Deep are the dreams of mountains, and the earth trembles with the power of their dreaming."
-- Races of Stone

 Intelligence is the most important ability for an earth dreamer, as it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Constitution determines the effectiveness of some of the earth dreamer's secondary abilities, and an earth dreamer benefits from a high Dexterity score much as a sorcerer or wizard would.
Alignment: Any
Hit Die: d6
Level BAB Fort Ref Will Special 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Armored mage, cantrips, earth sense, extra stability 3 - - - - - - - -
2nd +1 +3 +0 +3 Earth companion 4 - - - - - - - -
3rd +2 +3 +1 +3 Earth soul (30/10/1) 5 - - - - - - - -
4th +3 +4 +1 +4   5 3 - - - - - - -
5th +3 +4 +1 +4 Earth dream 5 4 - - - - - - -
6th +4 +5 +2 +5   5 5 3 - - - - - -
7th +5 +5 +2 +5 Earth soul (60/20/2) 5 5 4 - - - - - -
8th +6/+1 +6 +2 +6   5 5 5 3 - - - - -
9th +6/+1 +6 +3 +6 Earth sight 5 5 5 4 - - - - -
10th +7/+2 +7 +3 +7   5 5 5 5 3 - - - -
11th +8/+3 +7 +3 +7 Earth soul (90/40/4) 5 5 5 5 4 - - - -
12th +9/+4 +8 +4 +8 Earth glide 5 5 5 5 5 3 - - -
13th +9/+4 +8 +4 +8   5 5 5 5 5 4 - - -
14th +10/+5 +9 +4 +9 Earth elemental wild shape 1/day (large) 5 5 5 5 5 5 3 - -
15th +11/+6/+1 +9 +5 +9 Earth soul (120/60/6) 5 5 5 5 5 5 4 - -
16th +12/+7/+2 +10 +5 +10   5 5 5 5 5 5 5 3 -
17th +12/+7/+2 +10 +5 +10 Earth elemental wild shape 2/day 5 5 5 5 5 5 5 4 -
18th +13/+8/+3 +11 +6 +11   5 5 5 5 5 5 5 5 3
19th +14/+9/+4 +11 +6 +11 Earth soul (150/100/10) 5 5 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Earth elemental wild shape 3/day (huge) 5 5 5 5 5 5 5 5 5

CLASS SKILLS (2 + Int mod per level)
An earth dreamer's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Your spells and class features make you well-suited to a variety of roles, but you are best equipped for tasks involving ranged combat support, battlefield control, summoning earth creatures, and exploration of underground areas.

Weapon and Armor Proficiency: The earth dreamer gains proficiency with all simple weapons, and with all martial picks and hammers. He gains proficiency with light armor, but not with shields.

Spells: An earth dreamer casts arcane spells, which are drawn from the earth dreamer spell list (see below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the earth dreamer's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. 

To cast an earth dreamer spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against an earth dreamer's spell is 10 + the spell's level + the earth dreamer's Int mod. Like other spellcasters, and earth dreamer can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.
An earth dreamer need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, causing an arcane spell failure chance. However, an earth dreamer's limited focus and specialized training allow you to ignore the arcane spell failure chance for light armor. This training does not extend to shields, other forms of armor, or spells gained from other spellcasting classes.

Cantrips: An earth dreamer knows all 0 level spells on their list, known as cantrips. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Earth Sense: An earth dreamer gains Earth Sense (RoS 138) as a bonus feat, provided he meets the prerequisites.

Extra Stability (Ex): An earth dreamer gains a +4 bonus on CMD when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). This benefit stacks with Stability gained from other sources, such as from being a dwarf or having four or more legs.

Earth Companion: Upon reaching 2nd level, the earth dreamer may perform a special incantation to call a small earth elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, except that the earth dreamer does not have to pay more than 100gp to replace his companion after seven days.

Earth Soul (Ex): At 3rd level, an earth dreamer becomes more akin to the earth spirits that he studies. He gains darkvision 30 ft (or his existing darkvision improves by a like amount), tremorsense with a range of 10 feet and DR 1/adamantine.
At 7th level, his darkvision, tremorsense and damage reduction improve to 60 ft, 20 ft, and DR 2/adamantine, respectively. At 11th level, they improve to 90 ft, 40 ft, and DR 4/adamantine. At 15th level, they improve to 120 ft, 60 ft, and DR 6/adamantine. At 19th level, they improve to 150 ft, 100 ft, and DR 10/adamantine.

Earth Dream (Sp): By attuning himself to the earth dream, an earth dreamer of 5th level or higher can pull knowledge from the mountains. This ability works like the divination spell in many ways, allowing the earth dreamer to ask one question and receive a short, often cryptic answer. An earth dreamer's chance of receiving an answer is 70% + 2% per earth dreamer level, and the dream reveals only correct answers.

The earth dream ability can be used only to answer questions that are related in some way to the mountains. In general, the dreamer can get answers to questions about creatures, objects, and locations that are within 50 miles of a mountain, including underground or hidden locations. As with the augury and divination spells, multiple uses of this ability regarding the same topic by the same earth dreamer use the same dice result and reveal the same answer each time.
Using this ability takes 10 minutes, and the earth dreamer can use it once each day.

Earth Sight (Su): An earth dreamer of 9th level can see through stone, dirt, or almost any other sort of earth except metal to a range of 30 feet, as easily as if the substance weren't there. The earth dreamer can still see the stone or earth as a ghostly outline, so she can avoid walking into walls and can otherwise function normally.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the earth dreamer's Con modifier.

