Earthbender 1.0

Strong and steady, earthbenders are a highly disciplined group with the ability to manipulate stone, soil, crystal, and other earth-based substances. They can attack aggressively with hurled boulders or they can be bastions of defense behind walls of stone and giant fissures.
Adventures - Many earthbenders are attached to Earth Kingdom military units and adventure at the command of their superior officers. Others wander for personal reasons including acquisition of wealth and power, to fight in earthbending tournaments, and to find an earthbending master to help them improve their skills.
Characteristics - Of all the bending arts, earthbending is perhaps the most balanced, strong in both offense and defense. On the offense, earthbenders can hurl large boulders at their enemies, trap their enemies in cages of stone and soil, immerse their enemies in earth, or throw them off balance with localized earthquakes. On the defensive, they can raise stone walls out of the ground, encase their bodies in earthen armor, and hurl their enemies away with quickly-rising columns of stone.
Alignment - An earthbender's training and lifestyle is one of rigidity and endurance. As such, they tend to be lawful. However, unlike other bending disciplines, earthbending lacks any dominant moral imperative and earthbenders fall all over the good-evil axis.
Religion - Earthbenders are incredibly self-sufficient and, as a group, show little predeliction for religion. Some revere the Earth King as a minor deity, but many do not.
Background - Many earthbenders have a military background, employing their formidable powers for the benefit of the Earth Kingdom. Others learn in earthbending schools as children. Still others have private tutors.
Races - All earthbenders (with the exception of the Avatar, who is able to master all four elements) are members of the group known as the Earth Kingdom.
Other Classes - Earthbenders find the evasive style of airbenders difficult to deal with, and prefer to stand their ground and fight than dodge attacks. They work well with almost all kinds of benders, where their balance of offense and defense allows them to fill many roles. They also work well with the martial classes for the same reason.


Abilities - A high Wisdom score is essential to an earthbender as it determines the save DC's of many of his best abilities. High Constitution and Strength are also helpful if the earthbender chooses to take advantage of his weapon and armor skills and engage in melee combat.

Alignment – Any

Hit Die – d8


Class Skills – Climb, Concentration, Craft, Gather Information, Intimidate, Jump, Knowledge (Arcana), Knowledge (Bending), Knowledge (Geography), Listen, Profession, Spot

Skill Points at 1st Level – (4 + Int Modifier) x4
Skill Points at Each Additional Level - 4

Class Features

Weapon and Armor Proficiency

An earthbender is proficient with all simple weapons, throwing hammers, warhammers, light and heavy picks, and light and medium armor.


Earthbending Forms (Su)

At 1st level, an earthbender begins to study the art of controlling the earth.  He learns a single earthbending form that he can use at will.  As an earthbender gains levels, he learns more earthbending forms, as shown on the above table.  An earthbender can choose any earthbending form from the list below for which he fulfills the prerequisites.  At 1st level, he can learn any of the Lesser Forms.  Beginning at 6th level, he can learn any of the Lesser or Moderate Forms.  Beginning at 16th level, he can learn any of the Lesser, Moderate, or Greater Forms.


Earthbending forms are spell-like abilities; using an earthbending form is therefore a standard action that provokes an attack of opportunity (unless stated otherwise in the form’s description).  An earthbending form can be disrupted, just as a spell can be ruined during casting.  An earthbender is entitled to a Concentration check to successfully use an earthbending form if he is hit by an attack while using the form.  An earthbender can chose to use an earthbending form defensively by making a successful Concentration check to avoid provoking an attack of opportunity.  Unlike most spell-like abilities, however, earthbending forms all have somatic components that require the use of the earthbender’s hands unless stated otherwise in the form’s description.  They are also subject to arcane spell failure for any medium or heavier armor.


At any level an earthbender learns a new form, he can also replace one form he already knows with one of an equal or lower grade.


The DC for any save associated with an earthbender’s bending forms is equal to 10 + half the earthbender’s class level + the earthbender’s Wisdom modifier.


Unless otherwise stated in a specific ability description, an earthbender can only use earthbending forms, Earth Blasts, or any of his earthbending abilities when he is in direct physical contact with a source of earth or stone.  For the purposes of earthbending, any worked or unworked stone, gems, crystals, unworked minerals, soil, or other earth-based material is considered earth.  The most effective way of separating an earthbender from earth is completely encasing the earthbender in metal (though even this isn’t always successful in the case of extremely powerful earthbenders).


