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23rd July 2008, 08:33 AM #1 (permalink) your account settings.
Geomancer
erik_the_guy
Registered User
The Geomancer is a class that I created for my campaign. Geomancers are a tribal
class with strong ties to the earth. They use powers called Orisons to channels the
earths might and vanquish their opponents. I appreciate any feedback anyone wants
to give me on the class or any of its features.
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Join Date: Jun 2008
In combat geomancers are controllers. They focus more on terrain control and status
Posts: 204 effects than damage, which makes them different from wizards. Geomancers create a
terrain advantage for your party in combat, and they can make powerful opportunity
attacks against foes that are affected by terrain or their orisons.
Currently the geomancer is an NPC class in my campaign. They have many specialized
attacks that work against only metal clad foes, and most of their abilities are useless
in areas without any plants or earth. This specialization makes them more difficult to
use for a PC class but I am going to try to balance them for this purpose. This will
include replacing or rewriting powers which affect metal clad enemies, as well as
giving them more abilities that let them bring nature with them to facilitate their
earth or plant dependant spells.
Last edited by erik_the_guy; 23rd July 2008 at 08:45 AM..
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23rd July 2008, 08:35 AM #2 (permalink)
erik_the_guy Geomancer
Registered User
Role: Controller. You exert control through magical effects that cover large areas,
sometimes hindering and attacking with mud, vines and rocks.
Power Source: Divine. You worship the world or plane you dwell on. Your prayers are
answered by the earth itself.
Key Abilities: Wisdom, Strength, Constitution
Join Date: Jun 2008
Posts: 204 Armour Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Quarterstaff, Club, Sickle, Sling
Implements: Staff
Bonus to Defense: +2 to will
Hit points at 1st level: 12 + Constitution score
Hit points per level gained: 5
Healing Surges per day: 7 + Constitution modifier
Trained Skills: Nature. From the class skills list below, choose three more trained
skills at 1st level.
Class skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis),
History (Int), Nature (Wis), Insight (Wis)
Build Options: Terran Geomancer, Vegan Geomancer
Geomancers are priests of the earth. They revere nature, the power of the earth,
and the vitality of plant life. Wary of large cities, they seek what is best for the
untamed wild lands. Some believe in promoting a balance between civilization and the
environment, others hold that all civilization is a scar on the otherwise untouched
beauty of nature. Occasionally, geomancer tribes will feud over what type of terrain
should occupy a certain area, such as arguing over whether a forest should be grown
over an open field. These disagreements can end in bloodshed.
Geomancers control the battlefield in two ways. They can modify the terrain to suit
them and their allys, and they can damage large groups of enemies, though to a
lesser extent than wizards. Additionally, geomancers are capable adversaries in
melee. Their geomancer’s staffs allow them to make many opportunity attacks
against foes hindered by their terrain effects.
Creating a Geomancer:
Spoiler: Show
Terran Geomancers:
Spoiler: Show
Vegan Geomancers:
Spoiler: Show
Geomancer Class features:
Spoiler: Show
Armor:
Spoiler: Show
Geomancer’s Staff:
Spoiler: Show
Earthen and planty terrain:
Spoiler: Show
Restrictive terrain
Restrictive terrain is any terrain that makes mobility difficult, including hindering,
difficult, or challenging terrain. The DM may rule that any square of terrain is
restrictive or not. If a spell requires terrain to be earthen restrictive or planty
restrictive terrain, it must fit both the criteria for earthen/planty and for
restrictive terrain.
Land’s Opportunity:
You gain Land’s Opportunity as an atwill power (see geomancer powers).
Land’s Opening:
Spoiler: Show
Land walker:
Spoiler: Show
Ritual Caster
You gain ritual caster as a bonus feat even if you are not trained in religion or
arcana. You also have access to some rituals created with the geomancer class in
mind.
Geomancers and Deities:
Geomancers worship their home planet above all else, but you may pay respect to a particular
deity if you wish. Common choices for deities are Melora, Pelor, and Corellon. Deities that
promote civilization such as Erathis are shunned.
Last edited by erik_the_guy; 24th July 2008 at 02:18 AM..
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23rd July 2008, 08:36 AM #3 (permalink)
erik_the_guy Geomancer Powers:
Registered User Your powers are called orisons. You call upon the powers of the planet to undo your
foes. If no earth or plants are present you may still be unable to use some orisons.
