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Home > Spells > Earthquake
Evocation [Earth]
Level: | Clr 8, Destruction 8, Drd 8, Earth 7 |
---|---|
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | 80-ft.-radius spread (S) |
Duration: | 1 round |
Saving Throw: | See text |
Spell Resistance: | No |
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
Open Ground
Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
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- 3Game Rule Components
- 6Side Notes
Introduction[edit]
The build begins with the commoner from the DMG. His saves are base zero which will allow you to get the Survivor PRC from savage species. But you need to have white dragon spawn template from Dragonlance which gives you +2 to con. You'll need an 18 in con for this build the other stats are actually not as important.
References[edit]
Dragon Spawn Template--Dragonlance Campaign SettingCommoner--DMGSurvivor--Savage SpeciesWarrior--Arcana Unearthed
Game Rule Components[edit]
Feats[edit]
Toughness, roll with it(Savage Species)...
Items[edit]
Just to make him harder to hurt get a ring or cloak of resistance as soon as you can and maybe an amulet of Health for the extra hit points
Progression[edit]
Starting Ability Scores (Before Racial Adjustments): Str:11 Con:18 Dex:15 Int:10 Wis:10 Cha:9
Race Human with the whitedragon spawn template (Templates):
Starting Racial Traits: White Dragon spawn template grants +7 natural armor, Flight at twice the movement speed, natural weapons of bite and claw attacks at -5 the base attack, Breath weapon 2d6 cone of cold (reflex for half), death throes (when you die you explode in a 10 foot square d6 reflex for half), Spellcasting as a first level sorcerer, darkvision 30', +2 con and dex. +1 lvl adjustment
ECL | Class/HD/LA | Bab | Fort | Ref | Will | Feats | Skills | Special |
---|---|---|---|---|---|---|---|---|
1st | Whitedragon spawn 1 | +0 | +0 | +0 | +0 | Toughness, roll with it | see template features | |
2nd | Commoner | +0 | +0 | +0 | +0 | Next level hello survivor. | ||
3rd | Survivor | +0 | +2 | +2 | +2 | roll with it | Uncanny dodge(dex to AC) | |
4th | Survivor | +0 | +3 | +3 | +3 | Evasion | +1 dex. | |
5th | Survivor | +0 | +3 | +3 | +3 | uncanny dodge (can't be flanked) | ||
6th | Survivor | +0 | +4 | +4 | +4 | roll with it | improved evasion | |
7th | Survivor | +0 | +4 | +4 | +4 | damage reduction 5/- | ||
8th | warrior | +1 | +4 | +6 | +4 | Bonus feat: roll with it | +1 to dex |
Other Components[edit]
Highlights[edit]
At level 8 you have DR13/- and if your allowed to take flaws you get two more stacks to make the DR17/-. You should try to get a +4 cloak of resistance to get your saves as follows: Fort +9 (without resistance cloak) Ref: +8 (w/o CoR) Will: +4 (w/o CoR). Improved evasion allows you not to take damage from area effects and traps. High DR so you can take damage and ignore most of it.
Munchkin-Size Me[edit]
Again get a cloak of Resistance and something that can enhance your reflex stat.
With 1st level sorcerer spells cast true strike before entering combat.
Side Notes[edit]
Survivor states that you can only enter this PRC if your base saves are lower than your level. repeat warrior till tenth level. If you have a DM that allows you to take flaws get roll with it two more times. The Feat Roll with it gives you DR 2/- if you have damage reduction. It also stacks with itself. till you get the last level of survivor its useless. Get as high of a reflex you can it will help with area spells.arcana unearthed warriors can have a fast save progression in one save and a slow progression in the other two. Here you want to put it in Reflex high saves and DR but low BAB.
Limitations[edit]
D Jd F
the only true draw back is the low BAB.
DM Counters[edit]
Use ability drain touch attacks and something that can break the DR 13/- or dr 17/- w/ flaws. Something with a high AC and good BAB could possibly widdle down this build. Spells, spell-like abilities, and energy damage are not prevented by DR (DMG pg 291-292).
D&d 3.5 Roof Cave In Dmg 1
Miscellaneous[edit]
Back to Main Page → 3.5e Homebrew → Optimized Character Builds
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