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| OfFlameAndAshes01-13-08, 01:41 PM | The Geomancer Requirements: •Must have spent a large amount of time in the wilderness and survived in the wilderness without any outside help for at least two months in a row. •Must be either Neutral Good, Chaotic Good, Neutral, or Chaotic Neutral. Hit Die: D8 BAB: Medium. Saves: Fort. High, Reflex Low, Will High. Skill Points Per Level: 4 + Int. Modifier Skills: Animal Empathy (Cha), Balance (Dex), Climb (Str), Concentrate (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Wilderness Lore (Wis), Wilderness Survival (Wis). Weapon/Armor Proficiencies: All weapons and armor made from wood or stone. Class Features: 1.) Earthen Lore, Gaia's Servant, Geomancy 2.) Call Of The Wild 3.) 4.) Gaia's Shield 5.) Gaia's Boon 6.) 7.) Wall Of Stone 8.) Gaia's Mending 9.) Shatter 10.) Awaken The Earth (1/day) 11.) 12.) Force Of Nature (1/day) 13.) Earth Spirit 14.) Stalagmite 15.) Awaken The Earth (3/day) 16.) Force Of Nature (3/day) 17.) Assault Of Stone 18.) Quake 19.) Chasm 20.) Awaken The Earth (6/day), Force Of Nature (6/day), Gaia's Champion Earthen Lore (ex): Geomancers study deeply the intricated workings of the earth, and add their class level to any Knowledge (nature) checks and Wilderness Lore checks. This is an extraordinary ability. Gaia's Servant: Geomancers have the utmost reverence for nature, and never willingly and unnecessarily harm natural creatures. Geomancers may never attack natural creatures (animals, plants, nature spirits (i.e., dryads)) unless he is either attacked first or those creatures present a significant threat to him and intend to harm him, and should he ever do so, he immediately loses all spells and abilities until he atones. The DM, at his discretion, may decide that atonement isn't enough, and require the Geomancer to perform an even greater act of repentance or service in order to re-acquire his spells and abilities. Geomancy: Starting at 1st level, Geomancers gain the ability to cast spells. In order to be able to cast spells, Geomancers must spend one hour in contemplation at the beginning of each day. Geomancers use Wisdom to determine whether or not they can cast a particular spell, and must have a Wisdom score of at least 10 + the spell's level in order to cast it. The DC of a spell cast by a Geomancer is equal to 10 + the spell's level, + the Geomancer's Wisdom bonus. Note that equipment such as armor and shields does NOT interfere with the Geomancer's ability to cast spells. Spells Per Day: As Bard. Spell List: 0-Level: Cure minor wounds, create earth, create water, detect animals, detect magic, detect plants, detect poison, know direction, mending, read magic. 1st-Level: Animal messenger, calm animals, charm animal, cure light wounds, delay poison, endure elements, entangle, hide from animals, magic stone, obscuring mist, pass without trace, shillelagh, speak with animals, summon nature's ally I. 2nd-Level: Barkskin, bear's endurance, bull's strength, fog cloud, goodberry, gust of wind, hold animal, meld into stone, neutralize poison, owl's wisdom, plant growth, quench, remove disease, soften earth and stone, speak with plants, spider climb, spike growth, stone shape, summon nature's ally II, summon swarm, tree shape, water breathing, warp wood, wood shape. 3rd-Level: Antiplant shell, contagion, command plants, control water, cure moderate wounds, dominate animal, giant vermin, ice storm, repel vermin, sleet storm, spike stones, stinking cloud, stoneskin, summon nature's ally IV, wall of stone. 4th-Level: Animal growth, atonement, awaken, cloudkill, commune with nature, control winds, cure critical wounds, insect plague, passwall, summon nature's ally V, transmute mud to rock, transmute rock to mud, tree stride, wall of thorns. 5th-Level: Acid fog, animate plants, antilife shell, changestaff, control weather, creeping doom, find the path, fire seeds, flesh to stone, heal, ironwood, liveoak, mass bear's endurance, mass bull's strength, mass owl's wisdom, move earth, repel wood, stone tell, stone to flesh, summon nature's ally VII, transmute metal to wood, transport via plants. 6th-Level: Animal shapes, control plants, earthquake, elemental swarm, miasma of pestilence, regenerate, repel metal or stone, shambler, shapechange, summon nature's ally IX, whirlwind. Call Of The Wild (ex): At 2nd level, the Geomancer attracts a fiercely loyal animal companion who will defend him at all costs. This ability is equivalent to the spell animal friendship, except only one creature ever accompanies a Geomancer at any given time; if the Geomancer dismisses the animal or the animal is killed, a new animal companion will arrive within 2d4 days. The Geomancer may also dismiss his animal companion at any time and thereafter summon another animal companion at any time; the new animal companion will arrive within 2d4 days. Note that the type of animal companion the Geomancer can obtain is entirely dependent on the type of natural environment in and around his location. This is an extraordinary ability. Gaia's