Masters of Earth, Stone, and Plants, Terra Breakers are a strong people who fight defensively and take an extremely able creature to take them down. They tend to be stubborn-headed and single-minded in their endeavors and they never go down without a good fight.
Adventure: Terra Breakers reasons for adventuring are extremely varied, and there are almost never a handful of them who have the same reason. It can range from seeking out a thrill, or gaining wealth or power, saving a dying country, or something unimaginable.
Religion: Most Terra Breakers worship either Silvanus (God of Trees) or Orion (God of Pestilence) depending on their alignment, another popular default choice is Grumbar (especially for fighters).
Background: Terra Breakers are widely varied in their backgrounds, though most come from well established cities in the Sister Cities.
Races: Dwarves, as expected, make excellent Terra Breakers. Humans (as with all other bending classes) make good Terra Breakers as well. Elves tend not to have either the mindset or the constitution to learn the art though, and tend to shy away from it.
Other Classes: Terra Breakers get along with fighting classes best, though they accept magic casters (especially those that supply the Terra Breaker with helpful buffs).
Role: Terra Breakers are often the meat shield for the party, being able to take many hits and still stand and being fierce fighters.
Table 3-1: The Terra Breaker
| Lvl | BaB | Fort | Ref | Will | Special |
| 1 | +1 | +2 | +0 | +2 | Earth Bending, Terran Diplomat |
| 2 | +2 | +3 | +0 | +3 | |
| 3 | +3 | +3 | +1 | +3 | |
| 4 | +4 | +4 | +1 | +4 | Earth Bending |
| 5 | +5 | +4 | +2 | +4 | Offensive Earthbending |
| 6 | +6/+1 | +5 | +2 | +5 | |
| 7 | +7/+2 | +5 | +3 | +5 | |
| 8 | +8/+3 | +6 | +3 | +6 | Tremor Sense |
| 9 | +9/+4 | +6 | +3 | +6 | |
| 10 | +10/+5 | +7 | +4 | +7 | |
| 11 | +11/+6/+1 | +7 | +5 | +7 | |
| 12 | +12/+7/+2 | +8 | +5 | +8 | Advanced Earthbending |
| 13 | +13/+8/+3 | +8 | +6 | +8 | |
| 14 | +14/+9/+4 | +9 | +6 | +9 | Earthen Armor |
| 15 | +15/+10/+5 | +9 | +7 | +9 | |
| 16 | +16/+11/+16/+1 | +10 | +7 | +10 | Truth Sense |
| 17 | +17/+12/+7/+2 | +10 | +8 | +10 | |
| 18 | +18/+13/+8/+3 | +11 | +8 | +11 | |
| 19 | +19/+14/+9/+4 | +11 | +9 | +11 | |
| 20 | +20/+15/+10/+5 | +12 | +9 | +12 |
Game Rule Information
Terra Breaker have the following game statistics.
Abilities: Constitution and Strength are the most important stats for a Terra Breaker.
Alignment: Any non-chaotic.
Hit Die: d12.
Other: Terra Breakers need to be agknowledged by the King of one of the Sister Cities before they may practice Earthbending.
Class Skills
Terra Breaker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All the following are class features of the Terra Breaker.
Weapon and Armor Proficiency: Terra Breakers are proficient with all simple and martial weapons, all types of armor and all shields. A strong offense and defense are both important to Terra Breakers.
Terran Diplomat: The Terra Breaker has a natural connection with the earth, and therefore can communicate with creatures made of it. The Terra Breaker gains Terran if they did not all ready have it, and get a +2 diplomacy competency bonus when dealing with Earth or Rock-type creatures.
Tremor Sense: At level 8 a Terra Breaker can see with her feet. If barefoot and on solid ground/stone, the Terra Breaker can see walls, objects and creatures up to 60 feet away if said object is also touching the ground. If the Terra Breaker is on sand or some other soft ground surface, "visability" decreases by half.
Truth Sense: At level 16 the Terra Breaker can attempt to tell if a humanoid is lying through the vibrations in the ground. The Terra Breaker gets a +20 to her sense motive if her bare feet are touching the ground while the liar is speaking, this ability only works if the liar is touching the ground in some way.
Earthen Armor: The Terra Breaker is so in tune with the earth she may attempt to create an outer coating around herself. Fortitude DC 20 to sustain the armor without it crushing the Terra Breaker, if successful she gains +4 natural armor in addition to her pre-existing armor however her movement is decreased by half. If she does not succeed she takes 1d10 damage and may not try again for 1 full day. The armor may be dismissed at will, and cannot be reformed until the next day.
Basic Earthbending: The Terra Breaker may move (50 x her Terra breaker level) lbs worth of earth in any direction. She can use this ability to create holes, steps, bridges, etc. She can also stop an equal amount of all ready moving earth. This requires two free hands and at least one foot in contact with the ground.
Offensive Earthbending: The Terra Breaker can use the earth as a projectile weapon, hurling (10 x her Terra breaker level) lbs worth of earth at an enemy. To calculate the attack, add the Base Attack Bonus of the Terra Breaker to her Constitution Modifier. If it connects, it deals 1d10+Strength Modifier damage, this grows at level 9 to 1d12. This ability can be used X times per day (where X is the Terra Breaker's Constitution modifier times their level). She must have at least one hand free and at least one foot in contact with the ground.
Advanced Earthbending: Offensive Earthbending grows in power. The Terra Breaker can now move twice as much earth as she could previously. Instead of dealing 1d12, see Table 4-2 and add both Strength and Constitution modifiers to a successful hit. She may use Offensive Earthbending unlimited times per day.
Table 4-2: Earthbending Damage
| Level | Earth Moved | Damage |
| 1 | 10 lbs | - |
| 2 | 20 lbs | - |
| 3 | 30 lbs | - |
| 4 | 40 lbs | - |
| 5 | 50 lbs | 1d10+Str |
| 6 | 60 lbs | 1d10+Str |
| 7 | 70 lbs | 1d10+Str |
| 8 | 80 lbs | 1d10+Str |
| 9 | 90 lbs | 1d12+Str |
| 10 | 100 lbs | 1d12+Str |
| 11 | 110 lbs | 1d12+Str |
| 12 | 240 lbs | 1d12+Str+Con |
| 13 | 260 lbs | 2d6+Str+Con |
| 14 | 280 lbs | 2d6+Str+Con |
| 15 | 300 lbs | 2d8+Str+Con |
| 16 | 320 lbs | 2d8+Str+Con |
| 17 | 340 lbs | 2d10+Str+Con |
| 18 | 360 lbs | 2d10+Str+Con |
| 19 | 380 lbs | 2d12+Str+Con |
| 20 | 400 lbs | 4d6+Str+Con |