Earthbending Style

Features with a number require being at least that level. (19 total features) Reminder: All effects are (Su) and have the [earth] tag.

1 - Versatile Blast

Your elemental blast can deal pierce, crush and slash damage interchangeably.

You can use elemental blast to perform combat maneuvers from a range. All combat maneuvers you do with your blast get a +4 bonus.

1 - Dusty (1) [concentration]

You permanently memorize the Fog Cloud technique, but it also gains the earth tag. By spending a standard action each turn, you can cause it to follow your movement, or the movement of another creature of your choosing within 30 ft.

You can also spend a standard action to increase its size, essentially adding another fog cloud adjacent to the first one.

1 - Shelter (1)

As an immediate action, decrease the damage of an attack roll or AoE effect made against you by your level. Can also be used to defend an ally touching the ground within 30 ft of you.

1 - Magnetism [concentration]

You can walk along any surface primarily consisting of earth without penalty, even along walls and ceilings, though it is considered difficult terrain. If poise broken, you plummet and take appropriate fall damage. You can start concentrating on this ability as a free action. If you concentrate as a standard action, you can move at full speed, and cannot be knocked off when poise broken.

1 - Boost

Increase your jump distance by 10 feet. You can give an ally a jump action as an immediate action by spending 1 mana. they also receive this boost.

1 - Dig

Your burrow speed increases to 30 the first turn you start burrowing. By spending 1 mana, you can make an explosive entry, giving your next melee attack gets a +2 bonus if you burrowed that turn.

4 - Fissure (2) [concentration]

Cause a 30 ft long, 10 ft wide, 30 ft deep chasm to appear in a spot on the ground, the starting point needs to be within your natural reach. Creatures inside the AoE fall inside and take appropriate fall damage (reflex negates). A creature can opt to use athletics as an immediate action instead of their reflex save. A creature that's successfully saves can choose which side of the chasm they end up on.

At any point thereafter, you can close the fissure as a standard action, crushing anybody inside. They take your blast damage and are entombed. Athletics (Class DC+5) to escape as a FRA

After 1 minute the fissure closes automatically.

4 - Quicksand (2) [concentration]

Cause a 20 ft radius of earth within 30 ft to turn soft and unstable. Only the center needs to be within 30 ft. Creatures inside the AoE sink inside, entangling them (reflex negates). Regardless, the area is still difficult terrain. Creatures that enter the quicksand are entangled (reflex negates). Athletics to escape as a swift action, or automatically as a standard action.

You cannot be entangled by your own quicksand. The quicksand reverts to its previous form after 1 minute.

4 - Imbalanced

Whenever you use your elemental wave feature, creatures are made clumsy 1 on a failed save. When you land your elemental blast, creatures are clumsy 1.

4 - Mud Buddy [companion] [mana burn]

You permanently memorize the mud buddy technique. It does not take a memory slot.

4 - Earth Armor

Cover yourself in a layer of protective earth. You reduce your speed by 15 but gain DRA 3. You can dismiss this armor as a swift action.

4 - Down to Earth

Creatures you damage with elemental wave or blast are grounded for 1 turn.

6 - Cannonball (3)

By falling at least 30 ft and landing on the ground, you can cannonball as a standard action. Creatures within 20 ft of you take your blast damage and are clumsy 2 (reflex halves damage and clumsy). This also negates your fall damage.

6 - Favored Terrain (3)

As a swift action, you can use earthbending to create terrain that lasts until the end of your turn, or until the end of your next turn. This can be used to make things like bridges, ramps and stairs or cover to avoid an AoO.

6 - Sinkhole (3) [concentration]

Cause a creature within 30 ft to sink into the earth. They are entangled and take blast damage (fort halves damage and negates entangle). Athletics as a swift action to escape.

If the creature was already entangled, they are instead entombed and take blast damage (fort halves damage and negates entomb). Athletics (Class DC+5) to escape as a FRA.

6 - Earth Skating (3) [elusive]

Ride a wave of earth through the battlefield as a FRA. Move 40ft. Any creature whose space you move through takes blast damage and is knocked down (reflex halves damage and negates knock down).

8 - Cuff 'em (4) [recharge]

Use earth to bind a creature within 30 ft. Two of their arms (or similar limbs) become completely unusable and they drop whatever is in their hands (reflex reduces to one arm, their choice). Athletics as a swift action to break bindings. A creature with only one arm restrained can automatically remove the bindings on the other as a swift action. Creatures with more limbs can potentially do this as well, even if 2 arms are restrained. If used outside of combat, the athletics DC to break the cuffs increases by 10. Cannot be used in consecutive rounds.

10 - Earthquake (5) [recharge] [concentration]

Cause a 40 ft radius, the center of which must be within 120 ft of you, to shake with such intensity that it destroys structures and cracks the earth. Creatures in the area immediately take blast damage (fort halves). All creatures are clumsy 4 and staggered while inside. Creatures inside of structures or underground are entombed (fort reduces to entangle). Lasts 3 rounds.

10 - Earthshaker (1)

Whenever you move, you can choose to spend a swift action to stomp and shatter the ground in front of you. Deal (lvl) damage in a 15ft cone and stagger enemies for 1 round (fort negates).

10 - Tip the Balance (5) [recharge]

Smash the ground in front of you, causing it to flip up into the air like a broken floorboard, flinging foes towards you. Target a 60 ft cone. Creatures within the area take blast damage and are flung adjacent to you and knocked down (fort halves damage and negates movement/knockdown).

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