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Ziegander
2011-03-26, 03:52 AM
The Geomancer
**ALERT! This makes the Scout entirely obsolete. That was intentional. Compare this to an equivalent level Crusader and I think you'll find that this class is well-balanced against Tier 3, but if you disagree please feel free to comment.

Alignment: Any
Hit Die: d8

{table="head"]Level|BAB|Fort|Ref|Will|Special |
Mana|
Known|
Level

1st|+0|+2|+2|+0|Skirmish (+1d6), Tracker|
2|
2|
1st

2nd|+1|+3|+3|+0|Geosynchronous +1, Scent|
3|
3|
1st

3rd|+2|+3|+3|+1|Skirmish (+1d6, +1AC)|
4|
3|
1st

4th|+3|+4|+4|+1|Camouflage, Guiding Beacon 10ft|
6|
4|
2nd

5th|+3|+4|+4|+1|Skirmish (+2d6, +1AC)|
8|
4|
2nd

6th|+4|+5|+5|+2|Flawless Stride|
10|
4|
2nd

7th|+5|+5|+5|+2|Skirmish (+2d6, +2AC), Geosynchronous +2|
13|
5|
3rd

8th|+6/+1|+6|+6|+2|The Earth Speaks|
16|
5|
3rd

9th|+6/+1|+6|+6|+3|Skirmish (+3d6, +2AC)|
19|
5|
3rd

10th|+7/+2|+7|+7|+3|Free Stride|
23|
6|
4th

11th|+8/+3|+7|+7|+3|Skirmish (+3d6, +3AC)|
27|
6|
4th

12th|+9/+4|+8|+8|+4|The Air Sings, Geosynchronous +3|
31|
6|
4th

13th|+9/+4|+8|+8|+4|Skirmish (+4d6, +3AC)|
35|
6|
4th

14th|+10/+5|+9|+9|+4|Hide in Plain Sight|
40|
7|
5th

15th|+11/+6/+1|+9|+9|+5|Skirmish (+4d6, +4AC)|
45|
7|
5th

16th|+12/+7/+2|+10|+10|+5|Guiding Beacon 30ft|
50|
7|
5th

17th|+12/+7/+2|+10|+10|+5|Skirmish (+5d6, +4AC), Geosynchronous +4|
55|
7|
5th

18th|+13/+8/+3|+11|+11|+6|The Echoes Dance|
61|
8|
6th

19th|+14/+9/+4|+11|+11|+6|Skirmish (+5d6, +5AC)|
67|
8|
6th

20th|+15/+10/+5|+12|+12|+6|Geosense 60ft, Geostep|
73|
8|
6th[/table]


Class Skills (6 + Int modifier): 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: A Geomancer is proficient with all simple weapons as well as light armor, but not with shields.

Geomancy (Su): A Geomancer taps into the Mana energy of the natural world to employ natural and spiritual magic to aid her allies and scour her foes with elemental forces. At the beginning of each encounter a Geomancer 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 Geomancer regains a number of mana points equal to 1/4 her class level.

A Geomancer can cast any spell she knows as long as she has the available mana points. Geomancers don't get any bonus mana points or spells known for having a high ability score, but the save DCs of spells she casts are determined by her Wisdom modifier. Her "spells" are actually considered supernatural abilities for all purposes and as such the save DC of any such spell is 10+1/2Geomancer level+Geomancer's Wisdom modifier.

A Geomancer's caster level is equal to its class level.

Geomancers begin play knowing two 1st level spells and learn an additional spell at 2nd, 4th, 7th, 10th, 14th, and 18th levels as shown in the Known column in the above table. When a Geomancer learns a spell it may be of any level up to the value shown in the Level column in the above table.

At 5th level and every five levels thereafter a Geomancer can choose to lose any spell she knows to learn a new spell of any level she is capable of casting.

Mana Costs by spell level - 1st (2), 2nd (4), 3rd (7), 4th (10), 5th (14), 6th (18).

Skirmish (Ex): A Geomancer relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10ft. The extra damage applies only to attacks made during the Geomancer's turn. This extra damage increases by 1d6 four every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Geomancer must be able to see the target well enough to to pick out a vital spot and must be able to reach such a spot. Geomancers can apply this extra damage to ranged attacks while skirmishing, but only if the target is within 30ft.

At 3rd level, a Geomancer gains a +1 competence bonus to Armor Class during any round in which she moves at least 10ft. The bonus applies as soon as the Geomancer has moved 10ft, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, +5 at 19th).

A Geomancer loses this ability while wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the Skirmish ability from another class, the bonuses stack.

Tracker (Ex): Geomancers gain Track as a bonus feat, and can use it to track someone in an Urban Environment using the Gather Information skill.

