Post by blackestofmages on Oct 23, 2011 16:58:00 GMT -5
so, first look at earth type, mostly expanded some abilites and added in some good old smashing to the type. warning: this versions not very sublte
also, currently without the sand abilites, sicne they felt a little unneeded, and like they'd fit better as a dual-type thingy:
not very well formated at the moment
Earth-Type Zanpakuto can excrete powerful acids to debilitate their foes, strike them with the weight of the mountains or even turn the very ground against their foes
special: To activate any earth type ability, you must at least be touching some earth (stone/metal/sand whathaveyou), or at least be in a place where some is present. these abilities still persist even without this condition, but if they are deactivated, then they cannot be reactivated until this condition is met again.
this does not apply to the Acid Blade or One-Ton Hammer ability chains.
Acid Blade
prerequisites: None
Activation Cost: None
Your zanpakuto deals acid damage instead of slashing damage. You can choose to have any of your zanpakuto abilities, or any Kido spells you cast, deal acid damage instead of their normal damage. You can choose to have any creature you summon gain the acid subtype and deal acid damage.
One Ton Hammer
prerequisites: None
Activation Cost: None
Your zanpakuto takes on a much heavier form, the blade comprised of heavy stone. Your zanpakuto deals bludgeoning damage. If you are a Kido/expert shinigami, it now deals damage equal to a warrior shinigami of the same level. If you are a warrior shinigami/arrancar, it now deals damage equal to a character 4 levels higher (or 2d12 at level 20).
Two Ton Hammer
prerequisites: One-ton hammer, one other earth ability
activation cost: 1 sep
As a move-equivalent action, your gather more earth around your blade, increasing the weight and destructive force. your melee attacks deal an extra 1d6 damage, and ignore 5 points of damage reduction, but your base land speed is reduced by 5 feet, and you suffer a -2 penalty to your dexterity. It must be wielded in two hands
Ten Ton Hammer
prerequisites: Two-ton hammer, one other earth ability
activation cost: 2 sep
The bonus from your two ton hammer increases to 2d6 damage, and ignoring 10 points of damage reduction, but the penalties increase to -10 feet of movement speed, and -4 dexterity.
Corrosive Blade
Prerequisites: None
Activation Cost: 1 sep
As a move equivalent action, you can coat your zanpakuto in a highly corrosive acid that deals an additional 2d6 points of acid damage. This lasts until you let go of your zanpakuto, or reseal it.
Improved Corrosive Blade
Prerequisites: None
Activation Cost: 2 sep
The bonus damage from corrosive blade becomes 4d6 acid damage, instead of 2d6.
Greater Corrosive Blade
Prerequisites: None
Activation Cost: 3 sep
The bonus damage from corrosive blade becomes 6d6 acid damage, instead of 4d6.
Swift corrosive blade
Prerequisites: Corrosive Blade
Activation Cost: as corrosive blade
You can coat your zanpakuto in acid (see corrosive blade) as a swift or immediate action instead of a move-equivalent action.
Lingering Acid
Prerequisites: Corrosive Blade
Activation Cost: None
whenever you strike someone wit your corrosive blade, some of the acid remains on the victim. At the start of their next turn, they suffer ½ the damage from your corrosive blade again. This ability can be taken multiple times; each time increases the duration of which the acid stays on the target
Voracious Acid
Prerequisites: Corrosive Blade, Lingering Acid, two other earth type abilities
Activation cost: None
each turn an enemy is damaged by your Lingering Acid, their AC is reduced by 2.
this ability can be taken multiple times. It's effects stack
Acid Wave
prerequisites: Corrosive Blade
Activation cost: 3 sep
This allows you to unleash a burst of acid in either a 60 foot line, a 30 ft cone or a 20 ft burst. The Acid deals damage equal to your corrosive blade (and improvements, if appropriate). Any creature in the area is entitled to a reflex save for half damage, with a dc of (10 + ½ character level + reistu stat modifier). Any creature that fails it's reflex save is also effected with your Lingering Acid ability, if you possess it.
your corrosive blade does not need to be active to use this ability
Acid Adaptation
prerequisites: None
Activation Cost: None
You gain 10 acid resistance.