Earth Blast (Su)

The earthbender stomps the ground, causing a large rock to rise up to about chest level.  The earthbender then uses a punch or kick to send this rock hurtling toward his foe. Alternatively, an earthbender can use an already-existing missile.  It is a ranged attack that affects a single target with a range of 50 ft plus 5 ft/2 levels, allowing no saving throw. An Earth Blast deals 1d6 bludgeoning damage at 1st level and increases in power as the earthbender gains levels, as shown above. Using an Earth Blast counts as an attack, and an earthbender can use a number of Earth Blasts in one round equal to the number of iterative attacks he/she can make (as determined by his/her BAB), essentially sending multiple rocks in quick succession. An earthbender cannot dual wield Earth Blasts.


Move a Rock (Su)

Beginning at 1st level, an earthbender can use his bending ability to manipulate earth. He can draw earth from any source within 50 ft + 5 ft per level, alter its shape, and move it around in the air at a rate of 20 ft per round. Any objects contained in the area of earth manipulated are brought along with the earth. Using this ability, an earthbender can manipulate a volume of earth equal to one 5-foot cube per 4 levels.


Deflect Attack (Su)

Early in their training, earthbenders learn to block attacks directed at them and their companions. Once per round, an earthbender can attempt to negate a ranged attack (either conventional or bending) targeted within 10 feet +5 ft/3 class levels. Negating this attack requires the earthbender succeed in an opposed attack roll. If the earthbender’s attack roll is less than his opponent’s, the attack is unaffected by the deflection attempt and is resolved as normal. Using this initial Deflect Bending attempt counts as an immediate action.

Additionally, an earthbender has the option of reserving iterative attacks in order to gain more Deflect Attack attempts. Whenever he makes a full-round attack, an earthbender may choose to forgo a number of iterative attacks, gaining a number of additional Deflect Attack attempts equal to the number of attacks the earthbender reserved. Regardless of how many attacks an earthbender forgoes, he cannot use more Deflect Attack attempts than he has iterative attacks due to high Base Attack Bonus. These subsequent Deflect Bending attempts do not count as actions, and can be used any time during the round, even when it is not the earthbender's turn.

If an earthbender is caught flat-footed, he can make a Reflex Save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed earthbender can never make more than a single Deflect Attack attempt.

For example, a 15th level earthbender’s Base Attack Bonus allows her to make 3 iterative attacks. If he decides to make a full-round attack, he can reserve as many as 2 of these attacks in order to gain 2 additional Deflect Attack attempts (bringing his total to 3 for that round).


Improved Unarmed Strike

Earthbenders gain the Improved Unarmed Strike feat as a bonus feat at 3rd level.



Beginning at 4th level, an earthbender learns to adhere his hands and feet to the earth, gaining the ability to move along any earthen surface with ease.  When attempting to scale any bendable surface, an earthbender gains a climb speed as indicated on the above table, as well as a +8 competence bonus on Climb checks.


Head-On Defense

Beginning at 7th level, an earthbender adds his Constitution modifier instead of his Dexterity modifier to Reflex Saves.


Earthbending Forms


Note: Certain earthbending forms are intended to immobilize their target by encasing it in earth or stone.  In these circumstances, the target is rendered completely immobile, but not helpless.  Additionally, a creature encased in earth or stone can break out using a Strength or Escape Artist check.  The DC for this check is 10 + half the earthbender's class level + the earthbender's Wisdom modifier.