Scent (Ex): At 2nd level, a Geomancer gains the Scent quality out to 30ft. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The Geomancer detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

Combining her Track feat and Scent ability, a Geomancer can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. A Geomancer tracking by scent ignores the effects of surface conditions and poor visibility.

A Geomancer can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing Geomancers. Water-breathing Geomancers, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Geosynchronous (Su): Starting at 2nd level, while in any specific terrain that the Geomancer has spent 1 hour or longer in, she enjoys a +1 insight bonus to attack rolls and saving throws against creatures native to that terrain and a +1 insight bonus to all skill checks used in that terrain. These bonuses last as long as she remains in the specific location. These bonuses increase by +1 at 5th level and every five levels gained after 5th.

Camouflage (Ex): Starting at 4th level, a Geomancer may use the Hide skill in any terrain where she is Geosynchronous, even if the terrain doesn't grant cover or concealment.

Flawless Stride (Ex): Starting at 4th level, a Geomancer wearing no heavier than light armor and carrying no more than a light 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.

Guiding Beacon (Ex): Starting at 6th level, a Geomancer is able to help nearby allies navigate dangerous terrain. Allies within 10ft of the Geomancer gain her Camouflage and Flawless Stride abilities, as well as the Geomancer's Free Stride and Hide In Plain Sight abilities if the Geomancer is of sufficient level to have those abilities.

At 16th level, allies within 30ft benefit from those abilities.

The Earth Speaks (Su): Starting at 8th level, a Geomancer benefits from Tremorsense out to 60ft in any terrain where she is Geosynchronous.

The Geomancer automatically senses the location of anything that is in contact with the ground and within range. If she is Aquatic can also sense the location of creatures moving through water.

If no straight path exists through the ground from the Geomancer to those she is sensing, then the range defines the maximum distance of the shortest indirect path. She must herself be in contact with the ground, and the creatures must be moving.

As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for the Geomancer to detect them.

Free Stride (Su): Starting at 10th level, a Geomancer benefits from a Freedom of Movement effect as the spell during her turns (but not on other creatures' turns).

The Air Sings (Su): Starting at 12th level, a Geomancer benefits from Blindsense out to 60ft and her Tremorsense improves to 90ft in terrain where she is Geosynchronous.

Blindsense lets the Geomancer notice things it cannot see, but without the precision of blindsight. The Geomancer with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature.

Any opponent the Geomancer cannot see has total concealment (50% miss chance) against her, and she still has the normal miss chance when attacking foes that have concealment.

Visibility still affects the movement of the Geomancer.

The Geomancer is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Hide In Plain Sight (Ex): Starting at 14th level, a Geomancer may use the Hide skill in any terrain where she is Geosynchronous, even while being observed.

The Echoes Dance (Su): Starting at 18th level, a Geomancer benefits from Blindsight out to 60ft and her Blindsense and Tremorsense abilities improved to 90ft and 120ft respectively in terrain where she is Geosynchronous.

This ability makes invisibility and concealment (even magical darkness) irrelevant to the Geomancer (though she still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object).

* Blindsight never allows a Geomancer to distinguish color or visual contrast. A creature cannot read with blindsight.
* Blindsight does not subject a Geomancer to gaze attacks (even though darkvision does).
* Blinding attacks do not penalize a Geomancer using her blindsight.
* Deafening attacks thwart a Geomancer's blindsight.
* Blindsight works underwater but not in a vacuum.
* Blindsight negates displacement and blur effects.

Geosense (Su): A Geomancer of 20th level is able to detect all creatures within 30ft in terrain where she is Geosynchronous, as if using the Status spell, and as if they were her allies.

Geostep (Su): At 20th level, a Geomancer's connection with the earth is so great that she is able to move through it with unparalleled ease. In terrain where she is Geosynchronous, she is able to teleport a distance equal to her highest speed as a move action.


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Geomancer Spell List
1st - Minor Vitalize, Electric Edge, Entangling Strike, Rebuking Strike, Air Slash, Flashfire, Flashfreeze, Great Leap, Barkskin

2nd - Lesser Vitalize, Stone Power, Creeping Cold, Breezeform, Lightning Strike, Blade Cascade, Rose's Thorn

3rd - Gust Armor, Venomous Strike, Lesser Vital Circle, Stony Grip, Thunder Roll, Animal Ferocity, Heat Stroke

4th - Vitalize, Dominating Strike, Windrider, Lightning Strikes Twice, Frigid Flamescour

5th - Storm Armor, Miasmic Venom, Vital Circle, Titan's Grip, Overthunder Charge

6th - Greater Vitalize, Anger of the Land, Vengeful Gale, Stormform

The Magic Of The Earth
Casting Geomancy spells works much the same as using vancian magic or manifesting psionics, but with a few major differences.