Shield (su): At 4th level, the Geomancer acquires the ability to harden his skin for up to 1 round/level once per day per four full class levels. The Geomancer receives a +1 bonus to his Armor Class per four full class levels, and damage reduction of 1/magic per four full class levels. This is a supernatural ability. Gaia's Boon (ex): At 5th level, the Geomancer is protected by the spirit of the Earth at all times. He adds his Wisdom bonus to all his saving throws. This is an extraordinary ability. Wall Of Stone (su): At 7th level, the Geomancer may cast wall of stone as a supernatural ability. He may do this a number of times per day equal to his Wisdom modifier. Gaia's Mending (su): At 8th level, the Geomancer is able to tap into the Earth forces to heal himself up to two hit points per class level each day. He may spread this healing out into many uses, and can heal as little or as much as he wants with each use. This is a supernatural ability. Shatter (su): At 9th level, the Geomancer is able to cause even the hardest stone to shatter into a myriad of shards. Once per day, he may cause up to five square feet of stone/level within 25 ft./level to crumble; he may choose to simply have the stone shatter into millions of tiny pieces, or he may choose to have the stone shatter into several large chunks. If he chooses the former, all creatures standing upon the shattering stone stone must pass a Reflex save with a DC equal to 10 + half the Geomancer's class level (rounding down) + the Geomancer's Wisdom modifier or take falling damage, if any. If he chooses the latter, in addition to this effect, all creatures underneath the falling chunks of stone take 5d10 damage from the falling rock unless they pass a Reflex save with a DC equal to 10 + half the Geomancer's class level (rounding down) + the Geomancer's Wisdom modifier; should they fail their save, they must also pass a Fortitude save with an equivalent DC or else be knocked unconscious for 2d6 rounds. This is a supernatural ability. Awaken The Earth (su): Starting at 10th level, the Geomancer is able to awaken the earth to do his bidding. Once per day he may use a full action to awaken all land within 10 ft./class level; all enemies within this range are viciously assaulted by the earth, and must pass a Reflex save with a DC equal to 10 + half the Geomancer's level + the Geomancer's Wisdom modifier or suffer 1d4 damage for 1 round/level as well as a -2 penalty to all attacks, saves, and skill checks for one full turn as the earth caves in beneath their feet, vines erupt from beneath the earth and entangle their limbs, and sudden gusts of wind buffet them like feathers caught in a mighty gale. Only one attempt per turn may be made to avoid these effects. Creatures thus affected also move at only half normal speed, and cannot fly at all due to the fierce gusts of wind. At 15th level, the Geomancer can use this ability three times per day, and at 20th level he may use this ability six times per day. This is a supernatural ability. Force Of Nature (su): Starting at 12th level, the Geomancer is able to tap into the spirit of the earth to enhance his strength and fortitude. Once per day, he may use a standard action to tap into the energies of the earth, causing him to grow in size and strength, his skin to turn forest green, and his hair to turn to a tangle of roots and vines. His size category is increased by one level, and both his Strength and Constitution scores are increased by 6. His skin becomes tough and calloused like bark, and he therefore gains damage reduction of 3/- and a +2 bonus to his Armor Class. These effects last for 1 round/2 levels, rounding down. At 16th level, the Geomancer may use this ability three times per day, and at 20th level he may use this ability six times per day. This is a supernatural ability. Earth Spirit (ex): At 13th level, the Geomancer attracts a small, golem-like earth spirit to fight for him and protect him. The Geomancer may dismiss the earth spirit whenever he wishes, and summon a new earth spirit, which will arrive in 2d4 days. The earth spirit has the following statistics and abilities: Level: The Geomancer's combined class levels from all classes Hit Die: d8 BAB: Full (as a Fighter) Armor Class: 20 + one third the Geomancer's class level (rounding down) Speed: 20 Attacks: Fists, body slam, crush (against Medium-size creatures or smaller) Damage: 1d6 (fists), 1d4 + 1 (body slam), 2d4 (crush) Special Abilities: Tremor, Stone Tell Tremor (ex): A number of times per day equal to its Wisdom modifier, once per round, the earth spirit may use a free action to cause the earth beneath one enemy's feet within 15 ft./level to shake violently; the enemy must pass a Reflex save with a DC equal to 10 + half the earth spirit's level + the earth spirit's Wisdom modifier or be knocked prone. Airborn creatures and creatures that do not have corporeal bodies are immune to this effect. Stone Tell (ex): A number of times per day equal to its Wisdom modifier, the earth spirit may cast stone tell as an extraordinary ability. Skill Points Per