Some of your powers can make any terrain earthen or planty allowing you to use
powers.
Land’s Opportunity Geomancer Attack
Join Date: Jun 2008 With your geomancer’s staff you find openings in your enemies’ defenses when they
Posts: 204 are distracted by terrain. A successful attack penalizes enemies further.
AtWill Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] at level 21.
Terran Geomancer: Add +2 to damage if the target is in restrictive earthbased
terrain or slowed by an earth effect. Increase this bonus to +4 at 11th level and +6
at 21st level. The target makes no saving throw against being slowed on its next
turn.
Vegan Geomancer: You gain a +2 class bonus to all defenses against attacks from
the target if it is immobilized by a plant power or is on plantbased restrictive
terrain. This bonus increases to +4 at 11th level and +6 at 21st and lasts until the
end of your next turn. In addition, the target makes no saving throw against being
immobilized on its next turn.
Special: This power counts as a melee basic attack for the geomancer, and can be
used whenever melee basic attacks are allowed, such as to make an opportunity
attack. This power can only be used by a geomancer wielding its geomancer’s staff.
Level 1 at will Orisons
Earth Trap Geomancer Attack 1
You punch the ground, leaving a small mark. When an enemy approaches, the earth
swallows his feet, trapping him.
AtWill Divine, Earth
Standard Action Range 1
Target: One earthen square you are in or adjacent to unoccupied by enemies
Effect: Until the end of your next turn, the make an attack against the first enemy to
enter the square as an immediate interrupt.
Attack: Wisdom vs. reflex
Hit: The target is immobilized until the end of your next turn and slowed (save ends).
Terran Geomancer: The target suffers damage equal to your strength modifier
Sustain minor: The effect remains on the square until discharged by an enemy
Special: If you wield your geomancers staff, you may sustain up to three Earth
Traps as a minor action
Thorn blast Geomancer Attack 1
You shower an area with thorny vegetation from your staff, damaging enemies and
seeding the area with tiny plants.
AtWill Divine, Implement, Plant
Standard Action Area burst 1 within 5 squares
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d4 + Constitution modifier damage
Increase to 2d4 at 21st level
Effect: The area of the burst becomes planty terrain until the end of the combat, or
permanently if used on earthen terrain. You may shift one square onto planty
terrain.
Vegan Geomancer: One target hit is immobilized until the end of your next turn.
Limb Strike Geomancer Attack 1
You strike with uncanny power when surrounded by the vitality of plant life.
AtWill Divine, Weapon, Plant
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, add constitution modifier if you or your
opponent are on planty terrain.
Increase to 2[W] at 21st level
Entrapment Geomancer Attack 1
You press your staff into the ground, and mud forms around the feet of nearby
opponents.
AtWill Divine, Implement, Earth
Standard Action Close burst 5
Target: Up to three creatures within burst who are standing in earthen terrain
Attack: Wisdom vs. Reflex
Hit: The target’s square becomes difficult terrain, and the target is slowed (save
ends)
World’s Wrath Geomancer Attack 1
With a point of your staff, the planet punishes those who clothe themselves in
unnatural armor, bombarding them with rocks or thorns.
AtWill Divine, Implement, Earth, Plant
Standard Action Range 5
Target: One creature wearing metal armor
Attack: Wisdom vs. AC and ignores armor
Hit: 1d8 + Wisdom modifier damage.
Increase to 2d8 at 21st level
Vegan: Vines grow from the target’s armor reducing defenses by 2 (save ends)
Terran: Add your strength modifier to damage.
Level 1 Encounter Orisons
Cloud of rocks Geomancer Attack 1
You shower all enemies in an area with heavy rocks, leaving the ground littered and
difficult to cross.
Encounter Divine, Implement
Standard Action Area wall 4 within 10
Target: Each Creature in the wall
Attack: Wisdom vs. Reflex
Hit: 2d6 + Strength modifier damage
Effect: The area affected becomes earthen difficult terrain. The wall’s height is 1
square.
Special: If you wield a geomancer’s staff, you can exclude any number of squares
from the spell’s area.
Caustic Orb
A Blob of acidic muck splashes against your enemy, slowing him and dissolving his
flesh.
Encounter Divine, Implement, Earth, Acid
Standard Action Range 15
Primary Target: One Creature or object
Attack: Wisdom vs Reflex
Hit: 1d8 + Wisdom modifier acid damage, target takes ongoing damage 3 and is
slowed (save ends both). Make a secondary attack.
