Earthstoker (Character Kit)

Society: Most earthstokers are druids, but their ranks include specialty priests whose patron deities include nature, mountains, and the elements in their portfolios. Most earthstokers, known as watchers, spend their lives studying a particular volcanic region. A minority, called wanderers, roam the earth searching for new seismic phenomenon and tracking rogue wizards and other magical disturbances. A future earthstoker must serve a rigorous, often isolated apprenticeship filled with tests intended to challenge the apprentice's strength, both physical and moral. Masters often send their students into wild regions, forbidding them to return until they have mastered their developing magical powers. 
Role: The earthstokers' primary goal 
is to preserve the balance of seismic force. All else is secondary. Because of this view, earthstokers are sometimes viewed as reclusive, remote, or even evil. Ironically, it is usually their love of life that draws earthstokers to their task. 
The earthstokers' first duty is to detect pent-up energy within the earth and release it before it builds to devastating levels. These releases cause minor seismic events. (See the Consequences of Volcano Magic sidebar.) The measurement for seismic energy is known as a Seismic Force Point (SFP). When enough points accumulate in a given region, they burst in a seismic event of unpredictable force and duration. Earthstokers minimize these events by triggering or dissipating SFPs through spells. Many spells release SFPs, and a few spells deplete them (denoted by negative numbers). When an earthstoker casts a spell that depletes SFPs, there must be enough points accumulated in a region for the spell to function. Thus, the DM who includes more than one earthstoker in the campaign should consider creating a simple SFP map and keeping track of the changes in the SFP level from area to area. 
Requirements: Earthstokers are neutral. The exceptions are specialty priests, who may be lawful neutral, chaotic neutral, neutral good, or neutral evil. With each level gained as an earthstoker, a specialty priest has a 20% cumulative chance of shifting his or her alignment to true neutral. Earthstokers can be of any race. An earthstoker needs a Wisdom score of 14 or above to understand the relationships between seismic energy and the earth, and a Constitution score of 14 or above to survive the effects of volcano magic. 
Weapon Proficiencies: Dagger, Staff, Spear, Javelin, any Pole-arm. 
Nonweapon Proficiencies:
* Bonus: Geonosy.
* Required: Local History (for watchers). Direction Sense (for wanderers), Mountaineering. 
* Recommended: Firebuilding, Ancient History, Weather Sense, Healing, Animal Lore, Endurance, Survival. 
Equipment: Earthstokers wear a form of tough, treated leather armor that cov¬ ers most of their bodies (AC 7, -2 to AC vs. heat-based attacks), and their faces are usually veiled with light cotton. They know that volcanic gases, hot enough to bum skin, often flow too fast to ignite leather or fabric. Earthstokers are not interested in personal possessions or wealth, except for unusual metals and implements they invent to help them in their work. 
Special Benefits: Earthstokers gain a +2 bonus to saving throws against any elemental attacks on the Prime Material Plane as well as the Inner Planes. Earthstokers can access powerful spells, including some normally reserved for wizards. Listed below are special spell enhancements and variations that earthstokers learn as they advance in level. These are not bonus spells; earthstokers earn bonus spells as do druids or priests. SFPs affected are noted. At 1st level, earthstokers casting endure heat/cold are protected in temperatures up to 600 °F and as low as -200 °F. 
Also at 1st level, earthstokers can detect seismic energy. Range, duration, and other aspects of this ability are similar to the detect magic spell, except that the depth of the area of effect extends to the center of the earth. A strong force from deep beneath the ground might be confused with a weak force closer to the surface. The caster has a 20% chance to accurately detect whether the energy detected poses an immediate danger. This percentage rises by five percentage points per level of the caster, up to 95%. At 4th level, earthstokers who cast reflecting pool can view conditions on top of a nearby volcano. This apprises the earthstoker of any possible volcanic activity and allows him or her to cast certain spells (as noted in the spell description) through the pool. At 5th level, earthstokers casting the protection from fire spell can harness SFPs to absorb up to 24 points of heat or fire damage per level of the caster (rather than the usual 12 per level) before the spell is negated. SFP: -25. At 7th level, earthstokers can use wall offeree to alter flows of lava. When doing so, the range and duration of this spell are doubled. SFP: 2(X). Earthstokers of 9th level or greater can cast meteor storm once per day against those who threaten the seismic balance. Earthstokers know through their studies that, in ancient times, cataclysmic meteorite impacts created hotspots in the earth. SFP: 800. 
Special Hindrances: Earthstokers face a host of dangers as they carry out their work in inhospitable conditions. They cast spells only for important reasons. Unless under direct attack, they must try to determine the amount of seismic energy in a region before using any magical powers (other than divinatory abilities). They are not permitted to cast spells that release more than 400 SFPs in a given region unless exposed to a specific emergency. Their most powerful spells require long casting periods. For everyday problems, they call upon the nonweapon proficiencies they learned during their long apprenticeships. Earthstokers also face social problems and dangers posed by people who mistrust them. Because their activities are so shrouded in mystery, most people do not understand their beneficial role. Because earthstokers must sometimes add SFPs to regions where they are depleted, superstitious people often attribute every natural disaster to the presence of earthstokers. 