Level: None. Skills: None. Weapon/Armor Proficiencies: None. Size: Small Creature Type: Earth Spirit Strength: 13 + one third the Geomancer's class level (rounding down) Dexterity: 8 Constitution: 18 + one third the Geomancer's class level (rounding down) Intelligence: 9 + one third the Geomancer's class level (rounding down) Wisdom: 14 + one third the Geomancer's class level (rounding down) Charisma: 4 Stalagmite (su): At 14th level, the Geomancer is able to cause a massive, sharp stalagmite to erupt from beneath the earth and impale one enemy within 25 ft./level. The enemy must pass a Reflex save with a DC equal to 10 + half the Geomancer's class level (rounding down) + the Geomancer's Wisdom modifier or suffer 1d10 points of damage/level; creatures which suffer damage from this ability must also pass a Fortitude save with an equivalent DC or be instantly slain. Note that airborn creatures and creatures who do not have corporeal bodies are immune to this effect. This ability is a supernatural ability. Assault Of Stone (su): At 17th level, once per day, the Geomancer is able to summon a hail of boulders and crush his enemies into a fine paste. All creatures in a radius of up to 4 ft./level within 25 ft./level suffer (1d4 + 1 damage)/level and must also pass a Fortitude saving throw with a DC equal to 10 + half the Geomancer's class level (rounding down) + the Geomancer's Wisdom modifier or be knocked unconscious for 2d6 rounds and suffer 1d4 points of Constitution damage. This is a supernatural ability. Quake (su): At 18th level, once per day, the Geomancer is able to cause a massive earthquake centered within 20 ft./class level with a radius of up to 4 ft./class level (the Geomancer can make the earthquake as large or as small as he wishes). All enemies standing upon solid ground (not in a deep body of water, or airborn) who have corporeal bodies suffer 1d8 points of damage per class level, and also must pass a Fortitude saving throw with a DC equal to 10 + half the Geomancer's class level (rounding down) + the Geomancer's Wisdom modifier, or be stunned for 3d6 rounds. This is a supernatural ability. Chasm (su): At 19th level, once per day, the Geomancer is able to cause the earth to open up and swallow his enemies, entombing them beneath the earth forever. A chasm up to 5 ft. long and 2 ft. wide/level opens up within 20 ft./level of the Geomancer; all enemies caught within the area of effect must pass a Reflex save with a DC equal to 10 + half the Geomancer's class level (rounding down) + the Geomancer's Wisdom modifier, or be swallowed by the earth and instantly slain. Note that airborn enemies and enemies who do not have corporeal bodies are immune to this effect. Enemies slain by this ability can only be brought back to life using spells that do not require a body to take effect (i.e., wish). This is a supernatural ability. Gaia's Champion (ex): At 20th level, the Geomancer becomes completely attuned to the will of the earth, and undergoes a profound transformation. His skin becomes cracked and hardened like bark, his hair becomes a tangle of vines and roots, leaves, moss and lichen begin to grow on his body, his eyes become grayish like the color of granite, and his body becomes heavy like stone. He gains a +4 natural bonus to his Armor Class, damage reduction of 20/magic, and 10 additional hit points. His new features also allow him to blend in easily when in places such as forests, mountains or rocky places, and grant him a +8 bonus to his Hide checks when in such places. Additionally, the Geomancer gains a +2 bonus to his attack rolls, damage rolls, DCs of his spells and abilities, and saves when in a natural environment (i.e., mountains, forests, or deserts, but not towns, cities, or other manmade structures). Finally, his creature type changes to Earth Spirit. New Feats: Gaia's Blessing Requirements: Must have the Wall Of Stone class ability. Benefits: Choose one of your Geomancer class abilities; you may use this class ability one additional time per day. Gaia's Wrath Requirements: Must be able to cast 4th level Geomancy spells. Benefits: The DCs, spell level (when applicable) and damage of your Geomancer spells and abilities are increased by +1. Gaia's Wisdom Requirements: Must have the Earthen Lore class feature. Benefits: You automatically pass all Knowledge (nature) and Wilderness Lore checks you are required to take; when you gain the Awaken The Earth class feature, you also gain a +1 bonus to your Wisdom score. Gaia's Heart Requirements: Must have the Gaia's Mending class feature. Benefits: You may heal up to five hit points per class level per day instead of the usual two hit points per class level per day with Gaia's Mending. Well, here you have it. I know it needs a ton of work. All CONSTRUCTIVE criticism and comments are welcome. No flames. |
| OfFlameAndAshes01-13-08, 01:47 PM | Oh, and I will add a custom spell list later. I'm just too lazy to do it now. |
| OfFlameAndAshes01-13-08, 04:02 PM | Thank you so much! I'm glad you enjoyed it! Seriously, is it that bad?:( |