Earth Glide (Su): A 12th level earth dreamer may move through earth like an earth elemental, gliding through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or any other sign of its presence. A move earth spell cast on an area containing an earth-gliding earth dreamer flings the dreamer back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Using this ability is a move action. Each use lasts for a number of rounds equal to 3 + the earth dreamer's Con modifier.

Earth Elemental Wild Shape (Su): At 14th level, an earth dreamer gains the ability to assume the form of a Small, Medium, or Large earth elemental once per day. This works like the spell elemental body III except the duration is one hour per level and the earth dreamer may change back as a free action. In addition, the earth dreamer gains the earth elemental's bonus feats while transformed. Changing form is a standard action and doesn't provoke an attack of opportunity. Upon changing to earth elemental form, the earth dreamer regains hit points (but nothing else) as if he had rested for the night. If slain in earth elemental form, he reverts to his normal shape (but remains dead). The earth dreamer gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge earth elemental (as elemental body IV).

The earth dreamer spell list appears below. All spells not marked are from the PFSRD, other spells are from the Spell Compendium and marked with the page number.

0 Level: acid splash, arcane mark,, detect magic, detect secret doors, detect snares and pits, know direction, prestidigitation, purify food and drink, read magic, root.

1st Level: climb walls (SC 47), ebon eyes (SC 77), endure elements, enlarge person, entangle, fist of stone (SC 94), foundation of stone (SC 99), hail of stone (SC 108), hairline fractures, identify, magic stone, mudball, rapid burrowing (SC 166), sandblast (SC 180), shillelagh, stumble gap.

2nd Level: barkskin, beastland ferocity (SC 25), binding earth, burrow (SC 41), create pit, darkvision, earth lock (SC 75), earthbind (SC 76), earthen grace (SC 76), earthen grasp (SC 76), earthfast (SC 76), easy climb (SC 76), glitterdust, mountain stance (SC 144), saltray (SC 179), soften earth and stone, spider climb, stone call.

3rd Level: ablative sphere, arcane sight, channel the earth dream (new), crumble (SC 56), deeper darkvision (SC 62), diamond spray, dispel magic, eradicate earth (SC 84), false gravity (SC 87), forestfold (SC 98), giant's wrath (SC 105), meld into stone, nature's rampart (SC 146), primal form (earth only) (SC 161), raging rubble, spiked pit, stone shape, stony grasp (SC 209), strength of stone (SC 211), tremor (SC 223), tremorsense (SC 224).

4th Level: acid pit, apparent master, mass burrow (SC 41), mass darkvision (SC 59), earth glide, land womb (SC 130), lay of the land (SC 131), secure shelter, obsidian flow, sarcophagus of stone (SC 180), spike stones, stone sphere (SC 209), stoneskin, sudden stalagmite (SC 213), summon elementite swarm (earth only) (SC 214), volcanic storm, wall of sand (SC 235), wingbind (SC 240).

5th Level: break enchantment, constricting coils, commune with nature, corrosive consumption, dream, hidden lodge (SC 113), hungry pit, indomitability (SC 121), possession, passwall, greater stone shape (SC 208), communal stoneskin, transmute mud to rock, transmute rock to mud, wall of stone, xorn movement (SC 244).

6th Level: aspect of the earth hunter (SC 16), cometfall (SC 60), greater dispel magic, dream sight (SC 74), find the path, flesh to stone, giant form I, hardening, leashed shackles, move earth, stone body (SC 207), stone tell, stone to flesh, stonehold (SC 209), summon greater elemental (earth only) (SC 214), tar pool, transformation, true seeing, tunnel swallow (SC 225), wall of iron.

7th Level: greater arcane sight, earthquake, elemental body (earth only) (SC 78), giant form II, glass strike (SC 106), heart of stone (SC 111), magnetic field, master earth (SC 139), maw of stone (SC 140), rampart, statue.

8th Level: binding, bombardment (SC 37), divine vessel, excavate (SC 85), iron body, repel metal or stone, trap the soul.

9th Level: cast in stone (SC 43), clashing rocks, elemental swarm (earth elementals only), freedom, imprisonment, shambler, soul bind, summon elder worm, summon elemental monolith (earth only) (SC 214), undermaster (SC 227), world wave.

New Spells

Channel the Earth Dream
Transmutation [Earth]
Level: Earth dreamer 3
Components: S
Casting Time: 1 immediate action
Range: 30 ft.
Target: Caster and allies within a 30-ft. radius burst
Duration: 1 round
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

With merely a forceful gesture, you briefly awaken the spirits of earth, sending them to aid and protect your nearby comrades.

The earth dreamer's studies of the ancient mysteries of earth allow him to channel the earth dream to his allies, granting some of the solidity and resilience of the earth to himself and all willing allies within 30 feet. To cast this spell, the earth dreamer must be standing upon solid ground, and only allies who are also standing upon solid ground can claim channel the earth dream's benefit.

Projections of stone jut up beneath any affected allies, granting stable footing and providing momentum for a leap or handholds for climbing. The targets add the caster's Constitution bonus to any Acrobatics or Climb checks they make, and to CMD against resist bull rush and trip. This effect lasts until the beginning of the earth dreamer's next turn.

If the caster is at least 9th level, all affected allies are also protected by stone barriers with hardness 8 and a number of hit points equal to the caster's Constitution bonus until the beginning of his next turn. These barriers offers cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.

If the caster is at least 13th level, the stone barriers may, at the caster's option, become hemispherical stone shells that completely enclose the affected allies. These shells render the ally immobile until the beginning of his next turn, but provide total cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.

Feats and prestige classes for elemental casters.