Secondary attack: Each enemy adjacent to the primary target.
Secondary attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier acid damage and target takes ongoing acid damage 3
(save ends).
Terran Geomancer: The ongoing damage from both attacks is equal to 1 plus your
constitution modifier (minimum 3).
Ivy Growth
A hindering growth of ivy sprouts from the ground, slowing enemies and producing a
painful rash.
Encounter Divine, Implement, Plant, Poison
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fort
Hit: Target suffers a 2 penalty to all attacks (save ends)
Vegan Geomancer: The penalty to attacks is instead equal to your constitution
modifier (minimum 2).
Effect: All planty squares within the area become hindering terrain. You may shift a
number of squares equal to your constitution modifier (minimum 1) but must end in
planty terrain.
Special: If you wield a geomancer’s staff, you can exclude any number of squares
from the spell’s area.
Nature’s strike
An enemy near a tree is attacked by its powerful branches, and held immobile.
Encounter Divine, Implement
Standard Action Close Burst 10
Target: One creature in the burst who is adjacent to a tree.
Attack: Wisdom + 2 vs. AC
Hit: 2d8 + Wisdom modifier damage. Target is immobilized and takes ongoing damage
equal to your constitution modifier (save ends both).
Deny Armament
You strike a metal weapon with your staff and it falls to the ground, incased in solid
mud or heavy foliage.
Encounter Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom. If you are using your geomancer’s staff, the target ’s metal
weapon or heavy shield falls to the ground covered in mud or vines (choose one). If
your enemy no longer wields any weapon or shield, you may make an opportunity
attack against him. The affected armament can be carried and used as an improvised
weapon until it is broken free. Freeing the weapon requires a strength check of 12 or
higher (standard action).
Level 1 Daily Orisons
Wall of Thorns
A wall of spiky vines erupts around your enemies, immobilizing and crushing them.
Daily Divine, Implement
Standard Action Area Wall 4 within 10 squares
Target: Each creature within the wall
Attack: Wisdom vs. Reflex
Hit: Target is immobilized and takes ongoing damage 5 (save ends).
Effect: This wall can only be created on planty terrain. The wall is 1 square high and
acts as blocking terrain. The wall may be destroyed by attacks. It has a score of 5
for all defenses, hit points equal to your constitution, and vulnerability 5 to fire. Treat
each square as a creature. Any attacks against a square deal half damage to anyone
trapped inside. Those trapped in the wall may attack it without damaging themselves.
The wall disappears at the end of your next turn. You may shift a number of squares
equal to your constitution modifier (minimum 1) as long as you end on planty terrain.
Sustain minor: If you have your geomancer’s staff the wall persists.
Swampy Land
You transform the area around you into swampland, hindering enemies and some
allies.
Daily Divine, Implement
Standard Action Close Burst 4
Target: All enemies in the burst
Attack: Wisdom vs Reflex
Hit: Target is slowed (save ends)
Effect: All earthen terrain in the area becomes shallow mud (hindering terrain) until
the end of your next turn.
Sustain minor: If you are wielding your geomancer’s staff the effect persists.
Special: If you wield a geomancer’s staff, you can exclude any number of squares
from the spell’s area.
Mighty Staff
When you spot a vulnerable opponent, you make an attack that takes advantage of
the terrain and opens their defenses to a quick follow up attack.
Daily Divine, Weapon, Earth, Plant
Standard Action Melee Weapon
Target: One creature on restrictive earthen or planty terrain.
Attack: Wisdom vs AC
Hit: 2[W] + Wisdom modifier damage. If the target is on planty terrain it becomes
immobilized, if it is on earthen terrain it becomes slowed.
Special: You may use this power as an opportunity attack. If you do, you may still
use the opportunity attack that results from a slowing or immobilizing the target. You
must be wielding your geomancer’s staff to use this power.
Condemn the Unnatural
You command the power of the earth to deny your opponents defenses from metal
armor.
Daily Divine, Implement
Standard Action Area burst 4 within 10 squares
Target: Each enemy within the burst wearing metal armor
Attack: Wisdom vs. Will
Hit: Target loses any armor bonus to AC until the end of your next turn.
Sustain minor: If you are wielding your geomancer’s staff, the effect persists.