Casting Geomancy spells never provokes attacks of opportunity (because they are supernatural abilities rather than real spells).

Geomancy spells have special duration rules that do not exist in other magic systems. These rules are as follows: There are five types of duration, which may be combined. They are Instantaneous, 1 Round, Save Ends, Save Suppresses, and Concentration. These durations cannot be extended through any means including feats, class features, or caster level (unlike other forms of magic). The durations are explained in detail below.


Instantaneous - This duration indicates that upon casting the spell an effect immediately takes place and then the spell is done. Examples include a spell that deals fire damage to the target upon casting, or a spell that breaks an object.
1 Round - It doesn't get much more simple. A spell with this duration provides a very short term effect which lasts until the beginning of the caster's next turn.
Save Ends - This duration indicates that the spell's effect is one that the target can shrug off. At the beginning of each of the target's turns it makes a saving throw as provided in the spell description. If the save succeeds, the spell's effect ends. If the save fails the target continues to be subject to the spell's effects until it succeeds on the provided saving throw. There is no limit to how long such a spell can ultimately last except its target's ability to successfully save against its effect.
Save Suppresses - This duration indicates that the spell's effect is one that lasts for 1 minute, but that the target can ignore the effects of on a successful save. At the beginning of each of the target's turns it makes a saving throw as provided in the spell description. If the save succeeds, the target ignores the spell's effects for that round, but is still subject to the spell effect during its next round, and must make another saving throw each round for 10 rounds.
Concentration - This duration indicates a spell which can last as long as its caster spends an action and mana pts to maintain the spell. Mainly for buffs, these spells can be maintained each round after their initial cast time by spending an action as provided in the spell description (often free or swift) and spending Mana pts equal to 1/2 the spell's original Mana Cost (rounded down). For example, Electric Edge, a 1st level buff spell, has a Mana Cost of 2pts, and a duration of Concentration. The spell description tells us that the required action is a free action, and we already know that we need to spend 1 Mana pt as well to keep it going. These spells can last as long as the caster desires to maintain them and has the Mana pts to fuel them.


Some Geomancy spells have a Range of Weapon or Totem. These ranges are unique to Geomancy (for the time being) and require explanation.


Range: Weapon - Means that as part of casting the spell you must make a weapon attack. The spell takes effect if your attack hits as well as any normal effect your attack would have. The range is determined by your weapon's range (melee, thrown, reach, or ranged weapons can all be used unless the range specifies a weapon type.
Range: Totem - Means that as part of the casting you create a magical Totem, a device that radiates magical energy whose effects are permanent until the Totem is destroyed. A Totem can occupy the same square as any other creature, and when you create it you can drop it in your own square or toss it into square adjacent to yourself. Totems have AC of 10+3xSpell level, hitpoints equal to 10xspell level, and hardness equal to 2xspell level. Totems, after being created, can't be moved.


Spell Descriptions
Minor Vitalize - 1st
Conjuration (Healing)
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 5 hitpoints and any healing in excess of their maximum hit points is granted as temporary hit points which last 5 rounds. This spell also removes the Shaken, Blinded, Deafened, and Fatigued conditions from the target. This spell heals living creatures but has no effect on undead or construct type creatures.

Electric Edge - 1st
Conjuration [Electricity]
Mana Cost: 2 pts.
Casting Time: 1 swift action.
Range: Personal.
Target: Self.
Duration: Concentration. 1 Mana pt.
Lightning crackles over your weapons causing your attacks to deal 1d6 extra electricity damage +1/caster level (max 1d6+5) as long as you concentrate to maintain the effect (free action).

Entangling Strike - 1st
Conjuration (Summoning)
Mana Cost: 2 pts.
Casting Time: 1 standard action.
Range: Weapon.*
Target: One creature.
Duration: Save Ends.
Vines stretch over your weapon as you make your attack and burst over the struck foe Entangling him until he succeeds on a Reflex saving throw.
*This is a special new range type. It means that as part of casting the spell you must make a weapon attack. The spell takes effect if your attack hits as well as any normal effect your attack would have. The range is determined by your weapon's range (melee, thrown, reach, or ranged weapons can all be used unless the range specifies a weapon type).

Rebuking Strike - 1st
Enchantment [Mind-Afflicting, Fear]
Mana Cost: 2 pts.
Casting Time: 1 standard action.
Range: Weapon.
Target: One Animal or Plant.
Duration: Save Ends.
The struck Animal or Plant is Frightened until it succeeds on a Will saving throw, and is then Shaken until it succeeds on another Will saving throw. Plants may be affected by this spell as though they were not immune to Mind-Afflicting effects.

