Aspect of the Powers - personalized Geomancer [Archive] - Wizards Community

Post/Author/DateTimePost
CrimsonRyoko

02-27-04, 01:32 AM
Ok - i love the idea of the Geomancer, but i didnt much care for the nature side, so i have created my own version of it. It might be too powerful, im not sure - if anyone has any problems it might be with the "Aspects" which im currently thinking of cutting out. . . . but id LOVE feedback on it, if anyone is so inclined :)

Aspect of the Powers
While a Geomancer grows closer to the material plane and nature, an Aspect of the Powers grows closer to the magic they control and its sources. Both classes share much with each other, as they both gain spell versatility, but an Aspect needs not be in touch with nature in the slightest. An Aspect drifts slowly towards the elements of their magic, and the deities, which grant their powers. Generally a Cleric will only have a single Deity from which they gain drift towards, but occasionally a divine caster will have a number of gods, which they pay tribute to.
Hit Die: d6
Requirements: To qualify as an Aspect of the Powers a character must fulfill the following criteria.
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion or the planes) 6 ranks.
Spells: The ability to cast 2nd level arcane and 2nd level divine spells.
Class Skills: Concentration (con), Craft (any) (int), Decipher Script (int), Diplomacy (cha), Knowledge (any) (int), Sense Motive (wis), and Spellcraft (int).
Skill Points at Each Level: 2+Int

Table: Aspect of the Powers
Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Drift 1, Spell Versatility 0 +1 level of existing class
2nd +1 +3 +0 +3 Drift 1, Spell Versatility 1, Aspect 1 +1 level of existing class
3rd +2 +3 +1 +3 Drift 2, Spell Versatility 2 +1 level of existing class
4th +3 +4 +1 +4 Drift 2, Spell Versatility 3 +1 level of existing class
5th +3 +4 +1 +4 Drift 3, Spell Versatility 4 +1 level of existing class
6th +4 +5 +2 +5 Drift 3, Spell Versatility 5, Aspect 2 +1 level of existing class
7th +5 +5 +2 +5 Drift 4, Spell Versatility 6 +1 level of existing class
8th +6 +6 +2 +6 Drift 4, Spell Versatility 7 +1 level of existing class
9th +6 +6 +3 +6 Drift 5, Spell Versatility 8 +1 level of existing class
10th +7 +7 +3 +7 Drift 5, Spell Versatility 9, Aspect 3 +1 level of existing class

Class Features

Weapon and Armor Proficiency: An Aspect of the Powers gains Weapon Focus with their Deities favored weapon, and if appropriate the corresponding Exotic or Marital Weapons Proficiency. If more then a single deity is worshiped then an Aspect may choose only Weapon Focus or Weapon Proficiency with any weapon, but not both.
Spells per Day: As per Geomancer.
Spell Versatility: As per Geomancer.
Drift: An Aspect of the Powers slowly drifts towards either the arcane magic’s that he uses, or the sources of his divine magic. Typical Arcane drifts are slowly gaining the appearance of an elemental for which you use the element of most, or gaining small magical effects on your body; the height of Arcane drifting are permanent spell like effects. Typical Divine drifts are gaining the appearance of your chosen Deity, or developing the looks and traits of outsiders, whether they be Angels or Demons; the height of Divine drifts are permanent spell like effects. (Specific ones per Deity are needed, but with so many different worlds i have yet to work on lists. . . )
Stage1:
You gain the red eyes of a demon.
You gain the Glowing eyes of a celestial.
Your hair becomes red and drops harmless sparks.
Your skin becomes a pale blue and you seem to glide as you walk.
Your muscles seem to bulge like rock.
Your voice has the sound of rushing tides behind it whenever you are angry.
Stage2:
Your cunning is as shrewd as the devils (you gain +4 on all checks that deal with lying)
Others find your stare hard to lie to (You gain +4 on sense motive checks to determine lies)
Your body had grown accustomed to flames (Gain fire resistance 5)
Your body shrugs off the effects of cold (Gain cold resistance 5)
The earth calls to you (Gain Earth Mastery)
The sky is the limit (Gain air mastery)
Stage3:
Your eyes Adapt to the darkness to fight it (Gain Darkvision 30ft)
Your eyes Adapt to the darkness to revel in it (Gain Darkvision 30ft)
Fire flows like water to your fingers and beyond (Any touch attack or weapon you hold gains 1d6 fire damage, projectiles gain the trait for one round)
The cold chills everything you touch (Any touch attack or weapon you hold gains 1d6 cold damage, projectiles gain the trait for one round)
The air becomes part of your very being (You can hold your breath for up to 30 minutes at a time)
The earth provides all the nourishment you need (You no longer need to eat or drink as long as you are in contact with the earth for at least 10 minutes each day)
Stage4:
Evil shall fear you (Gain smite evil as the celestial template)
Good shall fear you (Gain smite good as the fiendish template)
Heat obeys your commands (You can put out any fires within 10 feet of you, or you can raise the temperature of a creatures blood to that of boiling causing 5d6 points of damage. This is a move equivalent action Will save for fires, Fort save for creatures.)
Liquids chill at your command (You can freeze any liquid within 10 feet of you, if you choose to do this to blood, you deal 5d6 points of cold damage to the selected creature. This is a move equivalent action Will save for liquids, Fort save for creatures.)
The very air heeds your commands (You can perform combat maneuvers with air as per the telekinesis spell, such as a grapple or disarm, this ability is useable once per day per character level)
The earth obeys your commands (You can Transmute Mud to Rock or Rock to Mud as per the spells a total of once per day per character level)
Stage5:
You sprout the wings of Angels (You gain feathered wings with a fly speed of 60ft and a maneuverability of good)*
You sprout the wings of Demons (You gain bat like wings with a fly speed of 60ft and a maneuverability of good)*
Magic Forces burst from your being (Randomly roll any 2 Spelltouched Feats (UA) and gain those as bonus feats)
Fire is everything to you (You gain fire resistance 20, and Burn)
Your heart is as cold as ice (You gain Cold resistance 20, and Freeze – as Burn but with cold)
The air has become a part of you (You gain a Fly speed of 30 with perfect maneuverability, and no longer have to breath)
The ground envelops your body (You gain +1 Natural Armor, and the Earth Glide ability at a speed of 30ft)
*If wings are already possessed by the creature their shape changes to meet the corresponding kind, at least half way, and the maneuverability increases to good, and if already at good, it increases to perfect.

Aspects: An Aspect is a permanent spell like ability useable once per day, each can be chosen from its corresponding list. Each is cast as a caster of your current character level.
Aspect1:
Lesser Aspect of the Deity (BoED)
Greater Mark of Air (BoEM)
Greater Mark of Earth (BoEM)
Greater Mark of Fire (BoEM)
Greater Mark of Water (BoEM)
Aspect2:
Aspect of the Deity (BoED) – For good aligned creatures use the Celestial Template, for evil Fiendish, neutral can choose. Duration 10 minutes/level.
Flame Iconic – For 10 minutes/level you gain immunity to fire, but gain vulnerability to cold.
Cold Iconic – For 10 minutes/level you gain immunity to cold, but gain vulnerability to fire.
Antimagic Field
Iconic Spell Resistance – For 10 minutes/level you gain spell resistance of 10+your character level.
Aspect3:
Greater Aspect of the Deity (BoED) – For good aligned creatures use the Half-Celestial Template, for evil Half-Fiend, neutral can choose. Duration 10 minutes/level.
Arcana Form (BoEM)
Become Huge Elemental – For 10 minutes/level you can transform into a Huge Elemental.