damage Reduction (Ex): At 9th level, an Earthquake gains Damage Reduction. Subtract 1 from the damage the Earthquake takes each time they are dealt damage from a weapon or a natural attack.
Mind of Stone (Ex): The Earthquake’s resolve is equal to that of the mountains they can crush. You may use you[ Constitution modifier in place of your Wisdom modifier for calculating a Will saving throw.
Improved Footwork (Ex): At 13th level, the focus with which the Earthquake has studied footwork pays off again, granting them the ability to make all Jump checks as if they had a running start and granting a 10 ft. increase in their base land speed.
Destruction (Ex):At 15th level, an Earthquake's ability to sunder objects is unparalleled. When an Earthquake makes a successful Breaking Blow, the armor or object is destroyed. Armor gives +0 bonus to Armor Class and structures collapse or are detrimentally damaged.
In addition, weapons can also be targeted with a Dexterity check (DC 15 + enemy's Attack Bonus with the targeted weapon). A successful hit reduces the weapon's base damage dice by 1. A failed attempt gives the target an attack of opportunity. Natural weapons cannot be targeted by Destruction.
Improved Battering Ram (Ex): Earthquake gains an additional Ram per day, total of 2/day. Also, the Strength check DC for breaking objects is reduced by 5.
4 + Int modifier skill points per level.
Shudder: This ability now deals 1d6 + 1 damage for every level past the 20th to those that fail the Reflex save as long as they are within 15 ft. of the attack’s maximum range. Example: If the attack reaches 35 ft. those within 20 ft. of the epicenter who fail the check will take the damage.
Battering Ram: For every 3rd level past the 20th, increase the maximum distance you can travel by 5 feet and subtract 1 from each DC. Example: Level 26, base movement speed of 30 ft. Can Ram for 100 feet (base x 3 + (5 x 2)) with Strength check DC 13 – (STR modifier + squares travelled – number of objects broken before current target). Opposing Reflex saves are not changed.
Mind of Stone: At 25th level, a successful save in resisting a magical effect or enchantment results in the source or caster being weakened. If the same source or caster casts a spell it takes a -3 penalty to its roll or have its spell save DC reduced by 3 for ten minutes.
Bonus Feats: The epic Earthquake gains a bonus feat (selected from the list of epic Earthquake bonus feats) every 3 levels after 20th.
Epic Earthquake Bonus Feat List: Armor Skin, Improved Initiative, Dire Charge, Improved Spell Resistance, Epic Prowess, Energy Resistance, Fast Healing, Infinite Deflection, Epic Reputation.
Playing an earthquake
Religion: Earthquakes themselves don’t follow a set religion but will typically follow gods of strength, valor, victory, etc.
Other Classes: Earthquakes typically get along with any other class. They may start off as brash, loud, and perhaps prideful, but their discipline teaches “patience and humility of a mountain” and leads them to open-mindedness.
Combat: Earthquakes take the front line, but are wild cards.
Advancement: Earthquakes will take the internally defensive side to make them harder to bring down or the dangerously offensive route. They can easily blend the teachings of other martial classes such as the Fighter, Monk, and Barbarian into their training.
Earthquakes in the World
|“||I once arm-wrestled a tree. There's now a swamp from that forest's tears.||”|
|—Ferngul Broadstrike, Half-Orc Earthquake|
You can easily find an Earthquake traveling alone in search of adventure or inner discipline training. Oftentimes, one may be hired as a bodyguard or guardsman.
Daily Life: Earthquakes keep a regular workout schedule and always push at their limits. When not training, they’re recovering or questing. You will rarely find a successful Earthquake being lazy.
Irrigoth of High Red – the founder of the Earthquakes discipline was an Orc of notable fame. He sought to combine clarity of mind with strength of multiple soldiers.
Folamier the Scoundrel – a half-elf who strained the patience of many instructors by insisting that fluidity of movement was just as crucial to battle as whacking things with heavy objects.
Trador Cave Tyrant – a brutal human who once collapsed a cave to stop an onslaught of Hellcats from rampaging through a metropolitan area. The legend goes that all 50 beasts died under the sacrificed plateau, but Trador used his broken hands to crawl from the wreckage not an hour later.
Bi’Gloin – a female bugbear with a rare amount of intelligence. She melded spellcasting with the discipline flawlessly.
Haconda the Baatezu – the first recorded legend of the Earthquakes to embrace darkness. It is also rumored that she earned the authority of a Devil Prince.
Organizations: Earthquakes acknowledge each other with a sense of comradery even if they haven’t met each other before then. They typically don’t gather or socialize past small degrees and only call special attention when needed or if an ego is present. Their secluded training settlements are always open to those that need training, guidance, or a place to stay.
NPC Reactions: They’re often confused with Barbarians, but a profound statement or two usually dissuades further mistakes. Earthquake’s typical reckless behavior quickly leads to stories of heroics or stupidity and names travel fast.
Characters with ranks in Knowledge (Geography)/ (Nobility) can research Earthquakes to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Knowledge of training settlements and disciplining.|
|15||Names of legends.|
|20||Locations of settlements.|
Earthquakes in the Game
Adaptation: Earthquakes can take any combat roll.
Sample Encounter: Guarding a town/ city, leading a group of soldiers, traveling/ battling alone in the wild.
EL 12: An encounter would entail PCs either being on the defensive immediately or sneaking up on one. Combat behavior ranges from the Earthquake focusing on one opponent at a time to whirling around all of them. They will use any and every trick up their sleeve to ensure victory.