You may take this ability multiple times. Each time increases your acid resistance by 10
Acid Absorption
prerequisites: Acid resistance 50
Activation Cost: None
you become immune to acid damage of all kinds. In addition, when your are hit by an acid attack, you are instead healed for ½ the amount of damage it would otherwise have caused.
Megaton Hammer
prerequisites: one ton hammer, one other Earth-Type ability
Activation cost: 1/5/9 sep
You gain the ability to use the mountain hammer manoeuvre, and all advanced versions, for the costs listed above. You do not need to ready these manoeuvres, only pay the SEP cost.
These do not count towards the prerequisites for any other manoeuvres.
Scion of the Mountain
perquisites: two other earth type abilites:
activation cost: 2 sep
you can activate this ability as a free action. It lasts until the start of your next turn. For that turn, you gain the following benefits:
King under the Mountain
Prerequisites: scion of the mountain, specalised, six other Earth-Type abilities
Activation cost: 3 sep
the benefits from your scion of the mountain ability are changed to the following:
Stoneform:
Prerequisites: four other earth-Type abilites
activation cost: 7 sep
Your form becomes made of heavy, resistant stone slabs, vastly increasing your strength but linking you to the earth. Activating this is a move equivalent action that lasts until you decide to cancel it, or you fall unconcious/reseal your zanpakuto
You gain a +4 enhancement bonus to Strength and Constitution and a +5 competence bonus on Fortitude saves. You also become immune to poisons, stunning, blinding and all fear and nausea effects. You no longer need to breath. Due to your rocky skin, you gain dr 5/adamntine. You gain the earth subtype
However, this comes at a cost: your dexterity is reduced by 4 points, and your movement speed is reduced by 5 feet and your weight increases by a factor of 5. You can no longer swim, only sink, and many things will be unable to support your weight.
Iron Form
prerequisite: Stoneform, 6 other earth type abilities
activation cost: 11 sep
the strength and constitution bonuses from your stone form are increased to +6, and the DR is increased to 10/adamantine. The dexterity penalty is also increased to -6
you now weight 10 times as much as you did before.
Adamantine Form
prerequisites: Iron form, specalised, 8 other earth type abilites
activation cost: 15 sep
the strength and constitution bonuses from your stoneform are increased to +8, as is the dexterity penalty. The damage reduction becomes 10/-. the movement penalty becomes 10 feet.
Whilst in adamantine form, your size become large. If it was already large you gain no benefits. It you where already larger than that, then your size is unchanged
all of your attacks are treated as adamantine for all purposes.
you cannot use both Mythril form and Adamantine form at the same time
Mythril Form
prerequisites: Iron form, specalised, 8 other earth type abilites
activation cost: 15 sep
You suffer no dexterity or movement penalty whilst in stone form. You retain your ability to swim, and your weight is unchanged.
all of your attacks are treated as mythril for all purposes.
Whilst in Mythril form, your size become large. If it was already large you gain no benefits. It you where already larger than that, then your size is unchanged
you cannot use both Mythril form and Adamantine form at the same time
stoneskin
prerequisites: Stoneform
activation cost: 9 sep
You cast stoneskin, as the spell, with a caster level equal to ½ your character level.
Shattering Strike
Prerequisites: None
Activation Cost: 3 sep
As a standard action, you can shatter an area of ground, making the terrain rough and hard to traverse. This ability shatters the earth in a 20 foot radius burst centered on you each time it is used.
Every enemy touching the ground must pass a DC 10 + ½ character level + reistsu stat balance test or fall prone. If they pass, they are instead shaken for one round
The ground becomes rough terrain (requiring 2 squares of movement to traverse), and every creature moving upon it must pass a DC 10 + ½ character level + reistsu stat balance test or fall prone.