Lesser Forms

    • Lesser Earthen Shield: This form causes a small wall of relatively soft earth to shoot out of any earthen surface within 30 ft +5 ft per 3 levels of the earthbender.  The wall is 1 inch thick per 4 class levels and composed of one 5-foot square per five class levels.  An earthbender can double the walls thickness by halving its area, and double its area by halving its thickness.  It provides cover to creatures standing behind it, as a normal wall.  An earthbender can create a Lesser Earthen Shield in almost any desired shape, provided that the wall is firmly anchored in existing earth (though it can be anchored in an earthen wall or ceiling and need not be vertical).  A Lesser Earthen Shield cannot be used to as a bridge.  A Lesser Earthen Shield, like any other stone or earthen substance, can be destroyed by a high Strength check or by normal means of dealing damage.  Each 5-foot square of the shield has 5 hit points per inch of thickness and hardness 2.  A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 10 + 2 per inch of thickness.
    • Lesser Earthquake: Using this form, an earthbender creates a small, instantaneous earthquake in a single 5-foot square, knocking creatures within that area off balance.  An earthbender may create an earthquake in any square within 30 feet.  Any creature within that square must make a Reflex Save or be knocked prone.
    • Soften Landing: Using this form is an immediate action that can be performed once per round.  It allows the earthbender to soften the ground beneath him in order to avoid damage from falling.  When using this form, the earthbender treats falls as if they were half their actual distance for purposes of determining falling damage.
    • Lesser Catapult: Using this form, an earthbender can cause a column of earth and stone to thrust up out of the ground and strike a creature or object, launching it a distance of 10 ft/level in a direction of the earthbender’s choice (maximum 150 ft).  This effect can be avoided with a successful Reflex Save.
    • Dust Cloud: An earthbender may make a hemisphere of dust with a radius of 10 feet anywhere within 50 ft plus 5 ft per level. The dust obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the dust in 4 rounds; a strong wind (21+ mph) disperses the dust in 1 round. This form even functions underwater.
    • Tremorsense: An earthbender using this form can take a move action to listen and feel the minute movements of the ground. He automatically pinpoints the location of anything within a radius equal to 10 ft plus 5 ft per two level that is in contact with the ground, including underground. The range of this tremorsense is halved when the earthbender is standing on sand or similarly loose soil. An earthbender cannot use this ability when not in contact with the ground in some way (i.e. while flying, swimming, standing on ice on a lake, etc.).
    • Steady Stance: By encasing his feet in earth or stone, an earthbender can better resist attempts to move him, or trap opponents in place.
      • Defensive: The bender encases their feet in stone. They gain a bonus of +1 per 2 earthbender levels on saves or checks they need to make in order not to move. This form is preformed by a move action that doesn’t provoke an attack of opportunity. This form can be maintained indefinitely so long as the bender doesn’t move from the square. A bender can move from the square in which they are encased if they want, but doing so ends the form.
      • Offensive: By surrounding an enemy’s feet in earth and solidifying it suddenly, an earthbender may prevent an enemy from advancing. The target of this form makes a Reflex save to avoid it altogether, or remain trapped in place. Those who failed the Reflex save can make a Strength check equal to 10 + half the earthbender’s class level + the earthbender’s Wisdom modifier to break free, or may spend a full-round action chipping the stone away with a light weapon.

