Geomancer

erik_the_guy

First Post
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.

In combat geomancers are controllers. They focus more on terrain control and status 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.
 
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erik_the_guy

First Post
Geomancer

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

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:
[sblock]Geomancers combine the strength of the earth and the vitality of plants to produce effective control casters with decent melee capabilities. Their spells are capable of controlling the battlefield by affecting terrain to grant the advantage to allies, and by damaging groups of enemies (though not to the extent of a wizard). Wisdom is an important attribute for geomancers since it makes their spells more powerful. Strength affects a geomancers melee capabilities and earth attacks while constitution offers increased hit points and healing surges, and bolsters plant based attacks. Geomancers tend to make a large number of opportunity attacks against enemies affected by their spells.[/sblock]

Terran Geomancers:
[sblock]A Terran geomancer focuses an earth attacks and loves to dive into melee. As a terran geomancer, you will crush opponents with rock, slow them with mud, and burn them with acid. Your primary score is wisdom because it empowers all your spells. Put your second highest score into strength since it bolsters your earth based attacks, and makes you more dangerous in combat. A high constitution score enhances your plant based attacks and hit points. If you wear light armour you may benefit from a good dexterity or intelligence score.
Suggested feats: Weapon focus (Human feat: Toughness)
Suggested Skills: Athletics, Dungeoneering, Heal
Suggested At-Will Powers:
Suggested Encounter Powers:
Suggested Daily Powers:
[/sblock]
Vegan Geomancers:
[sblock]The word Vegan implies that this geomancer focuses on plant based effects, it is not related in any way to diet. You like to entangle opponents with plant based attacks, crush them with thorny vines, and stop them dead with potent natural poisons. You move around in melee more strategically than a Terran, but do not hit as hard. On the other hand, you can take quite a beating. Your highest ability should be wisdom since it enhances your spells. You should put your second highest score into constitution because it enhances your plant based attacks and increases your hit points. Strength is a good choice for your third highest score since you will spend a good amount of time in melee and may choose to learn a few earth based attacks. A decent dexterity score enhances your AC if you use light armour.
Suggested feats: Combat reflexes (Human feat: Toughness)
Suggested Skills: Endurance, Heal, Insight
Suggested At-Will Powers:
Suggested Encounter Powers:
Suggested Daily Powers:
[/sblock]
Geomancer Class features:
[sblock]Geomancers wield divine magic to give their party a distinct terrain advantage in combat. While many casters stick to the back ranks and a supporting role, geomancers are dangerous adversaries in melee combat. When not using spells, geomancers make many opportunity attacks against opponents who are hindered by their earth and plant spells.[/sblock]

Armor:
[sblock]A geomancer’s divine powers do not function while wearing metal armor. A geomancer generally has two options. Use light armor and a high dexterity/intelligence score, or spend feats to be able to make and use stonechain, beastscaleand barkplate heavy armours. These special non-metal armours made by the geomancer using rituals, that are otherwise identical to chainmail, scale and plate armour.
Note: this feature is more of a fluff rule than anything. The game balance works exactly the same if you simply allow the geomancer to wear metal armor.[/sblock]

Geomancer’s Staff:
[sblock]You possess a personalized staff (quarterstaff) that is used as both a divine implement and a weapon in combat. Although any staff will suffice as an implement, your geomancers staff is necessary for many abilities and some of your orisons extra powers.
Personalizing a staff is an arduous process which requires 1 day and 50 gold pieces. When you personalize a staff it becomes linked to you, replacing any other staffs you may have personalized previously. You can convert normal staffs or magical staffs you find or purchase into a geomancer’s staff by personalizing them. Personalizing magical staff costs 50gp per level of the enchantment.
As long as you wield a geomancer’s staff in both hands (when it is used as a weapon or focus) you gain a +1 shield bonus to AC and reflex defense.[/sblock]

Earthen and planty terrain:
[sblock]Many powers require you or your enemy to be on earthen or planty terrain.
Earthen terrain: includes any sort of rock or sand. Dirt, soil, a grassy field, a forest floor, a mountain, an underground cavern, and stone castles are all earthen terrain.
Planty terrain: includes any includes any terrain that supports plant growth or that is made of plant materials. A grassy field, a patch of moss in a cave, clear ground with overhanging branches, a square beside a tree and wooden buildings are all planty terrain.
Both: In many situations, a square of terrain will meet the requirements of both earthen and planty terrain. It can act as either or both for your orisons.[/sblock]

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 at-will power (see geomancer powers).

Land’s Opening:
[sblock]You are trained in taking advantage of opponents who are distracted by the land’s obstacles. You may make an opportunity attack against an opponent in reach whenever any of the following conditions are met.
-The opponent is immobilized or slowed by an earth or plant effect
-The opponent enters a square of earthen or planty restrictive terrain
-The opponent is in a square that becomes earthen or planty restrictive terrain
Often a spell you use causes an opponent to be subject to your Land’s Opening class feature. Unlike other classes, you may make up to one opportunity attack on your own turn. Remember you are limited to one opportunity attack on each opponents turn.[/sblock]

Land walker:
[sblock]Natural obstacles hinder you little.
You treat earthen and planty difficult terrain as normal terrain. You gain a +5 bonus to all skill checks made on earthen or planty challenging terrain. You ignore cover (but not superior cover) from earthen and planty terrain. For example, an enemy behind a low stone wall or a tree stump would not gain a cover bonus to AC from you.
Additionally that you ignore all terrain effects created by your own orisons unless they produce blocking terrain.[/sblock]

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.
 
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erik_the_guy

First Post
Geomancer Powers:
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
With your geomancer’s staff you find openings in your enemies’ defenses when they are distracted by terrain. A successful attack penalizes enemies further.
At-Will - 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 earth-based 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 plant-based 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.
At-Will - 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.
At-Will - 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.
At-Will - 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.
At-Will - 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.
At-Will - 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 non-metal 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 non-metal 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.
At-Will - 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.
 
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erik_the_guy

First Post
Geomancer Feats:

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.

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 1-10 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 1-10 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 1-10 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.
 
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