| Far_Traveler01-13-08, 04:04 PM | I notice that this is a 3.0 class. That is all. |
| Vadin01-13-08, 04:29 PM | Yeah...not sure if you heard, but Wilderness Lore and Wilderness Survival aren't skills anymore. There is no Animal Companion spell. Also, his animal companion thing...if I'm not mistaken, don't druids take some sort of penalty if their companion dies? This guy just gets a replacement. WOW. Mayhaps this ought be brought more towards 3.5? |
| OfFlameAndAshes01-13-08, 04:59 PM | So it's a 3.0 class. How does that make it bad? |
| AncestralRakmakallan01-13-08, 06:01 PM | So it's a 3.0 class. How does that make it bad? That does not make it bad at all. It's just that some people around here prefer being "up to date" with D&D versions. Personally, I love 3.0 though it includes some broken stuff. In case you have a 3.5 rulebook you can convert it in order to avoid flaming. Anyway. I don't have time to review this and comment but at a first glance it seems fine though I have to ask if "Awaken the Earth" allows a saving throw. You could allow one and increase damage per round and the penalties. Secondly, unless you intend this to be a full caster(and even if you do not) you should spread the class features out a bit to include low levels. Last the "must have spent time in wilderness" etc. part looks like a prc requirement, so take it out. When I saw the name(Geomancer) I thought it would be like Meepo from Dota... That's all. Nice job and I hope I have been of assistance -Rakmakallan- |
| Vadin01-13-08, 07:14 PM | I'm not trying to flame, its just that a lot of us can't accurately critique things from a 3.0 standpoint. You might want to add [3.0 Edition] into the title to let people know that this class is built for use with those rules. |
| Leress01-13-08, 08:22 PM | I can't really give a critique until you put the spell list up. |
| OfFlameAndAshes01-13-08, 08:27 PM | Ancestral, You make a good point about Awaken The Earth. I think what would be fair would be to require a saving throw each turn to avoid the effects for that turn. What do you think? And I will change the title to reflect that this is 3.0. Honestly, I have never even looked at the 3.5 edition let alone the 4.0 edition, and really don't care to, because I see these new editions as a way to milk us loyal D&D players for cash while simultaneously (albeit not intentionally) ruining D&D. I say we stick to 3.0 and leave it at that. |
| OfFlameAndAshes01-13-08, 08:32 PM | And as far as the time spent in the wilderness, well, I'll leave that in, because it's really no problem at all to include that in a character's background. It does sound like a requirement for a PC, but as it is effortless to fulfill, I see no problem with it. I did change the rules for Awaken The Earth to allow for a save each turn to avoid the effects for that turn, however. OfFlameAndAshes |
| OfFlameAndAshes01-13-08, 08:58 PM | Also, the Geomancer will have his own spell list and spells per day - both significantly weaker than the Druid to make up for his powerful abilities I've given him. I think I will give him only earth-based, water-based and wind-based spells and nothing to do with fire, poison or other elements that harm the natural environment. His spells will be more subtle in nature as well, and more like the old Native American tradition than say European medieval flashy spells, which the Druid has in abundance. |
| OfFlameAndAshes01-14-08, 12:40 PM | Update: Spell list and spells per day added, Shatter, Earth Spirit, Stalagmite and Chasm abilities added. Four new feats added. The spell list is very small because it is based mostly on the 3.5 System Reference Documents. Feel free to add more spells to it. |
| OfFlameAndAshes01-15-08, 05:59 PM | *bump* |
| UAMDB01-15-08, 06:16 PM | So how does he eat? He can not harm plant or animals, which means he can not hurt for meat. He also can not harvest fruits and vegitables since that would kill that part of the plant. |
| OfFlameAndAshes01-16-08, 07:14 AM | The rule states that he may never "willingly and unnecessarily" harm natural creatures. But because it is necessary to eat, the Geomancer may definitely harvest plants/seeds/fruit. The Geomancer would also, for example, be allowed to cut down a tree if it was necessary to save a life, or to perform some crucial and important task. He just can't go around starting forest fires and such. |
| Samurai_Zero01-17-08, 08:36 AM | just wondering, which Geomancer is this class based off of? anyway "Gaia's Servant" isnt really an ability, and is more along the lines of how the class works(cant think of the word for it but) as far as like how the Paladin has to stay lawful good or he cant advance, its apart of the class description so all you really have to do is move it from the ability list. Also, Atonement spell is hard enough to come by as well as the character must truly want atonement or the spell doesnt work. That and any cleric ive ever come by with atonement always wanted quite a bit of money for services. In other words Atonement should be more than enough for violation of "Gaia's Servant" |