Geomancerxxx
The Geomancer Hit Die: d10Level Base Fort Ref Will Special
Attack Save Save Save
Bonus
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1 +0 +0 +0 +2 Armored mage, close to earth, stonecraft
2 +1 +0 +0 +3 Damage reduction 2/adamantine
3 +2 +1 +1 +3 Stone Enhancement
4 +3 +1 +1 +4 Advanced learning
5 +3 +1 +1 +4 Familiar, elemental body
6 +4 +2 +2 +5 Damage reduction 4/adamantine
7 +5 +2 +2 +5 Burrow (earth, 10ft)
8 +6/+1 +2 +2 +6 Advanced learning
9 +6/+1 +3 +3 +6 Adaptive mineral
10 +7/+2 +3 +3 +7 Damage reduction 6/adamantine, elemental body
11 +8/+3 +3 +3 +7 Sudden Stalagmite
12 +9/+4 +4 +4 +8 Advanced learning
13 +9/+4 +4 +4 +8 Burrow (stone, full speed)
14 +10/+5 +4 +4 +9 Damage reduction 8/adamantine
15 +11/+6/+1 +5 +5 +9 Elemental body
16 +12/+7/+2 +5 +5 +10 Advanced learning
17 +12/+7/+2 +5 +5 +10 Earth glide
18 +13/+8/+3 +6 +6 +11 Damage reduction 10/adamantine
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Advanced learning
Spells per Day:Lvl 1st 2nd 3rd 4th 5th 6th
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1 - — — — — —
2 0 — — — — —
3 1 — — — — —
4 2 0 — — — —
5 3 1 — — — —
6 3 2 - — — —
7 3 2 0 — — —
8 3 3 1 - — —
9 3 3 2 - — —
10 3 3 2 0 - —
11 3 3 3 1 - —
12 3 3 3 2 - -
13 3 3 3 2 0 -
14 3 3 3 3 1 -
15 4 3 3 3 2 -
16 4 4 3 3 2 0
17 4 4 4 3 3 1
18 4 4 4 4 3 2
19 4 4 4 4 4 3
20 4 4 4 4 4 4
Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen, Profession, Search, Spellcraft.
Class FeaturesYour class features focus on advancing your connection to the element of earth.
Weapon and Armor Proficiency: Geomancers are proficient with all simple weapons plus the light and heavy pick, and with all martial bludgeoning weapons. Geomancers are proficient with light, medium, and heavy armor, as well as shields (except tower shields).
Spells: A geomancer casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time. To cast a spell of a given level, the geomancer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a geomancer's spell is 10 + the spell level + the geomancer's Constitution modifier.
Like other spellcasters, a geomancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Spells per Day table, above. In addition, he receives bonus spells per day if he has a high Constitution score.
Armored Mage (Ex): A geomancer can cast arcane spells in any armor or shield with which he is proficient without risking arcane spell failure. This only applies to spells granted by the geomancer class.
Close to Earth (Ex): The geomancer is attuned to the earth, and he heals faster when in contact with it. When standing on solid earth or stone, the geomancer gains fast healing 1. His fast healing improves by one point per round at 5th level and every five levels thereafter.
A multiclassed geomancer loses this ability unless he has at least four geomancer class levels. If a multiclassed geomancer later increases his class level to four or higher, he regains this ability.
Stonecraft (Ex): The geomancer gains a +4 competence bonus on all Appraise and Craft checks involving stone (including precious stones) and metal. In addition, he is treated as having the Trapfinding ability or a rogue for purposes of finding traps made of stone, or set inside of stone (including stone doors, chests, floors, and other such objects). He may use Knowledge(dungeoneering) in place of Disable Device to remove such traps.
Damage Reduction (Ex): Starting at 2nd level, the geomancer gains damage reduction overcome by adamantine weapons. At first level, he gains DR 2/adamantine. This damage reduction improves by two points each four levels thereafter, to a maximum of DR 10/adamantine at 18th level.
Stone Enhancement (Su): Starting at 3rd level, the geomancer can use his magical power to enhance his combat ability. He may expend a spell slot as a swift action to increase the damage dealt by any melee or ranged weapon made of stone he wields by 1d6 points per spell level of the slot spent. This damage ignores all damage reduction and any hardness below 20. These attacks gain a competence bonus to hit equal to the level of the spell slot spent.