Level 2 Utility Orisons
Bramble Stride
When terrain is hampering, you can dash around your enemies with minimal trouble.
Encounter Divine
Move Action Personal
Effect: Shift up to your speed, ignoring earth or plant based restricting terrain. If
you end your movement on such terrain you gain cover until the end of your next
turn.
Rock Armor
Your armor or clothes harden and become as powerful as solid stone without
restricting movement.
Daily Divine
Minor Action Personal
Effect: If you are wearing nonmetal armor, its armor bonus is increased by 2 until
the end of the encounter. Additionally you gain Resist against lightning and metal
weapons equal to 1 + your strength modifier (minimum 3).
Thorn Armor
Your armor is enhanced by large thorns that deflect blows and harm attackers.
Daily Divine
Minor Action Personal
Effect: If you are wearing nonmetal armor, its armor bonus is increased by 2 until
the end of the encounter. Additionally whenever you are hit with a melee attack by
an enemy, the armor makes a melee counter attack (maximum once per enemy’s
turn).
Attack: Wisdom vs. AC
Hit: 1d6 + constitution modifier damage.
Track
In natural settings, you can detect disturbances in the ground and track your foes.
AtWill Divine
Standard Action Personal
Effect: When tracking creatures in a wilderness setting, you may use your nature skill
instead of perception. So long as most of the ground is earthen or planty, you
always treat the tracks as though they were on soft ground (DC 15). You gain +5 to
track anyone wearing metal armor or footwear.
Level 3 Encounter Orisons
Caustic Goo
With a word, you slam your staff into the ground and transform an adjacent area of
terrain into acidic muck.
Encounter Divine, Implement, Earth, Acid
Standard Action Blast 4
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 1d6 + wisdom modifier acid damage, and target is slowed (save ends).
Effect: Each square in the area becomes earthen difficult terrain. Any creature that
begins its turn in the area takes 1d6 acid damage.
Sustain minor: If you are wielding your geomancer’s staff, the effect persists.
Special: If you wield a geomancer’s staff, you can exclude any number of squares
from the spell’s area.
Stone Punch
You slam your weapon into the ground, and a pillar of stone in the same shape
erupts in front of an enemy, striking it violently.
Encounter Divine, Weapon, Earth
Standard Action Range 8
Target: One creature
Attack: Wisdom vs AC
Hit: 3[W] + strength modifier damage.
Earthen Geomancer: If wield your geomancer’s staff, the target is dazed until the
end of your next turn.
Miss: Half damage and target is not dazed.
Terran: If you daze an adjacent target with this power, you may make an
opportunity attack against it. Remember that using a ranged power provokes
opportunity attacks.
Constricting Thorns
Spiky vines entangle the enemy, restricting its movements and dealing damage.
They take many rounds to remove.
Encounter Divine, Implement, Plant
Standard Action Range 8
Target: One creature
Attack: Wisdom vs. Reflex
Hit: The target becomes entangled by thorny vines. They give a 3 penalty to all
attacks and defenses and deal ongoing damage 6. Each turn the victim may make a
saving throw, and each success reduces the penalty and ongoing damage by 1. Once
the penalty has been reduced to 0, the effect ends. As a standard action the victim
may attempt to break free by making an extra saving throw. The saving throw gains
a +3 bonus if they use a light blade to assist themselves.
Miss: As above, but only a 1 penalty to attacks and ongoing damage 4 (save ends)
Vegan: Shift a number of squares equal to your constitution modifier (minimum 1)
after the attack. You must end the move on planty terrain or adjacent to the target.
Poisonous Growth
You fire a bolt of green energy from your fingertips, where it lands, strange flowers
burst from the ground and release toxic fumes.
Encounter Divine, Plant
Standard Action Area burst 2 within 10 squares
Target: All creatures in the area
Attack: Wisdom vs. Fortitude
Hit: Target takes 1d6 + constitution modifier poison damage, ongoing poison damage
5 (save ends), and is dazed until the end of your next turn.
Miss: Target is dazed until the end of your next turn.
Effect: Each square in the area that is earthen becomes planty. You may shift 1
square into planty terrain.
Special: If you wield a geomancer’s staff, you can exclude any number of squares
from the spell’s area.
Last edited by erik_the_guy; 23rd July 2008 at 09:01 AM..
