Ziegander
2009-09-24, 11:09 PM
The Ranger
**At this time Geomancy is sorely incomplete. Nothing but the core mechanics have been thought out. The Druid and the Ranger will both use it, as well as possibly the Barbarian (though I kind of doubt it). Spells will come in time and the Druid will be capable of using either all, or almost all, of the Ranger's spells, but not vice versa. **
HD: d8
{table=head]LV|Base Attack Bonus|Fort|Ref|Will|Class Features|Mana Pts|S. Known|S. Level
1.|
+1|
+2|
+2|
+0|Skirmish (+1 AC), Scent, Tracker|
2|
2|
1st
2.|
+2|
+3|
+3|
+0|Resist Nature's Grasp, Terrain Mastery|
3|
3|
1st
3.|
+3|
+3|
+3|
+1|Skirmish (+1 AC, +1d6)|
4|
3|
1st
4.|
+4|
+4|
+4|
+1|Camouflage, Flawless Stride|
6|
4|
2nd
5.|
+5|
+4|
+4|
+1|Skirmish (+2 AC, +1d6)|
8|
4|
2nd
6.|
+6/+1|
+5|
+5|
+2|The Earth Speaks|
10|
4|
2nd
7.|
+7/+2|
+5|
+5|
+2|Skirmish (+2 AC, +2d6)|
13|
5|
3rd
8.|
+8/+3|
+6|
+6|
+2|Guiding Beacon 10ft|
16|
5|
3rd
9.|
+9/+4|
+6|
+6|
+3|Skirmish (+3 AC, +2d6)|
19|
5|
3rd
10.|
+10/+5|
+7|
+7|
+3|The Air Speaks|
23|
6|
4th
11.|
+11/+6/+1|
+7|
+7|
+3|Skirmish (+3 AC, +3d6)|
27|
6|
4th
12.|
+12/+7/+2|
+8|
+8|
+4|Free Stride|
31|
6|
4th
13.|
+13/+8/+3|
+8|
+8|
+4|Skirmish (+4 AC, +3d6)|
35|
6|
4th
14.|
+14/+9/+4|
+9|
+9|
+4|Hide In Plain Sight|
40|
7|
5th
15.|
+15/+10/+5|
+9|
+9|
+5|Skirmish (+4 AC, +4d6)|
45|
7|
5th
16.|
+16/+11/+6/+1|
+10|
+10|
+5|Guiding Beacon 30ft|
50|
7|
5th
17.|
+17/+12/+7/+2|
+10|
+10|
+5|Skirmish (+5 AC, +4d6)|
55|
7|
5th
18.|
+18/+13/+8/+3|
+11|
+11|
+6|The Echoes Dance|
61|
8|
6th
19.|
+19/+14/+9/+4|
+11|
+11|
+6|Skirmish (+5 AC, +5d6)|
67|
8|
6th
20.|
+20/+15/+10/+5|
+12|
+12|
+6|Wildsense 60ft, Wildstep|
73|
8|
6th[/table]
Class Skills (6+Int): Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering/Geography/Local/Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Tumble.
Proficiencies: All simple weapons, all martial weapons, light armor, no shields.
Geomancy (Su): A Ranger taps into the Mana energy of the natural world to employ natural and spiritual magic to aid his allies and scour his foes with elemental forces. At the beginning of each encounter a Ranger begins with a full Mana Pool, filled with a number of mana points as shown in the table above. Each round beyond the first of an encounter a Ranger regains a number of mana points equal to 1/4 his class level.
A Ranger can cast any spell he knows as long as he has the available mana points. Rangers don't get any bonus mana points or spells known for having a high ability score, but the save DCs of spells he casts are determined by his Wisdom modifier. His "spells" are actually considered supernatural abilities for all purposes and as such the save DC of any such spell is 10+1/2Ranger level+Ranger's Wisdom modifier.
Unlike a Druid, the Ranger knows very few Geomancy spells as shown in the table above, and selects his spells from the much more limited Ranger spell list (see below). Most of these spells must be delivered through weapon attacks instead of the more direct approach a Druid is able to take in wielding these earthen powers.
At 5th level and every five levels thereafter a Ranger can choose to lose any spell he knows to learn a new spell of any level he is capable of casting.
Mana Costs by spell level - 1st (2), 2nd (4), 3rd (7), 4th (10), 5th (14), 6th (18)
Skirmish (Ex): As scout, except that it starts with the AC bonus and acquires increased damage at 3rd level, and progresses from there.
Scent (Ex): As Monster Manual.
Tracker (Ex): Rangers gain Track as a bonus feat, and can use it to track someone in an Urban Environment using the Gather Information skill.
Resist Nature's Grasp (Ex): At 2nd level, a Ranger receives a bonus to his saving throws equal to his Intelligence modifier against all abilities of creatures with the Elemental, Fey, Giant, Plant, and Vermin types.