Air Slash - 1st
Conjuration [Air]
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Melee Weapon.
Target: One creature + 15ft area cone.
Duration: Instantaneous.
As you swing your weapon, the air around you forms into slicing currents. Creatures in the area of the cone are dealt damage equal to half the damage your initial attack dealt (Reflex negates).

Flashfire - 1st
Conjuration [Fire]
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Weapon.
Target: One creature.
Duration: Save Ends.
Flames coat the length of your weapon as you make your attack catching your foe aflame until he succeeds on a Reflex save, dealing 1d8 fire damage each time his save fails.

Flashfreeze - 1st
Conjuration [Cold]
Mana Cost: 2pts.
Casting Time: 1 standard action.
Range: Personal.
Target: 15ft area emanation.
Duration: Instantaneous + Save Ends.
Creatures in the area are dealt 1d8 cold damage and until they succeed on a Fortitude save they move only at half speed and take a -1 penalty to attacks, AC, and Reflex saves.

Great Leap - 1st
Transmutation
Mana Cost: 2 pts.
Casting Time: 1 Move Action.
Range: Personal.
Target: Self.
Duration: Instantaneous.
Make a Jump check with a +20 bonus. For this check you are considered to have a running start and your distance is not limited by your height. For the purposes of High Jumps the DC is merely double the distance rather than quadruple.

Barkskin - 1st
Transmutation
Mana Cost: 2 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 1 Mana pt.
Your skin begins to harden as it takes on the properties of oak bark. As long as you concentrate to maintain the spell (free action) you gain a +2 natural armor bonus, +1/three caster levels (max +5).

Lesser Vitalize - 2nd
Conjuration (Healing)
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 5 hitpoints/two caster levels (max 25) and any healing in excess of their maximum hit points is granted as temporary hit points which last 5 rounds. This spell also removes the Shaken, Blinded, Deafened, Fatigued, Dazed, Immobilized, Slowed, and Sickened conditions from the target. This spell heals living creatures but has no effect on undead or construct type creatures.

Stone Power - 2nd
Transmutation [Earth]
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 10ft area emanation.
Duration: Instantaneous + Concentration. 2 Mana pts.
As you undergo a granite infused transformation the land around you trembles and cracks. A shockwave is released rendering the area of the spell difficult terrain and knocking creatures within prone (Fortitude negates). As long as you concentrate to maintain the spell (free action) you gain a +4 bonus to all Strength and Constitution ability checks, +2/three caster levels (max +10) as well as Damage Reduction 2/adamantine and a +2 bonus for Fort saves. The DR and save bonus increase by 1 each every three caster levels (max 5).

Creeping Cold - 2nd
Conjuration [Cold]
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 2 Mana pts.
Frost and fog sheathes your weapon as you make your attack. The struck foe is dealt 2d6 extra cold damage and is Immobilized for 1 round (Fort halves damage, negates condition). As long as you concentrate to maintain the spell (swift action) the struck foe is surrounded by a thin cloud of frigid fog stretching out to 15ft. Creatures that start their turns within the fog are dealt 1d6 cold damage (Fort negates). The cloud doesn't significantly hamper vision or movement.

Breezeform - 2nd
Transmutation [Air]
Mana Cost: 4 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 2 Mana pts.
You seem to become more slightly built, perhaps even partially insubstantial, as the magic of this spell takes effect. As long as you concentrate to maintain the spell (swift action) your movement doesn't provoke attacks of opportunity, you may move through occupied squares even those occupied by enemies, and you gain a Fly speed equal to 1/3 your land speed with Poor maneuverability. While flying in this way you take a -1 penalty to attacks, skill checks, AC, and Reflex saves.

Lightning Strike - 2nd
Conjuration [Electricity]
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Save Ends.
The sky grows dark and ominous as you make your attack and lightning flashes striking the struck foe. Your attack deals an extra 3d6 Electricity damage and blinds the struck foe until he makes a successful Fortitude save.

Blade Cascade - 2nd
Transmutation [Water]
Mana Cost: 4 pts.
Casting Time: 1 Full Round Action.
Range: Personal.
Target: Self.
Duration: 1 round.
Your body transforms into a watery version of itself, sea foam splashing over the ground with each step. As you cast this spell move up to twice your land speed. You may make a single melee attack against any foe you move adjacent to during this movement. For the duration of this spell you gain the Water subtype, become Vulnerable to Electricity, but gain Fire Resistance 30 and take only half damage from weapon attacks.

Rose's Thorn - 2nd
Conjuration
Mana Cost: 4 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Save Ends.
Dark green resin drips down the edge of your weapon as you make your attack. The struck foe is dealt 6 acid damage and until he makes a successful Fortitude save takes 6 acid damage each time he takes a standard or full round action, after which he becomes Sickened until he makes a successful Fortitude save.