You can choose to have the ground become sand or mud after using this ability, if you so wish, so long as the ground could become such (so not wood etc)
Earthen Spears
prerequisites: shattering strike, two other earth type abilities
activation cost: none
Your zanpakuto can manipulate the broken earth into deadly blades. Any enemy in the area of your shattering strike suffers 1d6 damage per four levels (to a minimum of 1d6), which is doubled if they fall over. In addition, any difficult terrain you create causes the same damage to anyone that falls onto it.
This ability can be taken multiple times. Each time increases the damage by 1d6 (2d6 on a trip)
Earthen Surge
prerequisites: Shattering strikes
Activation cost: as shattering strikes.
This ability allows you to shape your shattering strikes burst into either a cone, with a range of 1.5 times that of the burst, or a line with a range equal to twice the burst, and a width equal to ¼. All other factors of the ability remain the same.
Earthen Fortress:
prerequisites: shattering strike
Activation cost: 3 sep
As a free action, when standing on earth, stone, rock, or worked surfaces such as cobblestone or flagstone streets, the square or square that you occupy raises up into a 5-foot pillar, causing the squares adjacent to it to buckle and have the same effects as earth effected by your Shattering Strike.
You may take this ability multiple times, it either increases the height of the pillar by 5 feet or the radius affected by 5 feet. Every time you move, the pillar you were standing on sinks into the ground and another one rises up in its place.
You may suppress this ability as a free action.
Earthen Keep:
prerequisites: Earthen fortress, three other earth type abilities
activation cost: None
The pillars you create with Earthen Fortress do not sink back into the ground after you move away, but instead remain until otherwise changed. You may activate or suppress this ability as a free action.
Pillar of Gia
prerequisites: Earthen Fortress
Activation Cost: 3 sep
Striking the ground, you summon a rising pillar of earth underneath a foe.
Select one square within (30ft + 10 per character level). A pillar of earth rises from the ground, launching whomever is underneath it into the sky. Any target entierly on the targeted area is entitled to a reflex save (dc 10 + ½ character level + reistsu stat modifier) or be launched 10 feet into the air before falling down prone. This is, for all intents and purposes, a trip attack.
The square targeted is treated as being under the effects of your shattering stike ability.
This ability can be taken multiple times. Each time either allows the user to target another square in range, increases the reflex dc by 2, or increases the height the target is launched by 10 ft on a failed save.
Special: If you have Earthen Keep, you can instead choose to keep the targeted area raised. The victims are still tripped, but do not suffer any falling damage. Using this option halves the height
Teraform
prerequisites: none
activation cost: 3 sep
This ability functions like the 2nd level spell Soften Earth and Stone, with an assumed caster level of ½ character level, except that it also allows you to do the reverse, hardening the target as well. You can also use this ability to transform one form of metal to another. Doing so doubles the cost when targeting most special materials, and triples it when targeting adamantine
This ability may be taken multiple times. Each time either increases the effective caster level by 2, though it cannot exceed character level, or the depth by 1 ft
Terrashift
prerequisites: Terraform
activation cost: 7 sep
It functions much like the 6th level spell Move Earth, allowing the Zanpakuto’s wielder to affect any aspect of the earth that they are allowed with the Manipulate Earth ability as per Move Earth’s spell description. The amount of time it takes to change the terrain remains unchanged. Use ½ your character level to determine caster level for determining range.
You may take this ability multiple times, each time allows you to effect earth 10 feet deeper than normal, or reduces the casting time by 1 minute per 150 feet
Stone Cannon:
prerequisites:Terrashift
activation cost: 3 sep
You raise a chunk of rock from the ground and launch it at high velocities towards a chosen target. This is a ranged touch attack with a range of 100 ft + 10ft per character level. You must have a strait line towards the target.
If the touch attack hits, it explodes into a shower of sharp spikes. This is a burst attack that deals 2d6 bludgeoning damage to the initial target, and then half this as piercing damage in a 20ft burst. The victims is entitled to a reflex save (dc 10+
anyone that fails their reflex save must pass a dc (10+ ½ character level + reitsu modifier) fortitude save or be slowed for one round, as the shards of stone dig in painfully and prevent their movement.