Terrain Mastery (Su): Starting at 2nd level, by spending a move action, a Ranger can attune himself with his surroundings, gaining immediate understanding of the terrain's basic properties and threats. This grants him a bonus to attack rolls against creatures native to the terrain, and a bonus to all skill checks while within the terrain equal to 1+1/5 his class level. This bonus lasts 5 rounds.
Camouflage (Ex): Starting at 4th level, a Ranger may use the Hide skill in any terrain that he has used his Terrain Mastery feature in, even if the terrain doesn't grant cover or concealment.
Flawless Stride (Ex): Starting at 4th level, a Ranger wearing no heavier than light armor and carrying no more than a medium load ignores difficult terrain and damage that would be dealt by natural terrain features, unless such terrain would require a Climb or Swim check to successfully navigate.
The Earth Speaks (Su): Starting at 6th level, after using his Terrain Mastery feature, a Ranger gains Tremorsense out to 30ft while he remains in the effected terrain.
Guiding Beacon (Ex): Starting at 8th level, a Ranger is able to help nearby allies navigate dangerous terrain. Allies within 10ft of the Ranger gain his Camouflage and Flawless Stride abilities, as well as the Ranger's Free Stride and Hide In Plain Sight abilities if the Ranger is of sufficient level to have those abilities. At 16th level, allies within 30ft benefit from those abilities.
The Air Speaks (Su): Starting at 10th level, after using his Terrain Mastery feature, a Ranger gains Blindsense out to 30ft while he remains in the effected terrain.
Free Stride (Su): Starting at 12th level, a Ranger benefits from a Freedom of Movement effect as the spell during his turns (but not on other creatures' turns).
Hide In Plain Sight (Ex): Starting at 14th level, a Ranger may use the Hide skill in any terrain that he has used his Terrain Mastery feature in, even while being observed.
The Echoes Dance (Su): Starting at 18th level, after using his Terrain Mastery feature, a Ranger gains Blind-sight out to 30ft while he remains in the effected terrain.
Wildsense (Su): A Ranger of 20th level is able to detect all creatures native to the terrain within 60ft after using his Terrain Mastery feature, as if using the Status spell, and as if they were his allies.
Wildstep (Su): At 20th level, a Ranger's connection with the earth is so great that he is able to move through it with unparalleled ease. After using his Terrain Mastery feature he is able to teleport a distance equal to his land speed as a move action once each round.
**At this time Geomancy is sorely incomplete. Nothing but the core mechanics have been thought out. The Druid and the Ranger will both use it, as well as possibly the Barbarian (though I kind of doubt it). Spells will come in time and the Druid will be capable of using either all, or almost all, of the Ranger's spells, but not vice versa. **
HD: d8
{table=head]LV|Base Attack Bonus|Fort|Ref|Will|Class Features|Mana Pts|S. Known|S. Level
1.|
+1|
+2|
+2|
+0|Skirmish (+1 AC), Scent, Tracker|
2|
2|
1st
2.|
+2|
+3|
+3|
+0|Resist Nature's Grasp, Terrain Mastery|
3|
3|
1st
3.|
+3|
+3|
+3|
+1|Skirmish (+1 AC, +1d6)|
4|
3|
1st
4.|
+4|
+4|
+4|
+1|Camouflage, Flawless Stride|
6|
4|
2nd
5.|
+5|
+4|
+4|
+1|Skirmish (+2 AC, +1d6)|
8|
4|
2nd
6.|
+6/+1|
+5|
+5|
+2|The Earth Speaks|
10|
4|
2nd
7.|
+7/+2|
+5|
+5|
+2|Skirmish (+2 AC, +2d6)|
13|
5|
3rd
8.|
+8/+3|
+6|
+6|
+2|Guiding Beacon 10ft|
16|
5|
3rd
9.|
+9/+4|
+6|
+6|
+3|Skirmish (+3 AC, +2d6)|
19|
5|
3rd
10.|
+10/+5|
+7|
+7|
+3|The Air Speaks|
23|
6|
4th
11.|
+11/+6/+1|
+7|
+7|
+3|Skirmish (+3 AC, +3d6)|
27|
6|
4th
12.|
+12/+7/+2|
+8|
+8|
+4|Free Stride|
31|
6|
4th
13.|
+13/+8/+3|
+8|
+8|
+4|Skirmish (+4 AC, +3d6)|
35|
6|
4th
14.|
+14/+9/+4|
+9|
+9|
+4|Hide In Plain Sight|
40|
7|
5th
15.|
+15/+10/+5|
+9|
+9|
+5|Skirmish (+4 AC, +4d6)|
45|
7|
5th
16.|
+16/+11/+6/+1|
+10|
+10|
+5|Guiding Beacon 30ft|
50|
7|
5th
17.|
+17/+12/+7/+2|
+10|
+10|
+5|Skirmish (+5 AC, +4d6)|
55|
7|
5th
18.|
+18/+13/+8/+3|
+11|
+11|
+6|The Echoes Dance|
61|
8|
6th
19.|
+19/+14/+9/+4|
+11|
+11|
+6|Skirmish (+5 AC, +5d6)|
67|
8|
6th
20.|
+20/+15/+10/+5|
+12|
+12|
+6|Wildsense 60ft, Wildstep|
73|
8|
6th[/table]
Class Skills (6+Int): Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering/Geography/Local/Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Tumble.