Gust Armor - 3rd
Conjuration
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 10ft area spherical emanation.
Duration: Instantaneous + Concentration. 3 Mana pts.
The air around you is jostled about generating Severe Winds (as weather) in the area of the spell until the end of your turn. As long as you concentrate to maintain the spell (swift action) you gain a +4 deflection bonus to AC, benefit from concealment, and are surrounded by Strong Winds (as weather) out to a 10ft area spherical emanation. Further you gain Resistance to Cold and Electricity 15 and are immune to the effects of Windstorm or weaker Wind.

Venomous Strike - 3rd
Conjuration [Acid]
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Save Ends.
Your weapon is coated in a sheen of fluorescent green as you make your attack. Your attack deals an extra 15 acid damage. Further, the struck foe takes a -2 penalty to saving throws against Poisons until he succeeds on a Fortitude save.

Lesser Vital Circle - 3rd
Conjuration (Healing)
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Totem.*
Target: 15ft area emanation.
Duration: Instantaneous.
Verdant energy radiates from your Totem granting all allies within the area Fast Healing 2 and 15 temporary hitpoints which last as long as they remain in the area and for 1 round thereafter. Allies in the area are immune to the Shaken, Blinded, Deafened, and Fatigued conditions. This spell heals living creatures but has no effect on undead or construct type creatures.
*This is a special new range type. It means that you create a magical Totem, a device that radiates magical energy whose effects are permanent until the Totem is destroyed. A Totem can occupy the same square as any other creature, and when you create it you can drop it in your own square or toss it into square adjacent to yourself. Totems have AC of 10+3xSpell level, hitpoints equal to 10xspell level, and hardness equal to 2xspell level. Totems, after being created, can't be moved.

Stony Grip - 3rd
Conjuration (Summoning) [Earth]
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 3 Mana pts.
The earth trembles as your weapon makes its way to your foe. Upon striking your foe a Large granite hand erupts from the ground and begins to grapple the foe. It has a grapple modifier equal to your caster level +10. It will seek to pin its opponent at its first chance. The hand lasts as long as you concentrate to maintain the spell, until it is destroyed (AC 21, 70hp, 10hardness), or until the foe escapes the grapple.

Thunder Roll - 3rd
Evocation [Sonic]
Mana Cost: 7 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 3 Mana pts.
As long as you concentrate to maintain the spell (free action) you gain the ability to Overrun opponents without provoking attacks of opportunity, and with a bonus to your attempts equal to your Caster level. Creatures you overrun in this way are dealt 2d6 sonic damage. Creatures that avoid your attempts are dealt 4d6 sonic damage.

Animal Ferocity - 3rd
Transmutation
Mana Cost: 7 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 3 Mana pts.
Your nails and canines grow and harden as you loose a fierce roar. As long as you concentrate to maintain the spell (swift action) you gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, develop two natural Claw attacks which deal 1d6 damage and overcome damage reduction as magic, chaotic, silvered and cold iron weapons, and gain the Improved Grab, Pounce, and Trip special abilities. For the duration of this spell you can't cast any other spells or use Intelligence or Wisdom based skills.

Heat Stroke - 3rd
Evocation [Fire]
Mana Cost: 7 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Save Suppresses
Your weapon glows orange with searing power and reflects sunlight along its edge. Your attack deals +4d6 fire damage and the struck foe is Fatigued during turns that it fails its Fortitude save.

Vitalize - 4th
Conjuration (Healing)
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 5 hitpoints/caster level and any healing in excess of their maximum hit points is granted as temporary hit points which last 5 rounds. This spell also removes the Shaken, Blinded, Deafened, Fatigued, Dazed, Immobilized, Slowed, Sickened, Frightened, Exhausted, Stunned, Paralyzed, and Nauseated conditions from the target. This spell heals living creatures but has no effect on undead or construct type creatures.

Dominating Strike - 4th
Enchantment [Mind-Afflicting, Charm]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One Animal, Fey, or Plant.
Duration: Save Ends.
The struck Animal, Fey, or Plant is Dominated as by the Dominate Monster spell, except only until it succeeds on a Will save, after which it is Confused until it succeeds on a Will save. Plants may be affected by this spell as though they were not immune to Mind-Afflicting effects.

Windrider - 4th
Transmutation [Air]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self.
Duration: Concentration. 5 Mana pts.
As long as you concentrate to maintain the spell (swift action) you gain a Fly speed equal to your land speed with Good maneuverability. Further, you gain a +2 bonus to AC and saving throws against airborne creatures, you a +2 bonus to attack rolls against creatures touching the ground, and such foes take a -2 penalty to their saving throws against your abilities. Finally, you gain the Hover quality.

