Geomancer

Sylanna's Rite of Earth:

A Geomancer cannot consult her repertoire normally. Any time she wishes to prepare her spells for the day, she needs to perform the Rites of Earth. The rite itself is simplistic, requiring the Geomancer only an hour of uninterrupted chanting an open area of Soil.

Doing so allows her to access her repertoire. If, for some reason, she cannot perform the rite, she is unable to use Ninjutsu. The rites of Earth can only be performed once every 24 hours

Earth-Born (Ex):

A Geomancer has adapted to the Earth, and the Soil accepts her as one of the many creatures that live on its vastness. She gains resistance to Earth equal to her Geomancer level × 2.

Earth Manipulation (Su):

The Geomancer has become so adept at casting Earth spells, normal metachakra is easier to apply to the solid earth.

At 2nd level, when you apply metachakra effects to spells with the [Earth] descriptor you decrease the total spell level by 1, down to a minimum of 0.

Expert Earthshaping:

When a 4th level Geomancer casts a [Earth] spell, she may sculpt it as per sculpt spell without any increase in casting time or spell slot adjustment.

Sylanna's Breath (Su):

The Geomancer gains a cloud-like spray of rock shards and fragments to call upon, allowing her to spew them from her mouth at her enemies.

At fifth level, once every 1d4 rounds, she can use her breath weapon that deals 1d6/2 caster levels in fire damage in a 30 ft cone, usable as a standard action.

Geomancy (Su):

Starting at 3rd level, a geomancer draws upon the power of the terrain she stands upon to defeat his foes. However, it takes time to master the energies of a given place; a geomancer begins only knowing one geomancy power and learns an additional geomancy power every odd level thereafter. The geomancer can use this ability a number of times per day equal to her class level + her Wisdom modifier.

Which geomancy power a geomancer may use depends upon what type of terrain he is standing on, as noted in the table below. What terrain type the geomancer is standing on is up to the final determination of the DM. Geomancy is a standard action, usable at will. The range of geomancy is 25 feet plus 5 feet every two geomancer levels, and requires a ranged touch attack to strike a target. If the attack hits, it deals 1d6 damage (of an elemental type, see below) per four geomancer levels to a 15-foot radius burst, centered on the target. Any creature, other than the target, within this radius (five feet around the target on all sides, if the target is a Medium creature) can make a Reflex save (DC 10 + 1/2 geomancer level + geomancer’s Wisdom modifier) to take half damage. Any creatures struck by the effect must make another save (DC 10 + 1/2 geomancer level + geomancer’s Wisdom modifier). If the creature fails this save it takes a secondary effect based on the attack used. This secondary effect has a duration of 3 rounds plus the geomancer’s Wisdom modifier, unless otherwise noted. A geomancer’s class level is considered to be his caster level.

Geomancy Effects

Immobilize:

Creatures affected by Immobilize may not voluntarily move from the spot on which they stand, although others may move them. Immobilize consumes one of the target’s move actions for the round. They do not lose their Dexterity bonus to AC and are not considered helpless. For the duration of the effect, a creature affected may not use the skills Acrobatics, Climb, or Swim, or any other skills which require locomotion, as they have an effective speed of 0. If the creature affected was climbing or swimming when struck, it may make the appropriate check to remain in place. If this check fails, the creature affected immediately begins to fall or sink. If the affected creature is riding a mount, the mount also takes the effect of Immobilize, unless it is immune to mind-affecting abilities. If this is the case, the rider may continue to control the movement of the mount, but may not dismount for the duration of the effect. This is a mind-affecting effect.

Frog:

The targets are transformed into harmless frogs for the duration of the effect. The subject takes on all the statistics and special abilities of an average frog in place of its own except as follows:

• The target retains its own alignment (and personality, within the limits of the new form’s ability scores).

• If the target has the shapechanger subtype, it retains that subtype.

• The target retains its own hit points.

• The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.

• The target also retains the ability to understand (but not to speak) the languages it understood in its original form.

With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.

All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

Incorporeal or gaseous creatures are immune to frog, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the effect). This is a polymorphing effect.

FROG

Diminutive Animal

Initiative: +1

Speed: 5 ft. (1 square)

Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14

Base Attack/Grapple: +0/–17 Attack: — Full Attack: —

Space/Reach: 1 ft./0 ft.

Special Attacks: —

Special Qualities: Amphibious, low-light vision

Saves: Fort +2, Ref +3, Will +2

Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4

Skills: Hide +21, Listen +4, Spot +4, Swim +9

Feats: Alertness

Skills: A frog’s coloration gives it a +4 racial bonus on Hide checks.

A frog has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Paralyze:

A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Petrify:

The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this effect is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Confusion:

This effect causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

d% Behavior

01–10 Attack the geomancer with melee or ranged weapons (or close with him if attack is not possible).

11–20 Act normally.

21–50 Do nothing but babble incoherently.

51–70 Flee away from the geomancer at top possible speed.

71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). This is a mind-affecting effect.

Disable:

A creature affected by Disable may take no action in a round except a single move action to move its speed. It also may not take attacks of opportunity or any other out-of-sequence actions. It does not lose its Dexterity bonus to AC and is not considered helpless. This is a mind-affecting effect.

Sleep:

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. This is a mind-affecting effect.

Countdown:

Countdown has a delayed effect. Onset is in 11 rounds minus the geomancer’s Wisdom modifier, minimum 1 round. Until this duration has elapsed, dark tendrils of negative energy visibly play over the victim’s body. During this time, the effect may be cured by esuna; the geomancer’s level is considered to be the caster level. When the onset time elapses, the targeted creature immediately falls unconscious at -1 hit points. This is a death effect.

Blindness:

The creature cannot see. He takes a –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded creature. This effect only works on living creatures.

Silence:

All sound is stopped for the creatures affected: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from them. Unlike the spell, this affects only the creature and not an area. The Silence affects all objects that are struck; magic items in a creature’s possession that emit sound receive the benefits of saves and spell resistance. This effect provides no defense against sonic or language-based attacks.

Slow:

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. Slow suppresses haste for its duration.

Stunned:

A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any). This is a mind-affecting effect.