This ability can be taken multiple times, each time either increases the initial damage by 2d6, the range by 20 ft, the burst radius by 5 ft or the save dc (both of them) by 2.
Stone Lance:
prerequisites:Terrashift
activation cost: 3 sep
You stamp your foot into the ground, which forms into a speeding lance of of stone. This is a line attack that deals 2d6 piercing damage. Victims are entitled to a reflex save (dc 10 + ½ character level + reitsu modifier) for half damage. The line has a width of 5 feet and a length of 60ft.
The line ignores the hardness of objects in it's way, so long as this is less than 20
This ability can be taken multiple times. Each time increases either the length by 20ft, the width by 5 ft, the damage by 2d6, or the save dc by 2.
Stonebender's fury
prerequisites: specalised, Stone lance or Stone cannon, four other Earth-Type abilities.
activation cost: 3 per lance/cannon
whenever you use your stone lance/cannon abilities, you can fire a number of shots equal to the number of attacks you can make in a round. These can be at separate targets.
Earthquake
prerequisites: Shattering strikes, terrashift, 8 other earth type abilities
activation cost: 11 sep
It functions as the 8th level spell earthquake. It can be taken multiple times, each time increases the radius by 5 feet. Use ½ your character level to determine caster level for determining range.
This ability can be taken multiple times. Each time increases your effective caster level by 2
Law of Gia
prerequisites: 2 other Earth-Type abilities
activation cost: 7 sep
as a move-equivalent, you can invoke the law of Gia. This creates an area, with a radius of 100ft + 10 ft per character level where everything is pulled inexorably towards the ground. This lasts a number of rounds equal to your character level. Anything in or, more importantly, above this area suffers a -10 penalty to jump rolls, and to any attempt to balance off the ground. Any flight speed they have is halved, and their manoeuvrability is reduced by one step. Falling damage in this radius is doubled.
This ability can be taken multiple times. Each Time either increases the radius by 20ft or the duration by 2 rounds
Judgement of Gia
prerequisites: specialised, Law of Gia, 4 other Earth-Type abilites
activation cost: Law of Gia + 3
No flight is possible in your Law of Gia area. Any flyer that enters the radius will find themselves plummeting instead. Shinigami and the like cannot balance on the air,
Landwalker
prerequisites: None
activation cost: none
The earth itself reforms at your feet. You can move freely through all natural terrain where there is at least some earth within 10ft (so not the ocean) this does not apply to manipulated ground.
Earth Form
Terra Diver
prerequisites: none
activation cost: none
You gain a burrow speed equal to your land speed in soft dirt, sand, or clay.
Improved Terra Diver
prerequisites: Terra Diver
activation cost: none
You gain a burrow speed equal to twice your land speed in soft dirt, sand, or clay.
Greater Terra Diver
prerequisites: Improved Terra Diver, two other Earth-Type abilities
activation cost: none
When making a charge from a point underground, you gain +2 to hit. In additional, you gain tremorsense out to 5 feet. You can burrow through packed dirt and similar materials.
Superior Terra Diver
prerequisites: Greater Terra Diver, four other Earth-type abilities
activation cost: none
When making a charge from underground, you no longer take AC penalties, and your tremorsense improves to 15ft. You can burrow through solid rock.
Perfect Terra Diver
perquisites: specialised, Superior terra diver, six other Earth-Type abilities
activation cost: 5 sep to charge
When making a charge from underground, you gain an additional 5 damage for each Earth ability you possess. Your tremorsense increases to 30ft, and your burrow speed improves to three times your land speed.
so, anything I did stupidly pathetic/overpowered, feel free to point it out/slap me/etc ;D
also, currently without the sand abilites, sicne they felt a little unneeded, and like they'd fit better as a dual-type thingy:
not very well formated at the moment
Earth-Type Zanpakuto can excrete powerful acids to debilitate their foes, strike them with the weight of the mountains or even turn the very ground against their foes
special: To activate any earth type ability, you must at least be touching some earth (stone/metal/sand whathaveyou), or at least be in a place where some is present. these abilities still persist even without this condition, but if they are deactivated, then they cannot be reactivated until this condition is met again.
this does not apply to the Acid Blade or One-Ton Hammer ability chains.