Proficiencies: All simple weapons, all martial weapons, light armor, no shields.
Geomancy (Su): A Ranger taps into the Mana energy of the natural world to employ natural and spiritual magic to aid his allies and scour his foes with elemental forces. At the beginning of each encounter a Ranger begins with a full Mana Pool, filled with a number of mana points as shown in the table above. Each round beyond the first of an encounter a Ranger regains a number of mana points equal to 1/4 his class level.
A Ranger can cast any spell he knows as long as he has the available mana points. Rangers don't get any bonus mana points or spells known for having a high ability score, but the save DCs of spells he casts are determined by his Wisdom modifier. His "spells" are actually considered supernatural abilities for all purposes and as such the save DC of any such spell is 10+1/2Ranger level+Ranger's Wisdom modifier.
Unlike a Druid, the Ranger knows very few Geomancy spells as shown in the table above, and selects his spells from the much more limited Ranger spell list (see below). Most of these spells must be delivered through weapon attacks instead of the more direct approach a Druid is able to take in wielding these earthen powers.
At 5th level and every five levels thereafter a Ranger can choose to lose any spell he knows to learn a new spell of any level he is capable of casting.
Mana Costs by spell level - 1st (2), 2nd (4), 3rd (7), 4th (10), 5th (14), 6th (18)
Skirmish (Ex): As scout, except that it starts with the AC bonus and acquires increased damage at 3rd level, and progresses from there.
Scent (Ex): As Monster Manual.
Tracker (Ex): Rangers gain Track as a bonus feat, and can use it to track someone in an Urban Environment using the Gather Information skill.
Resist Nature's Grasp (Ex): At 2nd level, a Ranger receives a bonus to his saving throws equal to his Intelligence modifier against all abilities of creatures with the Elemental, Fey, Giant, Plant, and Vermin types.
Terrain Mastery (Su): Starting at 2nd level, by spending a move action, a Ranger can attune himself with his surroundings, gaining immediate understanding of the terrain's basic properties and threats. This grants him a bonus to attack rolls against creatures native to the terrain, and a bonus to all skill checks while within the terrain equal to 1+1/5 his class level. This bonus lasts 5 rounds.
Camouflage (Ex): Starting at 4th level, a Ranger may use the Hide skill in any terrain that he has used his Terrain Mastery feature in, even if the terrain doesn't grant cover or concealment.
Flawless Stride (Ex): Starting at 4th level, a Ranger wearing no heavier than light armor and carrying no more than a medium load ignores difficult terrain and damage that would be dealt by natural terrain features, unless such terrain would require a Climb or Swim check to successfully navigate.
The Earth Speaks (Su): Starting at 6th level, after using his Terrain Mastery feature, a Ranger gains Tremorsense out to 30ft while he remains in the effected terrain.
Guiding Beacon (Ex): Starting at 8th level, a Ranger is able to help nearby allies navigate dangerous terrain. Allies within 10ft of the Ranger gain his Camouflage and Flawless Stride abilities, as well as the Ranger's Free Stride and Hide In Plain Sight abilities if the Ranger is of sufficient level to have those abilities. At 16th level, allies within 30ft benefit from those abilities.
The Air Speaks (Su): Starting at 10th level, after using his Terrain Mastery feature, a Ranger gains Blindsense out to 30ft while he remains in the effected terrain.
Free Stride (Su): Starting at 12th level, a Ranger benefits from a Freedom of Movement effect as the spell during his turns (but not on other creatures' turns).
Hide In Plain Sight (Ex): Starting at 14th level, a Ranger may use the Hide skill in any terrain that he has used his Terrain Mastery feature in, even while being observed.
The Echoes Dance (Su): Starting at 18th level, after using his Terrain Mastery feature, a Ranger gains Blind-sight out to 30ft while he remains in the effected terrain.
Wildsense (Su): A Ranger of 20th level is able to detect all creatures native to the terrain within 60ft after using his Terrain Mastery feature, as if using the Status spell, and as if they were his allies.
Wildstep (Su): At 20th level, a Ranger's connection with the earth is so great that he is able to move through it with unparalleled ease. After using his Terrain Mastery feature he is able to teleport a distance equal to his land speed as a move action once each round.