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Aredel

Path of Earth

Purpose

The Path of Earth looks to the Earth for inspiration, drawing on its strength for their techniques.

History

The Path of Earth claims to be older than even the animal ways. It was founded in Bistal near the end of the first great war.

Philosphy

Earth is unchanging and solid. While all is in motion around it only the Earth is constant and strong at all times. It neither ebbs nor flows.

Joining

To join this path one must be symbolically buried in the earth for two days, then escape.

Membership in Path of Earth is exclusive. Members must also meet the following requirements:
Strength 13+

Secrets

The Path of Earth will teach level one techniques to any other elemental path. They will teach level one and two techniques most of the animal paths provided the animal is terrestrial.

Level 1
Earth Root100The character gains a +2 bonus against any effect which would knock him from his feet.
Level 2
Earth's Toughness200The character gains 3 hit points.
Level 3
Earth's Strength400The character gains 1d4+1 points of Strength for 6 rounds. This ability can be used once/day per point of natural strength bonus.
Level 4
Earth's Embrace800The characters skin becomes slightly gray and he gains a +2 AC bonus.
Level 5
Earth Quake1600Once per day the character can make an attack by striking his weapon on the ground those within STR radius must make a REF save (target = 10+ User's STR) to keep their feet.

Other Information

Followers of Earth are often seen as slow and ponderous, unwilling to make changes even when they are clearly needed.

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