These effects last for one minute per spell level of the slot spent.
Advanced Learning (Ex): at 4th level, and every four levels thereafter, a geomancer can learn a new spell, adding it permanently to his spell list. The spell must be from a 9-level spell list with either the [acid] or [earth] descriptor and it must be of a level the geomancer can currently cast. Once this spell is picked, it cannot be changed. This spell is treated as an arcane spell, regardless of the list is is normally found on.
Alternately, the geomancer can pick any reserve feat or fighter feat for which he meets the prerequisites.
Familiar (Ex): At 5th level, the geomancer can get a small earth elemental as a familiar. The earth elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the geomancer loses no experience if the familiar dies or is dismissed. A new familiar can be summoned within 24 hours.
Elemental Body (Ex): At 5th level, the geomancer’s body begins to take on the traits of an earth elemental. His appearance changes slightly (such as his eyes taking on a jeweled appearance or his skin turning brown or grey), and he gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison. He also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits). This percentage chance does not stack with the Fortification ability.
At 10th level, he gains darkvision with a range of 60 feet, his save bonus increases to +4, and his chance to ignore critical hits increases to 50%.
At 15th level, his type changes to elemental, and he gains all the appropriate traits.
Burrow (Ex): At 7th level, the geomancer can burrow through soft earth at a speed of ten feet per round. At 13th level, the geomancer can burrow at his base land speed, and he can burrow though stone, as well.
Adaptive Mineral (Ex): At 9th level, a geomancer may treat any weapon primarily made of stone that he wields as silver, cold iron, and adamantine for purposes of overcoming damage reduction or regeneration.
Sudden Stalagmite (Sp): At 11th level, the geomancer can cast Sudden Stalagmite (See the Spell Compendium) as a spell-like ability, at will.
Earth Glide (Ex): At 17th level, the geomancer can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move Earth spell cast on an area containing a burrowing geomancer flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Geomancer Spell ListLevel 0: Detect Earth
*, Detect Magic, Hail of Stone
SC *, Mending, Prestidigitation, Read Magic, Resistance, Virtue
Level 1: Fist of Stone
SC, Foundation of Stone
SC, Ironguts
SC, Magic Stone, Sandblast
SC, Shield
Level 2: Bear’s Endurance, Bull’s Strength, Chill Metal, Earthbind
SC, Earthfast
SC, Earthen Grace
SC, Earthen Grasp
SC, Earth Lock
SC, Heat Metal, Protection from Arrows, Soften Earth and Stone
Level 3: Avoid Planar Effects
SC, E, Bands of Steel
SC, Dispel Magic, Earthbolt
CA, Eradicate Earth
SC, Giant’s Wrath
SC, Meld into Stone, Shatterfloor
SC, Spike Growth, Stone Shape, Summon Monster III
E, Tremorsense
SCLevel 4: Metal Melt
SC, Stoneskin, Stone Sphere
SC, Sudden Stalagmite
SC, Summon Monster IV
E, Wall of Sand
SCLevel 5: Earth Reaver
SC, Indomitablity
SC, Lesser Ironguard
SC, Passwall, Planar Tolerance
SC,E, Plane Shift
E, Summon Monster V
E, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Xorn Movement
SCLevel 6: Flesh to Stone, Genjump
SC, Greater Dispel Magic, Move Earth, Stone Body
SC, Stone Tell, Stone to Flesh, Summon Monster VI
E, Tunnel Swallow
SC, Wall of Gears
SC, Wall of Iron
* - New/modified spell described below.
E – earth creatures only, or elemental plane of earth only
SC – Spell Compendium
CA – Complete Arcane
P2 – Player’s Handbook IINew Geomancer SpellsDetect Earth:Level 1
As Detect Animals and Plants, except you detect stone, metals, and minerals in the area, mundane or magical.
1st roundPresence or absence of unworked stone, metal, and minerals.
2nd roundNumber of deposits or objects detected in the area.
3rd roundThe size of each deposit or object and its nature (type of metal, mineral, or stone, as well as if it’s enchanted). If it is outside your line of sight, then you discern its direction but not its exact location.
Hail of Stone:Level 0
Increase damage to 1d6 per caster level.
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