Earthkin

Tied to the elemental plane of earth, earthkin creatures are able to manipulate and control earth.

advantages
IP Benefit
1 Sense moving creatures within 10 ft while touching earth/stone (cannot see through walls)
2 Tremorsense (active): 30 ft range for 1 minute, 1/rest (requires ground contact)
3 Passive Tremorsense 30 ft (always on when in contact with natural earth/stone)
1 +1 natural AC (stacks with armor)
2 +2 natural AC, but reduces Dexterity bonus to AC by 1 (min 0)
3 Resistance to nonmagical melee damage (reduce all such damage by 2)
1 Dig at half speed through soft earth or sand
2 Burrow speed equal to 10 ft through earth, sand, or clay
3 Burrow speed equals land speed; may create tunnels wide enough for Medium creatures
1 Dig horizontal or vertical tunnels at half speed
2 Ignore collapse risk while tunneling, and tunnels remain stable
3 Create reinforced, passable tunnels for party (10 ft/min; no checks required)
1 Move or shape 5 lbs of earth/stone as a cantrip (5 ft/round)
2 Cast ā€˜earth shaping’ spell (GM sets limits; move up to a 5 ft cube, 1/rest)
3 Create a 10 ft stone/earth barricade or spike once per day
1 +2 on saves vs. high heat, magma, or fire-based effects
2 Resist fire and magma damage by 5 (or resistance 5 in PF/DnD)
3 Immunity to nonmagical fire and can safely touch/stand on magma
1 Sense nearby ferrous metal (as detect metal, 30 ft radius)
2 Magnetize or move small metal objects (less than 10 lbs) at-will
3 Shape up to 10 lbs of metal each day (soften, flatten, twist, etc, nonmagical)
1 Once per rest, heal an ally by touch (1d4 HP, must be on stone/earth)
2 Add +1 to melee damage rolls when standing on stone or earth
3 Your touch grants an ally or yourself resistance to bludgeoning (resist 3) for 1 hour, 1/day
1 +2 to saves vs. fire or magma effects
2 1/day, convert half fire damage taken into healing (max heal = level)
3 Immunity to non-magical fire & treat magical fire as 1 level lower
1 Know and speak Terran or Earthkin language fluently
2 Read, speak, and comprehend allied elemental languages (e.g., Firekin, Waterkin, Earthkin)
3 Communicate basic concepts with any earth- or stone-related creature without shared tongue


Subtypes: Immensity

Stone *

Earthkin with this aspect are tough, stoic, and as enduring as bedrock. Their heightened resistance to adversity and peerless physical fortitude are atched by their single-minded resilience, enabling them to withstand hardship and recover from even the harshest blows. As stalwart as the earth beneath, these airkin inspire respect through their steadfastness and ability to weather danger where others would falter.

IP Benefit
0 +1 to resist knockback, forced movement, or being prone
0 +1 to saving throws vs. being stunned or paralyzed
0 Once per session, automatically succeed a check to endure pain
2 Resistance 2 to non-magical bludgeoning damage
2 Gain ā€œStone Enduranceā€: May reduce incoming damage by 1d4, 1/rest
1 +2 on checks to resist poison or disease
1 Gain +1 to checks/crafting involving stone or masonry
1 +1 to Endurance/Fortitude saves
1 Take half damage from falling (rounded up)
1 +1 natural armor (stacks with mundane armor)
1 Restores 1 extra HP from resting on stone/earth (per short rest)

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Boulder *

Those with the Boulder aspect are renowned for being absolutely unwavering. Their brute stability and power means they are nearly impossible to move against their will—forming the anchor point of any formation, shield wall, or desperate holdout. Boulder airkin stand as living barricades, their presence both protective and inspiring.

IP Benefit
0 Immovable: +2 to resist forced movement or grapples
0 Counts as one size larger when resisting shoves or drags
0 May brace as an action: cannot be moved until next turn
2 Once per rest, automatically resist an effect that moves you
2 Allies adjacent gain +1 to Defense when you are not prone
1 +2 bonus to checks to ā€œhold the lineā€ or block a passage
1 Ignore difficult terrain for resisting movement
1 May use Strength instead of Dex for checks vs being pushed
1 +1 on attack rolls while braced
1 +1 to Athletics or Endurance to tolerate heavy loads
1 Can provide up to half cover for ally standing directly behind

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Land *

Earthkin with the Land aspect serve as the steady backbone of communities. They excel at providing safety, nourishment, and balance, enhancing their allies’ strength in subtle and persistent ways. Their unshakable composure and sense of grounding makes them natural leaders—patient, practical, and a reliable foundation upon which others may build and grow.

IP Benefit
0 +1 to all saving throws to resist fear or intimidation
0 Sense nearby tremors or disruptions in earth (30 ft. radius, as a tremorsense check)
0 Grow, forage, or cultivate food in any natural environment (as basic survival)
2 Allies within 10 ft. gain +1 to all saves if you are conscious
2 Once per long rest, everyone who finishes a rest with you gains 2 temp HP
1 +2 to ability checks to recall or gather natural resources
1 +1 to Defense when fighting on natural earth/ground
1 +2 to Persuasion or Diplomacy to calm/steady others
1 +1 to Fortitude / Endurance saves
1 Double rations found/gathered from land foraging
1 May help others recover from shaken/prone once per scene (removes condition, action)

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Mountain *

The Mountain aspect airkin are the embodiment of immensity, majesty, and endurance. Towering in presence and willpower, they are slow to change but nearly impossible to erode. Their vast reserves of energy lend themselves to enduring any assault, siege, or trial, and their adamantine resolve can be a rallying point for all who follow them.

IP Benefit
0 +1 to checks vs exhaustion, march fatigue, or environmental cold
0 Advantage on checks to remain standing against shockwaves or quakes (1/scene)
0 As an action, can ā€˜anchor’ yourself: halve all incoming push or knockdown force
2 May ignore movement penalties from extreme slopes or crags
2 Gain ā€œMountain’s Heartā€: once per rest, reduce HP loss from any single attack by 5
1 +2 to Intimidate or Presence checks displaying immovability
1 +2 to hit or damage when defending terrain elevation (hill, wall, etc.)
1 +1 to attack or defense after standing your ground for a full round
1 +2 to checks to resist environmental threats (rockslide, ice, rain, etc.)
1 Automatically treated as one weight class higher vs. forced movement
1 Recover one additional HP per day in high-altitude locations

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