Acid Blade
prerequisites: None
Activation Cost: None
Your zanpakuto deals acid damage instead of slashing damage. You can choose to have any of your zanpakuto abilities, or any Kido spells you cast, deal acid damage instead of their normal damage. You can choose to have any creature you summon gain the acid subtype and deal acid damage.
One Ton Hammer
prerequisites: None
Activation Cost: None
Your zanpakuto takes on a much heavier form, the blade comprised of heavy stone. Your zanpakuto deals bludgeoning damage. If you are a Kido/expert shinigami, it now deals damage equal to a warrior shinigami of the same level. If you are a warrior shinigami/arrancar, it now deals damage equal to a character 4 levels higher (or 2d12 at level 20).
Two Ton Hammer
prerequisites: One-ton hammer, one other earth ability
activation cost: 1 sep
As a move-equivalent action, your gather more earth around your blade, increasing the weight and destructive force. your melee attacks deal an extra 1d6 damage, and ignore 5 points of damage reduction, but your base land speed is reduced by 5 feet, and you suffer a -2 penalty to your dexterity. It must be wielded in two hands
Ten Ton Hammer
prerequisites: Two-ton hammer, one other earth ability
activation cost: 2 sep
The bonus from your two ton hammer increases to 2d6 damage, and ignoring 10 points of damage reduction, but the penalties increase to -10 feet of movement speed, and -4 dexterity.
Corrosive Blade
Prerequisites: None
Activation Cost: 1 sep
As a move equivalent action, you can coat your zanpakuto in a highly corrosive acid that deals an additional 2d6 points of acid damage. This lasts until you let go of your zanpakuto, or reseal it.
Improved Corrosive Blade
Prerequisites: None
Activation Cost: 2 sep
The bonus damage from corrosive blade becomes 4d6 acid damage, instead of 2d6.
Greater Corrosive Blade
Prerequisites: None
Activation Cost: 3 sep
The bonus damage from corrosive blade becomes 6d6 acid damage, instead of 4d6.
Swift corrosive blade
Prerequisites: Corrosive Blade
Activation Cost: as corrosive blade
You can coat your zanpakuto in acid (see corrosive blade) as a swift or immediate action instead of a move-equivalent action.
Lingering Acid
Prerequisites: Corrosive Blade
Activation Cost: None
whenever you strike someone wit your corrosive blade, some of the acid remains on the victim. At the start of their next turn, they suffer ½ the damage from your corrosive blade again. This ability can be taken multiple times; each time increases the duration of which the acid stays on the target
Voracious Acid
Prerequisites: Corrosive Blade, Lingering Acid, two other earth type abilities
Activation cost: None
each turn an enemy is damaged by your Lingering Acid, their AC is reduced by 2.
this ability can be taken multiple times. It's effects stack
Acid Wave
prerequisites: Corrosive Blade
Activation cost: 3 sep
This allows you to unleash a burst of acid in either a 60 foot line, a 30 ft cone or a 20 ft burst. The Acid deals damage equal to your corrosive blade (and improvements, if appropriate). Any creature in the area is entitled to a reflex save for half damage, with a dc of (10 + ½ character level + reistu stat modifier). Any creature that fails it's reflex save is also effected with your Lingering Acid ability, if you possess it.
your corrosive blade does not need to be active to use this ability
Acid Adaptation
prerequisites: None
Activation Cost: None
You gain 10 acid resistance.
You may take this ability multiple times. Each time increases your acid resistance by 10
Acid Absorption
prerequisites: Acid resistance 50
Activation Cost: None
you become immune to acid damage of all kinds. In addition, when your are hit by an acid attack, you are instead healed for ½ the amount of damage it would otherwise have caused.
