Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Geomancer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="erik_the_guy" data-source="post: 4393388" data-attributes="member: 70483"><p><strong>Geomancer</strong></p><p> </p><p> <strong>Role:</strong> Controller. You exert control through magical effects that cover large areas, sometimes hindering and attacking with mud, vines and rocks.</p><p><strong>Power Source:</strong> Divine. You worship the world or plane you dwell on. Your prayers are answered by the earth itself.</p><p> <strong>Key Abilities:</strong> Wisdom, Strength, Constitution</p><p> </p><p> <strong>Armour Proficiencies: </strong>Cloth, Leather, Hide</p><p> <strong>Weapon Proficiencies:</strong> Quarterstaff, Club, Sickle, Sling</p><p> <strong>Implements: </strong>Staff</p><p> <strong>Bonus to Defense: </strong>+2 to will</p><p> </p><p> <strong>Hit points at 1st level:</strong> 12 + Constitution score</p><p> <strong>Hit points per level gained: </strong>5</p><p> <strong>Healing Surges per day:</strong> 7 + Constitution modifier</p><p> </p><p> <strong>Trained Skills:</strong> Nature. From the class skills list below, choose three more trained skills at 1st level.</p><p> <em>Class skills:</em> Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Nature (Wis), Insight (Wis)</p><p> </p><p> <strong>Build Options:</strong> Terran Geomancer, Vegan Geomancer</p><p> </p><p> <strong>Geomancers</strong> 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.</p><p> 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.</p><p> </p><p> <strong>Creating a Geomancer:</strong> </p><p> [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 <strong>earth</strong> attacks while constitution offers increased hit points and healing surges, and bolsters <strong>plant</strong> based attacks. Geomancers tend to make a large number of opportunity attacks against enemies affected by their spells.[/sblock]</p><p> </p><p> <strong>Terran Geomancers:</strong></p><p> [sblock]A Terran geomancer focuses an <strong>earth</strong> 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 <strong>earth</strong> based attacks, and makes you more dangerous in combat. A high constitution score enhances your <strong>plant</strong> based attacks and hit points. If you wear light armour you may benefit from a good dexterity or intelligence score.</p><p> <strong>Suggested feats: </strong>Weapon focus (Human feat: Toughness)</p><p> <strong>Suggested Skills:</strong> Athletics, Dungeoneering, Heal</p><p> <strong>Suggested At-Will Powers:</strong></p><p> <strong>Suggested Encounter Powers:</strong></p><p> <strong>Suggested Daily Powers:</strong></p><p> [/sblock]</p><p><strong>Vegan Geomancers:</strong></p><p> [sblock]The word Vegan implies that this geomancer focuses on <strong>plant</strong> based effects, it is not related in any way to diet. You like to entangle opponents with <strong>plant</strong> 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 <strong>plant</strong> 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 <strong>earth</strong> based attacks. A decent dexterity score enhances your AC if you use light armour.</p><p> <strong>Suggested feats: </strong>Combat reflexes (Human feat: Toughness)</p><p> <strong>Suggested Skills:</strong> Endurance, Heal, Insight</p><p> <strong>Suggested At-Will Powers:</strong></p><p> <strong>Suggested Encounter Powers:</strong></p><p> <strong>Suggested Daily Powers:</strong></p><p>[/sblock]</p><p> <strong>Geomancer Class features:</strong></p><p> [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 <strong>earth</strong> and <strong>plant</strong> spells.[/sblock]</p><p> </p><p> <strong>Armor:</strong></p><p> [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 <em>stonechain</em><em>,</em><em> beastscale</em>and <em>barkplate</em> heavy armours. These special non-metal armours made by the geomancer using rituals, that are otherwise identical to chainmail, scale and plate armour.</p><p><em>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.</em>[/sblock]</p><p> </p><p> <strong>Geomancer’s Staff:</strong></p><p> [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.</p><p> 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.</p><p> 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]</p><p> </p><p> <strong>Earthen and planty terrain:</strong></p><p> [sblock]Many powers require you or your enemy to be on <strong>earthen</strong> or <strong>planty</strong> terrain. </p><p> <strong>Earthen terrain:</strong> 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 <strong>earthen</strong> terrain.</p><p> <strong>Planty terrain:</strong> 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 <strong>planty</strong> terrain.</p><p> <strong>Both:</strong> In many situations, a square of terrain will meet the requirements of both <strong>earthen</strong> and <strong>planty</strong> terrain. It can act as either or both for your orisons.[/sblock]</p><p> </p><p> <strong>Restrictive terrain</strong></p><p> 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 <strong>earthen restrictive</strong> or <strong>planty restrictive</strong> terrain, it must fit both the criteria for <strong>earthen/planty</strong> and for <strong>restrictive</strong> terrain.</p><p> </p><p> <strong>Land’s </strong><strong>Opportunity</strong><strong>:</strong></p><p> You gain <em>Land’s Opportunity</em> as an at-will power (see geomancer powers).</p><p> </p><p> <strong>Land’s Opening:</strong></p><p> [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.