A combination of raw, nature-based magics and terrible feats of strength, the Geomancer draws their power directly from the world itself. Combined with amazing, original abilities and techniques, the Geomancer can find themselves tanking or playing support with a focus on high offense.
Hit Dice: d10
Starting Skills: (6 + Int Modifier) x4
Skills: 6 + Int Modifier
Starting Golds: 3d4 x 10
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge: Nature (Int), Knowledge: Arcana (Int), Knowledge: Geo Lore (Int), Knowledge: Occult (Int), Profession (Wis), Spellcraft (Favored Ability), Heal (Wis), Handle Animal (Cha), Climb (Str), Swim (Str), Survival (Wis), Balance (Dex), Powerlifting (Str), Wilderness Lore (Wis)
Class basic abilities: Light Armor Proficiency, Small Shield/Buckler Proficiency, Simple Weapons proficiency
Note: Geomancer is written under "Dynamic Sorcery" rules, and follows the same kind of laws when it comes to energy. With each Spell Level unlocked, acts as if "Dynamic Sorcery" level is gained when it comes to energy gain, usage, and other nonsuch.
Geomancer Domains available: Air, Earth, Fire, Water, Plant
Channel Geo - The essential and most fundamental ability of Geomancy that allows the geomancer to tap into the power of Geo.
Augment: 25 ep. Upon augmenting while channeling Geo, the Geomancer may make a new synchronization roll. Upon getting within 2 (situations may change at GM's discretion) numbers, the Geomancer may utilize their environment in essential ways, changing and sculpting the background for utilitarian purposes. CanNOT achieve stronger terrakinetics than what the user currently has.
Geo Attack/Geo Defense - allows Geomancers to add up to +5 of Geomancy lore to special attacks and saving throws.
Greater Geo Attack/Greater Geo Defense - allows up to +10 to special attacks and saving throws.
Geo Armor - +5 natural armor bonus to AC and grants a sandstone hue to the Geomancers' image.
Geo Heal - channeling Geo allows Geomancer to heal himself or one other target for up to (2d20+Con Modifier+Spellcraft) hit points.
Mass Geo Heal - heals all party members present for (4d20+Spellcraft) hit points.
Tremorsense - 10 points. Player has a full awareness of living things in their immediate area.
Augment: +10 points. Can gauge target direction.
Terrakinetics, Minor - 10 points. Player has limited control over the earth and plant life.
Augment: +20 point. Can increase size of earth pieces used by 5 lbs (up to 105 lbs. max). 20 Str plant max.
Combat Geo Channeling - one time concentration check to synch with Geo forces (DC15, can be modified) to allow rapid geomancy use in combat situations.
Geo Shield - 15 points. Player can create a wall of earth and plants to create cover, barriers, etc.
Augment: +10 point/10' additional wall section (150 hardness, 500 hp) per wall section.
Strength of My Enemy - drains 1d12 str from one touched opponent. Can be used once per combat, lasts for 1d4 rounds.
Augment: actually pay 25 energy points to drain 1d12 con instead, lasts until end of combat. Stacks with Leeching Fields.
Leeching Fields - 100 energy points, otherwise is the same as "strength of my enemy" but allows for str/con change out (declare which while casting) and affects all targets up to 50 feet around the Geomancer. Lasts for 1d6 rounds.
Augment: 1/2 current energy point total. Drains Str and Con together, and you'll keep the increase until end of combat.
Treacherous Terrain - 60 points. Causes local plant life to animate and attack an enemy, doing xd10 damage to an opponent where Geomancer's level is the x.
Augment: +30 points per enemy 1d6/level + Str/Con/Wis. Also snares enemy.
Terrakinetics - 70 points. Player gains adept control with Geomancy, and can control a greatly increased amount of earth and plant life.
Augment: +30 points. Up to 10000 lbs max. 40 Str plant max.
Salt the Wounds - 100 points. A sudden hail of sharp salt crystals rain down on an enemy(ies) 1d6/Geomancer's level (10d6 max). Pieces that pierce an enemy cause 1d6 rounds aggravated damage (1d6) for 1d10 rounds.
Augment: +50 points. Raises damage dice class by one (to d8).
Here Eat This - 15 points. Player can channel Geo to gather healing and medicinal herbs to heal wounds, diseases, and purify food and water.
Geomancer's Mantle - 20 points. 4 stone discs erupt from the earth and orbit around the Geomancer at will, deflecting attacks as if AC+15.
Augment: 10 points. Spikes grow on the floating discs dealing 3d6 to melee attack. Also, you can utilize them outside of combat for certain effects (GM's approval, naturally).
Geo's Embrace - 15 points. The Geomancer is able to coat his body and equipment in mercury, making him invisible as if under the spell.
Augment: 45 points. The Geomancer can attack while invisible.
Terrakinetics, Greater - 200 points. Advanced control with geomancy and greatly increases the amount controlled.
Augment: +100 points. Up to 5000 lbs max. 60 Str Plant Max.
Terraport - 1/2 current energy points. Geomancer melds into the earth to appear in a different location up to three miles away.
Augment: 1/2 hit points to terraport as a counter or special movement. It also increases the distance traveled to anywhere within Neo-Florida.
Tectonic Tremble - 100 energy points. Geomancer can cause earthquakes, instigate tsunamis, and generally cause a whole bunch of fuckuppetry. Does no damage in combat, but all within 1 mile range of Geomancer must make a reflex save of DC20 or are thrown prone to the ground. Variable effects (1d6 magnitude) may or may not cause damage to surrounding buildings.