Megaton Hammer
prerequisites: one ton hammer, one other Earth-Type ability
Activation cost: 1/5/9 sep
You gain the ability to use the mountain hammer manoeuvre, and all advanced versions, for the costs listed above. You do not need to ready these manoeuvres, only pay the SEP cost.
These do not count towards the prerequisites for any other manoeuvres.
Scion of the Mountain
perquisites: two other earth type abilites:
activation cost: 2 sep
you can activate this ability as a free action. It lasts until the start of your next turn. For that turn, you gain the following benefits:
- Any Stone Dragon stance that requires you to not move more than 5 feet in a round instead requires you to not move more than half your base land speed in a round.
- Giant's Stance, if you possess the stance, has a size cap of Huge.
- You may multiply the amount of any forced movement caused by a Stone Dragon strike by 2.
King under the Mountain
Prerequisites: scion of the mountain, specalised, six other Earth-Type abilities
Activation cost: 3 sep
the benefits from your scion of the mountain ability are changed to the following:
- Any Stone Dragon stance that requires you to not move more than 5 feet in a round instead requires you to not move more than your base land speed in a round.
- Earthstrike Quake's area, if you possess the manoeuvre, is a burst equal to character level * 10 in feet. When using Earthstrike, you can also use Shattering strike as a swift action
- Giant's Stance, if you possess the stance, has a size cap of Gargantuan
- You may multiply the amount of any forced movement caused by a Stone Dragon strike by 3.
Stoneform:
Prerequisites: four other earth-Type abilites
activation cost: 7 sep
Your form becomes made of heavy, resistant stone slabs, vastly increasing your strength but linking you to the earth. Activating this is a move equivalent action that lasts until you decide to cancel it, or you fall unconcious/reseal your zanpakuto
You gain a +4 enhancement bonus to Strength and Constitution and a +5 competence bonus on Fortitude saves. You also become immune to poisons, stunning, blinding and all fear and nausea effects. You no longer need to breath. Due to your rocky skin, you gain dr 5/adamntine. You gain the earth subtype
However, this comes at a cost: your dexterity is reduced by 4 points, and your movement speed is reduced by 5 feet and your weight increases by a factor of 5. You can no longer swim, only sink, and many things will be unable to support your weight.
Iron Form
prerequisite: Stoneform, 6 other earth type abilities
activation cost: 11 sep
the strength and constitution bonuses from your stone form are increased to +6, and the DR is increased to 10/adamantine. The dexterity penalty is also increased to -6
you now weight 10 times as much as you did before.
Adamantine Form
prerequisites: Iron form, specalised, 8 other earth type abilites
activation cost: 15 sep
the strength and constitution bonuses from your stoneform are increased to +8, as is the dexterity penalty. The damage reduction becomes 10/-. the movement penalty becomes 10 feet.
Whilst in adamantine form, your size become large. If it was already large you gain no benefits. It you where already larger than that, then your size is unchanged
all of your attacks are treated as adamantine for all purposes.
you cannot use both Mythril form and Adamantine form at the same time
Mythril Form
prerequisites: Iron form, specalised, 8 other earth type abilites
activation cost: 15 sep
You suffer no dexterity or movement penalty whilst in stone form. You retain your ability to swim, and your weight is unchanged.
all of your attacks are treated as mythril for all purposes.
Whilst in Mythril form, your size become large. If it was already large you gain no benefits. It you where already larger than that, then your size is unchanged
you cannot use both Mythril form and Adamantine form at the same time
stoneskin
prerequisites: Stoneform
activation cost: 9 sep
You cast stoneskin, as the spell, with a caster level equal to ½ your character level.
Shattering Strike
Prerequisites: None
Activation Cost: 3 sep
As a standard action, you can shatter an area of ground, making the terrain rough and hard to traverse. This ability shatters the earth in a 20 foot radius burst centered on you each time it is used.
