User:Jota/Geomancer (3.5e Class)

Geomancer
"Your move. That is, if you can."

A geomancer harnesses the latent powers present in each aspect of nature to dismantle his foes. Geomancy is notable for its debilitative status effects rather than for its raw damage output, which is still quite respectable.

Making a Geomancer
Geomancers are can be devastating combatants either in close or from a distance, but they don't offer too much in the way of skills or between combat utility. A geomancer would be a good substitute for a fighter in an archetypical party consisting of a cleric, fighter, rogue, and wizard, but a geomancer could also sub in for a sorcerer or warlockCA as a ranged striker as well.

Abilities: Strength is most important attribute for a geomancer because it affects the power of their geomancy as well as their physical attacks. Dexterity and Constitution have their accustomed importance to every character, especially a combat-focused one. After that come Intelligence and Wisdom, whose primary benefits are skill points and Will saves. Charisma is largely unimportant, unless the geomancer intends to serve as the party's face.

Races: Geomancers are not uncommon amongst several surface races, including humans, dwarves, and elves, but are more rare in the ranks of half-elves, halflings, gnomes, and half-orcs.

Alignment: Any.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: Simple.

Class Skills (2 + Int modifier per level, &times;4 at 1st level) Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).

Class Features
All of the following are class features of the geomancer.

Weapon and Armor Proficiency: Geomancers are proficient all simple and martial weapons, light armors, and shields (but not tower shields).

 (Su): Geomancy is the core ability of the geomancer and the process by which he draws on the earth to smite his foes. Geomancy abilities can be used at will once they are acquired regardless of the terrain in respect to either the geomancer or his target. That said, if the specific terrain or a key item noted in a particular geomancy ability are within 5 feet/geomancer level of the geomancer, the damage die size for that geomancy increases by one and the saving throw's difficulty class is also increased by one. Geomancy: If the geomancer connects, damage is resolved first, and then the target saves against the secondary effect or spell. The saving throw for any geomancy ability is 10 + 1⁄2 geomancer's class level (rounded down) + geomancer's Strength modifier.
 * Requires a standard action
 * Does not provoke an attack of opportunity
 * Requires a ranged touch attack
 * Has a range of 65 feet + 5 feet per two geomancer levels
 * Deals 1d6 untyped damage/hit die of the geomancer
 * Does not require a line of effect (thus an enemy with total cover can be targeted, but is still treated as having total concealment)

For example, if Nicholas Southam, a 5th level geomancer with 19 Strength, were to use Sand Storm in a cave that had stalactites within 25 feet of himself, he would deal 5d8 damage rather than 5d6, and the saving throw DC would be 17 rather than 16.

Geomancers also gain basic access to a sphere:

Level - Benefits
 * 1 - endure elements
 * 3 - entangle
 * 5 - stone shape
 * 7 - wall of thorns
 * 9 - divine power
 * 11 - wall of stone
 * 13 - move earth
 * 15 - meteor swarm
 * 17 - earthquake
 * 19 - storm of vengeance

Geomancy:


 *  (Su): The key terrain feature for pitfall is road. An enemy hit by pitfall must save or become dazed for one round.


 *  (Su): The key terrain features and items for demon fire are boxes, decks, rugs, stairs, and wooden floors. An enemy hit by demon fire is affected as though they were hit with a sleep spell.


 *  (Su): The key terrain/terrain features for blizzard are ice and snow. An enemy hit by blizzard is affected as though they were hit with a silence spell that affects the enemy only rather than an area.


 *  (Su): The key terrain/terrain features for sand storm are sand, salt, and stalactites. An enemy hit by sand storm is affected as though they were hit with a blindness spell.


 *  (Su): The key terrain features for gusty wind are roofs (the geomancer must be on one) and chimneys, although the geomancer can also power up this ability by flying. An enemy hit by gusty wind is affected as though they were hit with a slow spell.


 *  (Su): The key terrain feature for local quake is igneous rock. An enemy hit by local quake is affected as though they were hit with a confusion spell.


 *  (Su): The key terrain for water ball is water, be it standing (a lake or sea) or running (a river, waterfall, or man-made waterway), but there must be a large quantity of water; a pond or puddle will not suffice. An enemy hit by water ball is affected as though they were hit with a baleful polymorph spell.


 *  (Su): The key terrain/terrain features for hell ivy are grassland, thickets, water plants (such as algae), and ivy. An enemy hit by hell ivy is affected as though they were hit with a hold monster spell.


 *  (Su): The key terrain features/items for kamaitachi are books, bricks, bridges, coffins, furniture, moss, and trees. An enemy hit by kamaitachi is affected as though they were hit with a waves of exhaustion spell. Like the spell, this effect has no save, which makes it different from other geomancy abilities, but unlike the spell it only affects a single target.


 *  (Su): The key terrain, terrain features, and items for carve model are gravel, mud walls, stone floors, stone walls, and tombstones. An enemy hit by carve model is affected as though they were hit with a flesh to stone spell.


 *  (Su): The key terrains for quicksand are marshes and swamps. An enemy hit by quicksand is affected as though they were hit with a eyebite spell.


 *  (Su): The key terrain feature and item for lava ball are lava or magma and machines. An enemy hit by lava ball is affected as though they were hit with a finger of death spell.

 (Su): The geomancer has cold, electric, and fire resistance equal to twice his class level. The geomancer's base land speed increases by 10 feet.



 (Su): At seventh level the geomancer is permanently under the effects of a water walk spell. The geomancer can deactivate or reactivate this ability as a free action. The geomancer's base land speed increases by 10 feet.

The geomancer still has to make a ranged touch attack to hit each target. The geomancer may also expend a swift action to attack a single target (not an area) with geomancy. The geomancer's sphere access level is upgraded to the advanced level.

 (Su): A fifteenth level geomancer upgrades his sphere access to the expert level, allowing him to use each ability he has access to at will.