Lightning Strikes Twice - 4th
Conjuration [Electricity]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: Two creatures.
Duration: Save Ends.
The sky grows dark and ominous as you make your attack and lightning flashes striking the struck foes. Make two attacks as you cast this spell, each against two different creatures. Your attacks deal an extra 6d6 Electricity damage and blinds each struck foe until it makes a successful Fortitude save.

Frigid Flamescour - 4th
Conjuration [Cold, Fire]
Mana Cost: 10 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Save Ends.
Your weapon smolders with a dark purple smoke as you make your attack. Your attack deals an extra 10 cold damage and an extra 10 fire damage. Further, the struck foe is Immobilized until it succeeds on a Fortitude save, and then is Slowed and takes 2d6 fire damage each round until it succeeds on a Reflex save.

Storm Armor - 5th
Conjuration [Air, Electricity]
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 10ft area emanation.
Duration: Instantaneous + Concentration. 7 Mana pts.
The air around you is jostled about generating Windstorm force Winds (as weather) in the area of the spell until the end of your turn. As long as you concentrate to maintain the spell (swift action) you gain a +6 deflection bonus to AC, benefit from total concealment, and are surrounded by Severe Winds (as weather) out to a 10ft area spherical emanation. Further you gain Resistance to Cold and Electricity 30 and are immune to the effects of Wind. Finally, anytime a creature strikes you with an attack you deal that creature 4d6 Electricity damage (Reflex negates).

Miasmic Venom - 5th
Conjuration [Acid]
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 7 Mana pts.
Your weapon is coated in a sheen of fluorescent green as you make your attack. Your attack deals an extra 30 acid damage. Further, a noxious cloud billows from the struck foe as long as you concentrate to maintain the spell, out to 15ft bestowing a -4 penalty to saving throws against Poisons to creatures within and dealing them 10 acid damage each round. This cloud does not significantly hamper vision or movement.

Vital Circle - 5th
Conjuration (Healing)
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Totem.
Target: 30ft area emanation.
Duration: Instantaneous.
Verdant energy radiates from your Totem granting all allies within the area Fast Healing 5 and 30 temporary hitpoints which last as long as they remain in the area and for 1 round thereafter. Allies in the area are immune to the Shaken, Blinded, Deafened, Fatigued, Dazed, Immobilized, Slowed, and Sickened conditions. This spell heals living creatures but has no effect on undead or construct type creatures.

Titan's Grip - 5th
Conjuration (Summoning) [Earth]
Mana Cost: 14 pts.
Casting Time: 1 Standard Action.
Range: Weapon.
Target: One creature.
Duration: Instantaneous + Concentration. 7 Mana pts.
The earth trembles as your weapon makes its way to your foe. Upon striking your foe a Huge granite hand erupts from the ground and begins to grapple the foe. It has a grapple modifier equal to your caster level +20. It will seek to pin its opponent at its first chance. With each successful grapple check it Constricts deals 6d6 bludgeoning damage. The hand lasts as long as you concentrate to maintain the spell, until it is destroyed (AC 30, 140hp, 15hardness), or until the foe escapes the grapple.

Overthunder Charge - 5th
Evocation [Sonic]
Mana Cost: 14 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 7 Mana pts.
As long as you concentrate to maintain the spell (swift action) you gain the ability to Overrun opponents without provoking attacks of opportunity, with a bonus to your attempts equal to your Caster level, and without spending a standard action. Creatures you overrun in this way are dealt 6d6 sonic damage. Creatures that avoid your attempts are dealt 10d6 sonic damage (Fortitude halves). If you fail to overrun an opponent you are not pushed back 5ft, nor do you fall prone, you simply stop your movement.

Greater Vitalize - 6th
Conjuration (Healing)
Mana Cost: 18 pts.
Casting Time: 1 Standard Action.
Range: Touch.
Target: One creature.
Duration: Instantaneous (see text).
The touched creature is healed 10 hitpoints/caster level and any healing in excess of their maximum hit points is granted as temporary hit points which last 5 rounds. This spell also removes all conditions effecting the target, heals all ability damage, and removes all ability penalties and negative levels. This spell heals living creatures but has no effect on undead or construct type creatures.

Anger of the Land - 6th
Evocation/Transmutation [Earth, Sonic]
Mana Cost: 18 pts.
Casting Time: 1 Standard Action.
Range: Personal.
Target: Self + 20ft area emanation.
Duration: Instantaneous + Concentration. 9 Mana pts.
With a wild roar and a reckless stomp you release a shockwave that unhinges the earth and sends foes reeling. The area of the spell becomes difficult terrain, and creatures within are dealt 10d6 sonic damage and knocked prone. Make a bull rush attempt against all such creatures with a +15 bonus to your roll (you cannot move with any of these creatures). Creatures that you successfully Bull Rush are moved as though you moved with them. Further, as long as you concentrate to maintain the spell (swift action) you grow 1 size category larger, gain two natural Slam weapons dealing 2d10 bludgeoning damage and 2d6 sonic damage each overcoming DR as magic adamantine weapons, gain DR 15/adamantine and a +8 bonus to Fortitude saves.