Every enemy touching the ground must pass a DC 10 + ½ character level + reistsu stat balance test or fall prone. If they pass, they are instead shaken for one round
The ground becomes rough terrain (requiring 2 squares of movement to traverse), and every creature moving upon it must pass a DC 10 + ½ character level + reistsu stat balance test or fall prone.
You can choose to have the ground become sand or mud after using this ability, if you so wish, so long as the ground could become such (so not wood etc)
Earthen Spears
prerequisites: shattering strike, two other earth type abilities
activation cost: none
Your zanpakuto can manipulate the broken earth into deadly blades. Any enemy in the area of your shattering strike suffers 1d6 damage per four levels (to a minimum of 1d6), which is doubled if they fall over. In addition, any difficult terrain you create causes the same damage to anyone that falls onto it.
This ability can be taken multiple times. Each time increases the damage by 1d6 (2d6 on a trip)
Earthen Surge
prerequisites: Shattering strikes
Activation cost: as shattering strikes.
This ability allows you to shape your shattering strikes burst into either a cone, with a range of 1.5 times that of the burst, or a line with a range equal to twice the burst, and a width equal to ¼. All other factors of the ability remain the same.
Earthen Fortress:
prerequisites: shattering strike
Activation cost: 3 sep
As a free action, when standing on earth, stone, rock, or worked surfaces such as cobblestone or flagstone streets, the square or square that you occupy raises up into a 5-foot pillar, causing the squares adjacent to it to buckle and have the same effects as earth effected by your Shattering Strike.
You may take this ability multiple times, it either increases the height of the pillar by 5 feet or the radius affected by 5 feet. Every time you move, the pillar you were standing on sinks into the ground and another one rises up in its place.
You may suppress this ability as a free action.
Earthen Keep:
prerequisites: Earthen fortress, three other earth type abilities
activation cost: None
The pillars you create with Earthen Fortress do not sink back into the ground after you move away, but instead remain until otherwise changed. You may activate or suppress this ability as a free action.
Pillar of Gia
prerequisites: Earthen Fortress
Activation Cost: 3 sep
Striking the ground, you summon a rising pillar of earth underneath a foe.
Select one square within (30ft + 10 per character level). A pillar of earth rises from the ground, launching whomever is underneath it into the sky. Any target entierly on the targeted area is entitled to a reflex save (dc 10 + ½ character level + reistsu stat modifier) or be launched 10 feet into the air before falling down prone. This is, for all intents and purposes, a trip attack.
The square targeted is treated as being under the effects of your shattering stike ability.
This ability can be taken multiple times. Each time either allows the user to target another square in range, increases the reflex dc by 2, or increases the height the target is launched by 10 ft on a failed save.
Special: If you have Earthen Keep, you can instead choose to keep the targeted area raised. The victims are still tripped, but do not suffer any falling damage. Using this option halves the height
Teraform
prerequisites: none
activation cost: 3 sep
This ability functions like the 2nd level spell Soften Earth and Stone, with an assumed caster level of ½ character level, except that it also allows you to do the reverse, hardening the target as well. You can also use this ability to transform one form of metal to another. Doing so doubles the cost when targeting most special materials, and triples it when targeting adamantine
This ability may be taken multiple times. Each time either increases the effective caster level by 2, though it cannot exceed character level, or the depth by 1 ft
Terrashift
prerequisites: Terraform
activation cost: 7 sep
It functions much like the 6th level spell Move Earth, allowing the Zanpakuto’s wielder to affect any aspect of the earth that they are allowed with the Manipulate Earth ability as per Move Earth’s spell description. The amount of time it takes to change the terrain remains unchanged. Use ½ your character level to determine caster level for determining range.
You may take this ability multiple times, each time allows you to effect earth 10 feet deeper than normal, or reduces the casting time by 1 minute per 150 feet
Stone Cannon:
prerequisites:Terrashift
activation cost: 3 sep
You raise a chunk of rock from the ground and launch it at high velocities towards a chosen target. This is a ranged touch attack with a range of 100 ft + 10ft per character level. You must have a strait line towards the target.