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23rd July 2008, 08:37 AM #4 (permalink)
erik_the_guy Geomancer Feats:
Registered User
Gaia’s Womb
You know a ritual that allows you to imitate chain armour.
Prerequisites: Geomancer,Str 13, Con 13
Benefit: You can use the Create Stonechain ritual. You are proficient with
stonechain armour.
Join Date: Jun 2008
Posts: 204 Create Stonechain
Level: 1 Component Cost: 40 gp
Category: Creation Market Price: n/a
Time: 1 hour Key skill: Nature
Duration: Instantaneous
You create a suit of armour made from links of specially treated stones held together
with thick layers of hide. The armour you create is identical to chainmail, except that
only characters with the Gaia’s Womb feat are proficient in it, and it is not metal. At
levels 110 the armour is of sufficient quality to be enchanted up to +3.
At level 11 the armour can have an enhancement bonus up to a +4 or +5. Doing so
causes it to become granitechain, a masterwork version of stonechain identical to
forgemail.
At level 21 the armour can have an enhancement bonus up to +6. Doing so causes it
to become diamondchain, a masterwork version of stonechain identical to spiritmail.
Special: You may only take this ritual if you have the Gaia’s Womb feat.
Gaia’s Guard
You know a ritual to imitate scale armour.
Prerequisites: Geomancer, Proficiency with stonechain armour, Str 13, Con 13
Benefit: You can use the Create Beastscale ritual. You are proficient with beastscale
armour.
Create Beastscale
Level: 1 Component Cost: 45 gp
Category: Creation Market Price: n/a
Time: 1 hour Key skill: Nature
Duration: Instantaneous
You create a suit of armour made from links of specially treated scales from dragons
or other monsters. The armour you create is identical to scale, except that only
characters with the Gaia’s Guard feat are proficient with it, and it is not metal. At
levels 110 the armour is of sufficient quality to be enchanted up to +3.
At level 11 the armour can have an enhancement bonus up to a +4 or +5. Doing so
causes it to become purescale, a masterwork version of beastscale identical to
wyrmscale.
At level 21 the armour can have an enhancement bonus up to +6. Doing so causes it
to become essencescale, a masterwork version of beastscale identical to elderscale.
Special: You may only take this ritual if you have the Gaia’s Guard feat.
Gaia’s Embrace
You know a ritual to imitate plate armour.
Prerequisites: Geomancer, Proficiency with beastscale armour, Str 15, Con 15
Benefit: You can use the Create Barkplate ritual. You are proficient with barkplate
armour.
Create Barkplate
Level: 1 Component Cost: 50 gp
Category: Creation Market Price: n/a
Time: 1 hour Key skill: Nature
Duration: Instantaneous
You create a suit of armour made from sheets of specially treated wood and bark.
The armour you create is identical to plate, except that only characters with the
Gaia’s Embrace feat are proficient with it, and it is not metal. At levels 110 the
armour is of sufficient quality to be enchanted up to +3.
At level 11 the armour can have an enhancement bonus up to a +4 or +5. Doing so
causes it to become treeplate, a masterwork version of barkplate identical to
warplate.
At level 21 the armour can have an enhancement bonus up to +6. Doing so causes it
to become forrestplate, a masterwork version of barkplate identical to godplate.
Special: You may only take this ritual if you have the Gaia’s Embrace feat.
Staff of the land
Your geomancer ’s staff is effective at striking enemies hindered by plant and earth
alike.
Prerequisites: Geomancer, Lands Opportunity attack power
Effect: When you use the Land’s Opportunity attack power, you can choose to
either use the Vegan Geomancer or the Terran Geomancer effect on a successful
hit.
Casting Defence
You have been in enough fights to know how to cast spells defensively.
Prerequisites: Geomancer
Effect: When you would grant an opportunity attack to an opponent by casting an
orison, you may make a saving throw to prevent that attack. Make individual saves
for each enemy that would make an opportunity attack.
Last edited by erik_the_guy; 23rd July 2008 at 09:19 AM..
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23rd July 2008, 08:38 AM #5 (permalink)
erik_the_guy Extra
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Join Date: Jun 2008
Posts: 204
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23rd July 2008, 12:21 PM #6 (permalink)
generalhenry more melee then I like to see on a controller, but it passes the quick once over I've
Registered User given it so far. I'll do a full review later.
Join Date: Jun 2006
Location: Mumbai; Always
copy my stuff to the wiki.
Posts: 580
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