Vengeful Gale - 6th
Conjuration/Evocation [Cold, Electricity, Fire]
Mana Cost: 18 pts.
Casting Time: 1 Full Round Action.
Range: 90ft.
Target: 30ft wide, 600ft tall area column.
Duration: Concentration. 9 Mana pts.
You call into effect a terrifying storm of elemental fury bringing about a Tornado (as weather) the size of the spell's area. As long as you concentrate to maintain the spell (standard action), creatures that begin their turns in the area are dealt 5d6 cold damage, 5d6 electricity damage, and 5d6 fire damage. You may move the Tornado up to 10ft as a swift action, or up to 30ft as a move action. Anytime a creature within 60ft of the Tornado deals damage to you, that creature is dealt 3d6 cold damage, 3d6 electricity damage, and 3d6 fire damage (Reflex negates).

Stormform - 6th
Transmutation [Air, Electricity]
Mana Cost: 18 pts.
Casting Time: 1 Swift Action.
Range: Personal.
Target: Self.
Duration: Concentration. 9 Mana pts.
As long as you concentrate to maintain the spell (free action) you gain a +8 deflection bonus to AC, benefit from total concealment, and are surrounded by Hurricane Winds (as weather) out to a 30ft area spherical emanation. Further you gain a Fly speed equal to double your land speed with perfect maneuverability, are immune to cold, electricity, and the effects of Wind. Finally, as a standard action each turn you can call a bolt of lightning to strike any foe within 120ft dealing 12d6 electricity damage (Reflex halves).

Variant Geomancers

The Martial Geomancer trades her Geomancy for the maneuvers and stances progression of a Monk (http://brilliantgameologists.com/boards/index.php?topic=5828.0) with the Crusader's recovery mechanic. She has access to the Consuming Flame, Raging Storm, Tidal Flux, and Unyielding Stone disciplines (http://sorcererstudios.com/forumdisplay.php?3-Libram-of-Battle) as well as the Life's Blood (http://www.giantitp.com/forums/showthread.php?t=183826#post10181187) discipline. Good Geomancers have access to the Silver Crane discipline, while Evil Geomancers have access to the Black Heron discipline. Geomancers that are neither Good nor Evil have access to the Crescent Moon discipline. At the beginning of each encounter half her readied maneuvers are granted to her (rounded up), while the others are withheld.

The Forest Friend this Geomancer variant trades the Skirmish ability (and all later improvements) to gain an Animal Companion, which progresses at the same rate as a Druid's of equal level, and the Wild Empathy ability.

Dead_Jester
2011-03-26, 06:34 AM
I like this, and there appears to be no major issues with it. The only thing I'd do is give them a few extra "spell slots", maybe 4 or 5 more, so they could take 2 spells of each level. You might also want to rename the "spells" as something else, as it adds needless confusion.

I also think Geostep is a little weak for 20th level. You could give this effect at 8th or 10th level, and maybe an improved version version later that would grant movement as a swift or free action (so you can benefit from skirmish on full attack if you don't have pounce).

Ziegander
2011-03-26, 01:18 PM
I like this, and there appears to be no major issues with it. The only thing I'd do is give them a few extra "spell slots", maybe 4 or 5 more, so they could take 2 spells of each level.

I thought of doing that too. The class used to be a full BAB Ranger substitute so I kept the very thin progression of spells. I want to see what other people think first though.


You might also want to rename the "spells" as something else, as it adds needless confusion.

Definitely. As soon as I think of something. Suggestions?


I also think Geostep is a little weak for 20th level. You could give this effect at 8th or 10th level, and maybe an improved version version later that would grant movement as a swift or free action (so you can benefit from skirmish on full attack if you don't have pounce).

I thought Geostep was pretty awesome myself. At-will teleportation at a reasonable distance seems powerful to me.

Dead_Jester
2011-03-26, 02:23 PM
I thought Geostep was pretty awesome myself. At-will teleportation at a reasonable distance seems powerful to me.

The thing is, right now, it isn't a reasonable distance, even for an at-will ability. Teleporting 30 ft at 20th level is nothing, especially if it's a move action. Changing it to a free or swift action makes it useful in combat, or drastically increasing the range makes it useful out of combat or when you need to cover long distances.

Ziegander
2011-03-26, 02:28 PM
The thing is, right now, it isn't a reasonable distance, even for an at-will ability. Teleporting 30 ft at 20th level is nothing, especially if it's a move action. Changing it to a free or swift action makes it useful in combat, or drastically increasing the range makes it useful out of combat or when you need to cover long distances.