 Moderate Forms

    • Earthen Shield: This form functions as Lesser Earthen Shield with a few exceptions.  An earthbender can create an Earthen Shield anywhere within 50 ft + 5 ft/2 levels. An Earthen Shield is 1 inch thick per 4 class levels and composed of one 5-foot square per 2 class levels. It is composed of hard clay and bits of stone instead of soft earth and has 10 hit points per inch of thickness and hardness 5 and can be breached on a successful Strength check (DC 15 + 2 per inch of thickness).  Tiny or smaller creatures can use an Earthen Shield as a bridge, provided its thickness is at least 3 inches.
    • Earthquake: This form functions as Lesser Earthquake with a few exceptions.  The earthquake created fills a square with 10-foot sides.  Additionally, the earthbender can cause any creature within the area who fails a Reflex Save to not only fall prone, but to move to any point within or adjacent to the area of the earthquake.
    • Catapult: Using this form, an earthbender can cause a column of earth and stone to thrust up out of the ground and strike a creature or object, launching it a distance of 10 ft/level in a direction of the earthbender’s choice (maximum 150 ft).  This effect can be avoided with a successful Reflex Save.
    • Create Rubble: Using this form, an earthbender can create an area of heavy terrain within a 20 foot radius.  This area can be centered on any point within 100 ft + 10 ft/level of the earthbender.  All the normal penalties for heavy terrain apply within this area.  Additionally, all creatures and objects within this area take 2d6 points of bludgeoning damage as the ground is violently cracked and tumbled.
    • Excavate: Using this form, an earthbender can quickly dig a trench, hole, or tunnel, breaking apart the soil and depositing it around the edges of the excavation.  An earthbender can dig a maximum volume of one 10 ft square/level (or a similar volume with different dimensions) in each use of this form.  The earth moved in this excavation is deposited in a pile around the excavation (roll a d8 each time to determine where).  The excavation must be within 30 ft of the Earthbender.
    • Place to Stand: An earthbender may use this form to fuse any loose soil or sand into a much sturdier surface. An earthbender may create one five-foot cube per level. These cubes must all be touching at least one other cube and at least one must touch the earthbender. The platform created by use of this form may be thrown using Earth Blast, moved using Move a Rock, or simply used as a platform to negate any penalties for standing on loose dirt and sand.
    • Column of Earth: Using this form, an earthbender can cause a column of earth, stone, or crystal to thrust out of any earthen surface.  The column has a maximum diameter of 5 ft + 5 ft per 4 earthbender levels, and can have a maximum height of 10 ft + 5 ft per 2 earthbender levels.  An earthbender can create a column anywhere within a 30 foot radius of himself.  If an earthbender creates a column underneath another creature, that creature is allowed a Reflex save to avoid the column (the creature moves to the closest square adjacent to the column on a successful save).  If the earthbender causes a column to crush a creature against a solid surface, the creature takes 4d6 damage.  The creature is then pinned between the solid surface and the column, but can escape with a DC 30 Strength or Escape Artist check.
    • Earth Jump: Using this form, an earthbender can transport himself through the earth over short distances.  This form functions as the spell Dimension Door, save that the range is reduced to short (25 ft + 5 ft/2 levels).  Both the earthbender’s starting and ending positions must be connected by a contiguous area of earth or stone at least 10 ft thick at all points.
    • Immobilize: Stomping the ground aggressively, the earthbender causes sheets of earth to burst upwards, trapping a single Medium-sized or smaller creature within 50 ft plus 5 ft per level. The target must make a Reflex save or be immobilized. An immobilized target may not move, attack, bend, or take any action that requires movement, but is not considered helpless. Those who fail the Reflex save can make a Strength check or Escape Artist check as a full-round action to break free. They can also be dug out by dealing 50 points of damage to the earth. Beginning at level 10, an earthbender can affect Large or smaller creatures with this form.  Beginning at 15th level, an earthbender can affect Huge or smaller creatures, up to two Large creatures, or up to four Medium or smaller creatures.
    • Lie Detector: By concentrating on the minute vibrations a person’s body sends through the earth, an Earthbender can tell if a person’s words are true or false. The Earthbender must be within 10 feet of the target and the two must be connected by a contiguous area of earth or stone. The target of this seed can make a Will save to lie undetected, gaining a +1 bonus to this save for every 5 ranks the target has invested in the Bluff skill. 

Greater Forms

    • Greater Earthen Shield: This form functions as the spell Wall of Stone.  The earthbender’s caster level is equal to his class level for the purposes of adjudicating the effects of this form.
    • Earthen Armor: As a full-round action that provokes an attack of opportunity, an earthbender can cause chunks of earth to adhere to his/her body, forming a formidable suit of armor.  The earthbender gains DR 10/– and a slam attack dealing 1d8 damage + the earthbender’s Strength modifier.  This armor can be sundered as normal.  Earthen Armor lasts a number of rounds equal to the earthbender’s class level.
    • Greater Catapult: As Catapult, except that the earthbender can launch a number of creatures or objects equal to the Earthbender’s Wisdom bonus (minimum 2).
    • Engulf: An earthbender opens a large crack directly beneath his opponent’s feet, causing him to fall in, then snaps the crevice shut around him. The target receives a Reflex save to avoid falling into the fissure up to his neck. A target of this form is considered helpless while engulfed, though he may take any actions not requiring somatic components and can escape with a DC 25 Strength or a DC 40 Escape Artist check, or he may be dug out of his predicament. If this seed is done on a stone surface, the target also takes 4d6 crushing damage on a failed save.
    • Metalbending: Only extremely powerful earthbenders are able to manipulate metal, and then only in the crudest of ways.  This form functions as the spell Warp Wood, save that it only affects metal.  In addition, you may only bend one Small object per 2 levels.