Augment: +200 energy points to set the magnitude at will up to the Geomancer's level.
Mass Geomancer's Mantle - 25 points per person granted. Grants Geomancer's Mantle for up to 1d6 allies.
Tempest - 50 points/10 point per dice. Geomancer can call forth the power of a raging storm of wind and lightning. 8d8 electric damage, 1d6 stun for 1d6 rounds.
Master Terrakinetics - Your entire store of energy points. Geomancer has mastered the intricate nuances of Terrakinetics.
Augment: 1/2 current hit points to increase up to 10,000 lbs max. 80 Str plant max.
Arctic Blizzard - 100 energy points. Upon successful Geo Synch, Geomancer can call down a blizzard to crush and snowblind enemies for 10d6 ice damage.
Augment: +25 energy points per extra hit die.
Rebirth - 200 energy points, 100 experience points per hit point granted back to the corpse. Upon successful synch roll (get within 5 numbers of GM's 1d20 roll) Geomancer can channel Geo to give life to a fallen comrade, or self, on death bed (-1 to -10).
Augment: 100 experience points points per +1 on roll. MUST be augmented BEFORE the roll.
Note: Style points can be used in lieu of experience points. See style points to experience points table in order to determine how much each style point is worth.
Meteor Strike - Give up your entire energy pool, 1/2 your hit point total, and strips Geomancer of any and all buffs you currently have on. After successfully casting Meteor Strike, you will need up to 1d6 rounds to recover. Geomancer utilizes all of his training with Geo to call down a meteor to slam into the target for 20d20 + GM stated damage. Can only be done once per battle, takes one round to do and must be stated at the beginning of the round.
Augment: Give up your next round. Customize the form of the meteor, increase the amount of damage granted by GM (stated damage x Geomancer's level), and augments Meteor Strike so it can be done multiple times per battle.
Special Attacks available (all - 1d6+1/level up to a max of +10). Please note that with each new Special Attack+1 on the list, you can choose the next one on this list:
1) Stone Fists of Discipline - Geomancer can create and launch stone fists with martial arts attack. 10 points.
2) Shock Wave of Lances - Geomancer jumps into the air and barrels back down to impact creating a blast radius that sprays shards of earth and knocks back enemies. 4d6 + 2d8 feet of knockback. 20 points.
3) Diamond Smash - Geomancer summons a crystal shield and bull rushes an enemy. 6d6+10, 1d6 rounds of dazzle. The crystal shield stats are: +3 armor, Deflect, Reflect, can Dazzle as a standard action round (effect lasts 1d6 rounds), lasts for either 1d20 rounds or if it blocks up to 100 hp of damage, whichevers greater. 30 points.
4) Magma Kata - Geomancer channels prime force of magma to trail his hands and feet. Adds 3d6 fire/earth damage that lingers for 1d6 rounds. 40 points.
5) Geo Barrage - Geomancer opens a fissure in the earth underneath an enemy, and if they fail their Reflex save (DC20) the target falls in and is pummeled by the power of Geo. 10d10 Fire, Ice, Wind, Earth, Plant, Water, and Electricity damage. GM determines which ones continue on for however many rounds. 50 points.
Geomancy Spells (by level)
Level 1
Orb of…
Acid - 1d10/level (max 5d10)
Cold - 1d10/level (max 5d10)
Electricity - 1d10/level (max 5d10)
Fire - 1d10/level (max 5d10)
Hail of Stone - 4d8+2
Level 2
Blast of Force - 1d6/per 2 levels (max 5d6)
Ice Lance - 6d6, Stun 1d4 (1d4 rounds)
Stone Bones - +3 Natural AC bonus
Bands of Steel - Immobilizes target 1 round/level (max 20 rounds). Target must pass a Will save (DC15) to halve the amount of rounds, rounded down.
Level 3
Acid Breath - 1d6/level, Cone attack
Hail Stones - 5d6 Cold damage
Rust Ray - 2d6+1 Sundering damage/ per 2 levels
Strong Grasp - +10 to Grapple Modifier for 1d6 rounds
Deeper Darkness - infravision
Level 4
Wings of Air - grants Flight or enhances current Flight spell.
Metal Melt - melts metal without fire. Metal items must pass a DC30 check or be melted immediately.
Flame Whips - 6d6 flaming melee damage (3d6 per whip) on one target up to 50 feet.
Wall of Sand - Creates a wall of sand that can block on it's own (up to 50 feet vertical, 100 feet horizontal) or upgrade a current shield/wall for 250 more points.
Level 5
Fire Burst (Area) - 1d10 fire damage/level
Fire Shield - 3d6 damage to attackers, protects against Cold attacks.
Ball Lightning - 1d8/level electric damage.
Earth Reaver - 7d6 Area earth attack.
Vitriolic Sphere - 6d6+2 more rounds of damage
Level 6
Acid Storm - 1d8/level (15d8 max)
Fire Spiders - conjures a swarm (up to 2d20) of fire spiders to attack target(s).
Freezing Fog - slows and obscures an area.
Extract Water Elemental - pull water from victim that forms into an elemental completely under the caster's control. Hardening - 1 point/2 levels.
Level 7
Energy Immunity
Ironguard - immune to metal
Emerald Flame Fist - 3d6 (+1 fire/level up to a max of +20) touch attack
Glass Strike - turns subject into glass if target cannot pass a Will Save (DC20).
Ice Claw - stony grasp
Level 8
Field of Icy Razors - Area Affect
Level 9
Summon Elemental Monolith - Summon Monster IX
Rock to Lava