Quickleaf
Legend
Right now I have this race at ECL+0, but I'm not sure...
– Medium-size humanoid.
– Base speed is 30 feet. Earth spirits also have a burrow speed of 5 feet.
– Low-light vision to 60 feet.
– +2 saves against poison from an animal or plant.
– +1 racial bonus to attack and damage aberrations.
– Damage reduction (1 +1 per every five levels) against stone and sand-based attacks. This includes attacks by earth elementals, and weapons made out of stone.
– Suffer only half the effects/damage of an earthquake, whether natural or magical. Earth spirits consider such events to be the laughter of Geb in his goose form – the Great Cackler.
– Ra’s Mandate: Earth spirits are incapable of flying via magic. In fact, should their bodies be out of contact with the ground (a rug is ok, but a bed is not) for more than a moment, they suffer dire consequences. An earth spirit who is not in contact with the earth for 3 rounds suffers divine heat damage equal to 1d6 + 1/character level each round violating Ra’ mandate. Riding a mount works fine, as a living animal connects the earth spirit to its source (though a dead mount or a construct doesn’t).
– Weakness: Earth spirits are susceptible to spells which affect plants or plant-creatures.
– Soften Earth and Stone (Sp): Once per day as cast by a druid of their character level.
– Plant Growth (Sp): Once per week as cast by a druid of their character level.
– Imprison Buried Soul (Su): The earth spirit can imprison the soul of any recently dead (3 days +1 day/even character level) creature that is entombed within the earth by the earth spirit’s hands. Such a soul cannot answer speak with dead spells, be raised from death by any means, or return as undead. If used on a living creature that is in a coma-like state (i.e. due to an astral travel spell), this ability causes the creature to be paralyzed upon returning to their body in a state of suspended animation. This state lasts for 1 day/even character level of the earth spirit. An earth spirit abusing this power may be visited by the collective wrath of Geb and all the funerary gods!
– Sense Natural Hazard: This ability grants an earth spirit a +2 racial bonus on Spot or Search checks to notice natural hazards like quicksand, green slime, and potential avalanche or cave-in sites.
– Automatic Languages: Common, Terran. Bonus: Auran, Dwarf, Elven, Halfling, Gnoll, Gnome.
– Favored Class: Druid.
Concept:
When the gods created the Divine Races, Geb and Nut longed for each other, believing they could find no solace save for in each others arms. It was only after the creation of humanity by all the gods that Geb realized he might enjoy union with his wife vicariously through his offspring, and so the Erpat were created as lovers of Nut’s race. However, her race never came to be, for Ra learned of her plans and, fearing another group of gods would be born, forbade her from creating any offspring on earth. Thus, Nut was contented with the creation of the Zodiac creatures (see new template). The Erpat, haunted by a deep sense of unfulfilled longing as they gazed at the stars, found a new purpose after the Cataclysm. The land had been destroyed and cried for a healer – the Erpat would answer that call, maintaining oases, guarding wells, curing disease, and driving off aberrations. Their name means “hereditary chiefs” and comes from the belief among Geb’s faithful that he was the first pharaoh.
I've been getting a lot of help on these forums recently, and if anyone has a thread they're working on and need a pair of fresh eyes to check it out, just post your threat with your reply. Thanks!
– Medium-size humanoid.
– Base speed is 30 feet. Earth spirits also have a burrow speed of 5 feet.
– Low-light vision to 60 feet.
– +2 saves against poison from an animal or plant.
– +1 racial bonus to attack and damage aberrations.
– Damage reduction (1 +1 per every five levels) against stone and sand-based attacks. This includes attacks by earth elementals, and weapons made out of stone.
– Suffer only half the effects/damage of an earthquake, whether natural or magical. Earth spirits consider such events to be the laughter of Geb in his goose form – the Great Cackler.
– Ra’s Mandate: Earth spirits are incapable of flying via magic. In fact, should their bodies be out of contact with the ground (a rug is ok, but a bed is not) for more than a moment, they suffer dire consequences. An earth spirit who is not in contact with the earth for 3 rounds suffers divine heat damage equal to 1d6 + 1/character level each round violating Ra’ mandate. Riding a mount works fine, as a living animal connects the earth spirit to its source (though a dead mount or a construct doesn’t).
– Weakness: Earth spirits are susceptible to spells which affect plants or plant-creatures.
– Soften Earth and Stone (Sp): Once per day as cast by a druid of their character level.
– Plant Growth (Sp): Once per week as cast by a druid of their character level.
– Imprison Buried Soul (Su): The earth spirit can imprison the soul of any recently dead (3 days +1 day/even character level) creature that is entombed within the earth by the earth spirit’s hands. Such a soul cannot answer speak with dead spells, be raised from death by any means, or return as undead. If used on a living creature that is in a coma-like state (i.e. due to an astral travel spell), this ability causes the creature to be paralyzed upon returning to their body in a state of suspended animation. This state lasts for 1 day/even character level of the earth spirit. An earth spirit abusing this power may be visited by the collective wrath of Geb and all the funerary gods!
– Sense Natural Hazard: This ability grants an earth spirit a +2 racial bonus on Spot or Search checks to notice natural hazards like quicksand, green slime, and potential avalanche or cave-in sites.
– Automatic Languages: Common, Terran. Bonus: Auran, Dwarf, Elven, Halfling, Gnoll, Gnome.
– Favored Class: Druid.
Concept:
When the gods created the Divine Races, Geb and Nut longed for each other, believing they could find no solace save for in each others arms. It was only after the creation of humanity by all the gods that Geb realized he might enjoy union with his wife vicariously through his offspring, and so the Erpat were created as lovers of Nut’s race. However, her race never came to be, for Ra learned of her plans and, fearing another group of gods would be born, forbade her from creating any offspring on earth. Thus, Nut was contented with the creation of the Zodiac creatures (see new template). The Erpat, haunted by a deep sense of unfulfilled longing as they gazed at the stars, found a new purpose after the Cataclysm. The land had been destroyed and cried for a healer – the Erpat would answer that call, maintaining oases, guarding wells, curing disease, and driving off aberrations. Their name means “hereditary chiefs” and comes from the belief among Geb’s faithful that he was the first pharaoh.
I've been getting a lot of help on these forums recently, and if anyone has a thread they're working on and need a pair of fresh eyes to check it out, just post your threat with your reply. Thanks!