You have a funny way of looking at things. You don't just give all classes 120ft movement by 20th level do you? Because moving 30ft at 20th level is less than nothing?

If you find that your base speed isn't enough at higher levels you have godless amounts of money to buy boots or something that increase your speed. And any increases you have to your speed apply to your Geostep.

Shark Uppercut
2011-03-26, 06:04 PM
Or, you know, it's a grapple auto-escape.
Movement that never provokes AoO's.
Movement regardless of Grease, Entangle, Solid Fog, etc.

Also, kudos for going the extra mile and making your own line of spells.

JKTrickster
2011-03-26, 07:09 PM
Or, you know, it's a grapple auto-escape.
Movement that never provokes AoO's.
Movement regardless of Grease, Entangle, Solid Fog, etc.

Also, kudos for going the extra mile and making your own line of spells.

Actually that hardly matters with their Free Stride ability.

I think the Geostep capstone can increase its range. Why not enlarge past their movement speed? I don't think it would be vaguely breaking the game if it was double or even triple their movement speed.

Kurai
2011-04-24, 11:05 AM
I love this homebrew. I'm actually playing a Geomancer right now, as the class gives me the great opportunity to play a mad, blind character.

I'm having one question though: How is the Geomancer's caster level decided? Is it the level known or the class level you use?

Elfstone
2011-04-24, 11:23 AM
Yess.... I wanna play one.

Also, Id give it a boost to speed (like the original scout) at 20th, which applies to base move and thus increases range of the teleport ability.

Ziegander
2011-04-24, 11:28 AM
I'm having one question though: How is the Geomancer's caster level decided? Is it the level known or the class level you use?

Huh. What an oversight! A Geomancer's caster level should be equal to its class level, sorry.

Kurai
2011-04-24, 01:57 PM
Heh, good to know I just wasn't being dumb. I'd also jump on the 'more movement at 20th level' wagon. It would give Geostep a wonderful bit of oomph.

EDIT:

Oh, and Gust Armor says both Severe Winds and Strong Winds in its description, which one applies?

Ziegander
2011-04-24, 08:51 PM
Oh, and Gust Armor says both Severe Winds and Strong Winds in its description, which one applies?

Indeed, both apply. Severe Winds applies only until the end of your turn, while Strong Winds continue to apply as long as you concentrate to maintain the spell.

classy one
2011-04-24, 09:41 PM
Nice base class, kind of a Druid and ranger feel to it rather than scout. Still would have liked to read some fluff. As it is I think it is mechanically balanced, but I have no idea what underlying theme you have to see if the features are consistent.
I can kind of make it out by the feature descriptions but not really sure. I mean psions deal with mental might yet they don't get mindsense right? Even if geomancer deals with nature, what gives them the ability gain all these special senses? Should I be giving sorcs arcane sight now? Or is it a hangover from scouts?

Your OP has almost zero fluff, making me reluctant to RP unless you don't mind me misrepresenting you.

Sir_Chivalry
2011-04-25, 12:50 AM
Nice base class, kind of a Druid and ranger feel to it rather than scout. Still would have liked to read some fluff. As it is I think it is mechanically balanced, but I have no idea what underlying theme you have to see if the features are consistent.
I can kind of make it out by the feature descriptions but not really sure. I mean psions deal with mental might yet they don't get mindsense right? Even if geomancer deals with nature, what gives them the ability gain all these special senses? Should I be giving sorcs arcane sight now? Or is it a hangover from scouts?

Your OP has almost zero fluff, making me reluctant to RP unless you don't mind me misrepresenting you.

Perhaps, Ziegander, if you don't have time to fluff, some other person would be willing to do fluff work for you. Great classes deserve great fluff.

Kurai
2011-04-25, 05:39 AM
My explanation for my character having all these special senses is because she spent much time in the woods, blind, and meeting up with all sort of fairy folk. They taught her and told her secrets. That's her explanation, but she's a bit (much) touched in the head, so...

Maybe it's because Geomancers have a special connection with nature, something different than druids and rangers have. Druids are connected more to the plants and wildlife (at least I think so), but the Geomancer could be connected on a much different level. He could be connected with the earth, the wind, the stone, the core of the planet.

classy one
2011-04-25, 02:28 PM
It's not a stretch to see a geomancer use his/her connection with the terrain to gain more senses, but there are many classes that draw power from outside sources and NOT have special senses devoted to the source.

Don't get me wrong I think it is neat, but I just don't see the justification for it. Hence the need for fluff.

The geomancer I always think of is from FFT, who could make ranged magical attacks based on what terrain they were on. They are quite different from this geomancer in that they used axes, and had a native american feel to them rather than sentry/snipers we have here.