If the touch attack hits, it explodes into a shower of sharp spikes. This is a burst attack that deals 2d6 bludgeoning damage to the initial target, and then half this as piercing damage in a 20ft burst. The victims is entitled to a reflex save (dc 10+
anyone that fails their reflex save must pass a dc (10+ ½ character level + reitsu modifier) fortitude save or be slowed for one round, as the shards of stone dig in painfully and prevent their movement.
This ability can be taken multiple times, each time either increases the initial damage by 2d6, the range by 20 ft, the burst radius by 5 ft or the save dc (both of them) by 2.
Stone Lance:
prerequisites:Terrashift
activation cost: 3 sep
You stamp your foot into the ground, which forms into a speeding lance of of stone. This is a line attack that deals 2d6 piercing damage. Victims are entitled to a reflex save (dc 10 + ½ character level + reitsu modifier) for half damage. The line has a width of 5 feet and a length of 60ft.
The line ignores the hardness of objects in it's way, so long as this is less than 20
This ability can be taken multiple times. Each time increases either the length by 20ft, the width by 5 ft, the damage by 2d6, or the save dc by 2.
Stonebender's fury
prerequisites: specalised, Stone lance or Stone cannon, four other Earth-Type abilities.
activation cost: 3 per lance/cannon
whenever you use your stone lance/cannon abilities, you can fire a number of shots equal to the number of attacks you can make in a round. These can be at separate targets.
Earthquake
prerequisites: Shattering strikes, terrashift, 8 other earth type abilities
activation cost: 11 sep
It functions as the 8th level spell earthquake. It can be taken multiple times, each time increases the radius by 5 feet. Use ½ your character level to determine caster level for determining range.
This ability can be taken multiple times. Each time increases your effective caster level by 2
Law of Gia
prerequisites: 2 other Earth-Type abilities
activation cost: 7 sep
as a move-equivalent, you can invoke the law of Gia. This creates an area, with a radius of 100ft + 10 ft per character level where everything is pulled inexorably towards the ground. This lasts a number of rounds equal to your character level. Anything in or, more importantly, above this area suffers a -10 penalty to jump rolls, and to any attempt to balance off the ground. Any flight speed they have is halved, and their manoeuvrability is reduced by one step. Falling damage in this radius is doubled.
This ability can be taken multiple times. Each Time either increases the radius by 20ft or the duration by 2 rounds
Judgement of Gia
prerequisites: specialised, Law of Gia, 4 other Earth-Type abilites
activation cost: Law of Gia + 3
No flight is possible in your Law of Gia area. Any flyer that enters the radius will find themselves plummeting instead. Shinigami and the like cannot balance on the air,
Landwalker
prerequisites: None
activation cost: none
The earth itself reforms at your feet. You can move freely through all natural terrain where there is at least some earth within 10ft (so not the ocean) this does not apply to manipulated ground.
Earth Form
Terra Diver
prerequisites: none
activation cost: none
You gain a burrow speed equal to your land speed in soft dirt, sand, or clay.
Improved Terra Diver
prerequisites: Terra Diver
activation cost: none
You gain a burrow speed equal to twice your land speed in soft dirt, sand, or clay.
Greater Terra Diver
prerequisites: Improved Terra Diver, two other Earth-Type abilities
activation cost: none
When making a charge from a point underground, you gain +2 to hit. In additional, you gain tremorsense out to 5 feet. You can burrow through packed dirt and similar materials.
Superior Terra Diver
prerequisites: Greater Terra Diver, four other Earth-type abilities
activation cost: none
When making a charge from underground, you no longer take AC penalties, and your tremorsense improves to 15ft. You can burrow through solid rock.
Perfect Terra Diver
perquisites: specialised, Superior terra diver, six other Earth-Type abilities
activation cost: 5 sep to charge
When making a charge from underground, you gain an additional 5 damage for each Earth ability you possess. Your tremorsense increases to 30ft, and your burrow speed improves to three times your land speed.
so, anything I did stupidly pathetic/overpowered, feel free to point it out/slap me/etc ;D