Major Spheres: Volcano Magic (see 
below), Elemental, Evocation 
Minor Spheres: Combat, Divination, 
Numbers 
Prohibited Spheres: Charm, Illusion, 
Necromantic 
The earthstoker's most powerful tool is volcano magic. Volcano magic "pulls energy from the elements and channels it directly into spell effects. This magic is related to both the Elemental sphere and the school of Evocation. The forces that activate this magic come from both seismic energy and the earthstoker's connection with nature. Earthstokers guard these spells zealously. They fear that undisciplined spellcasters might gain control over their magic with devastating consequences. If the earthstokers feel that a spellcaster knows enough about these spells, they offer the outsider the chance to join their ranks. Spellcasters who refuse this offer or who fail the rigorous test of apprenticeship are hunted as dangerous rogues by all earthstokers, who consider them the most dangerous prey. 
== Forewarning ==
Level: 2 
Sphere: Elemental /Divination 
Range: 1 square mile 
Components: V, S, M 
Duration: 1 hour 
Casting Time: 3 
Area of Effect: 10 square miles 
Saving Throw: None 
SFP: 1 
This spell enables the caster to predict a coming volcanic eruption or earthquake within 1d6 days of its occurrence. The caster can also accurately predict the epicenter of the event within 100 square yards. The spell is usually cast by meditating, but if an earthstoker is in an area where the event will occur, the knowledge might simply come. The caster can predict only those events occurring within the area of effect—and only natural events, not those created by magic. The material components are two lodestones that must be thrown together like dice; they are not consumed in the 
casting of the spell. 
== Renew Earth ==
Level: 3 
Sphere: Elemental/Creation 
Range: 1 square mile 
Components: V, S, M 
Duration: One year 
Casting Time: 8 
Area of Effect: 10 square yards/level of 
caster (see below) 
Saving Throw: None 
SFP: -10/square yard 
When cast in a region devastated by a volcanic eruption, this spell speeds the renewal of plant life by a factor of four. It can also be cast over any area of land to speed normal patterns of growth by the same factor. The spell works by drawing plant and animal life into the affected region. Normally, an area devastated by volcanic activity must depend on vagaries of wind and animal migration to reseed itself with plant life. Renew earth activates minerals in the soil to attract animals and plant life immediately. A barren region produces small hardy plants within a few weeks and tree seedlings within a year. The spell depletes SFPs because it harnesses seismic energy to renew the soil. Because seismic events often enrich soil by leaving mineral deposits, the spell's area of effect is doubled if it is cast within 10 days of such an event. The material components for this spell are a pinch of volcanic dust and a small piece of fire weed, a plant that thrives in volcanic soil. Both components are consumed in the casting. 
== Seismic Trigger ==
Level: 4 
Sphere: Elemental/Numbers 
Range: 1 square mile 
Components: V, S, M 
Duration: 1 hour 
Casting Time: 2 
Area of Effect: 1 square mile 
Saving Throw: None 
SFP: See below Earthstokers use this spell to release pent-up seismic force points in small doses in a given area, preventing SFPs from reaching a critical level. To determine the number of SFPs released, roll 3d 100. To determine what seismic events are triggered by the casting of this spell, consult the consequences of Volcano Magic sidebar. The force released by a single casting of this spell triggers mudpots, splattercones, solfatara, and sulfurous fumes. (See the Consequences of Volcano Magic sidebar.) Multiple castings of seismic trigger on a single area are cumulative, so several careless earthstokers could trigger more dangerous effects. 
The number of SFPs returns to normal at a gradual rate of 10 SFPs per day. The material components for this spell are two lodestones shaken inside a tinder box; these components are not consumed in the casting. Countering Volcano Magic Because Volcano spells use magic to set natural events in motion, antimagic spells and effects function against them only during casting. After the spell is cast, it is no longer vulnerable to dispel magic and similar spells. This condition applies only to specific Volcano magic spells, not Elemental spells in general. Events triggered by the release of seismic force points are never vulnerable to anti-magic spells and effects. 
SFP Values of Existing Spells Certain spells affect SFPs in the area in which they are cast. The list below includes those known to earthstokers, but DMs are encouraged to add to the list as they introduce new spells to the campaign. When one of these spells disrupts the seismic balance, earthstokers are quick to investigate the source. 
== New Proficiency: Geonosy ==
' This proficiency gives the earthstoker a 
better chance to recognize signs of volcanic activity and to survive its effects. PCs with this proficiency gain a +1 bonus per proficiency slot (up to +4 maximum) to saving throws vs. earth and fire-based magic and suffer -1 point of damage per slot (up to -6 max¬ imum) from any source of volcanic activity. Proficient geonists learn ways of coping with dangerous volcanic conditions, such as tying wet scarves around their faces. Characters with Geonosy can predict the number of SFPs (seismic force points) in an area with an error margin of IdlOO SFPs and can distinguish volcanic rocks from sedimentary ones.
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