</p><p> -The opponent is immobilized or slowed by an <strong>earth</strong> or <strong>plant</strong> effect</p><p> -The opponent enters a square of <strong>earthen </strong>or <strong>planty</strong> restrictive terrain</p><p> -The opponent is in a square that becomes <strong>earthen </strong>or <strong>planty</strong> restrictive terrain</p><p> Often a spell you use causes an opponent to be subject to your <strong>Land’s Opening</strong> 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]</p><p> </p><p> <strong>Land walker:</strong></p><p> [sblock]Natural obstacles hinder you little.</p><p> You treat <strong>earthen </strong>and <strong>planty</strong> difficult terrain as normal terrain. You gain a +5 bonus to all skill checks made on <strong>earthen</strong> or <strong>planty</strong> challenging terrain. You ignore cover (but not superior cover) from <strong>earthen </strong>and <strong>planty </strong>terrain. For example, an enemy behind a low stone wall or a tree stump would not gain a cover bonus to AC from you.</p><p> Additionally that you ignore all terrain effects created by your own orisons unless they produce blocking terrain.[/sblock]</p><p> </p><p> <strong>Ritual Caster</strong></p><p> You gain <em>ritual caster </em>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.</p><p> </p><p> <strong>Geomancers and Deities:</strong></p><p> <span style="font-family: 'Times New Roman'"><span style="font-size: 12px">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.</span></span></p></blockquote><p></p>
[QUOTE="erik_the_guy, post: 4393388, member: 70483"] [B]Geomancer[/B] [B]Role:[/B] Controller. You exert control through magical effects that cover large areas, sometimes hindering and attacking with mud, vines and rocks. [B]Power Source:[/B] Divine. You worship the world or plane you dwell on. Your prayers are answered by the earth itself. [B]Key Abilities:[/B] Wisdom, Strength, Constitution [B]Armour Proficiencies: [/B]Cloth, Leather, Hide [B]Weapon Proficiencies:[/B] Quarterstaff, Club, Sickle, Sling [B]Implements: [/B]Staff [B]Bonus to Defense: [/B]+2 to will [B]Hit points at 1st level:[/B] 12 + Constitution score [B]Hit points per level gained: [/B]5 [B]Healing Surges per day:[/B] 7 + Constitution modifier [B]Trained Skills:[/B] Nature. From the class skills list below, choose three more trained skills at 1st level. [I]Class skills:[/I] Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Nature (Wis), Insight (Wis) [B]Build Options:[/B] Terran Geomancer, Vegan Geomancer [B]Geomancers[/B] 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. [B]Creating a Geomancer:[/B] [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 [B]earth[/B] attacks while constitution offers increased hit points and healing surges, and bolsters [B]plant[/B] based attacks. Geomancers tend to make a large number of opportunity attacks against enemies affected by their spells.[/sblock] [B]Terran Geomancers:[/B] [sblock]A Terran geomancer focuses an [B]earth[/B] 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 [B]earth[/B] based attacks, and makes you more dangerous in combat. A high constitution score enhances your [B]plant[/B] based attacks and hit points. If you wear light armour you may benefit from a good dexterity or intelligence score. [B]Suggested feats: [/B]Weapon focus (Human feat: Toughness) [B]Suggested Skills:[/B] Athletics, Dungeoneering, Heal [B]Suggested At-Will Powers:[/B] [B]Suggested Encounter Powers:[/B] [B]Suggested Daily Powers:[/B] [/sblock] [B]Vegan Geomancers:[/B] [sblock]The word Vegan implies that this geomancer focuses on [B]plant[/B] based effects, it is not related in any way to diet. You like to entangle opponents with [B]plant[/B] 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 [B]plant[/B] 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 [B]earth[/B] based attacks. A decent dexterity score enhances your AC if you use light armour. [B]Suggested feats: [/B]Combat reflexes (Human feat: Toughness) [B]Suggested Skills:[/B] Endurance, Heal, Insight [B]Suggested At-Will Powers:[/B] [B]Suggested Encounter Powers:[/B] [B]Suggested Daily Powers:[/B] [/sblock] [B]Geomancer Class features:[/B] [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 [B]earth[/B] and [B]plant[/B] spells.[/sblock] [B]Armor:[/B] [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 [I]stonechain[/I][I],[/I][I] beastscale[/I]and [I]barkplate[/I] heavy armours. These special non-metal armours made by the geomancer using rituals, that are otherwise identical to chainmail, scale and plate armour. [I]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.[/I][/sblock] [B]Geomancer’s Staff:[/B] [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] [B]Earthen and planty terrain:[/B] [sblock]Many powers require you or your enemy to be on [B]earthen[/B] or [B]planty[/B] terrain. [B]Earthen terrain:[/B] 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 [B]earthen[/B] terrain. [B]Planty terrain:[/B] 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 [B]planty[/B] terrain. [B]Both:[/B] In many situations, a square of terrain will meet the requirements of both [B]earthen[/B] and [B]planty[/B] terrain. It can act as either or both for your orisons.[/sblock] [B]Restrictive terrain[/B] 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 [B]earthen restrictive[/B] or [B]planty restrictive[/B] terrain, it must fit both the criteria for [B]earthen/planty[/B] and for [B]restrictive[/B] terrain. [B]Land’s [/B][B]Opportunity[/B][B]:[/B] You gain [I]Land’s Opportunity[/I] as an at-will power (see geomancer powers). [B]Land’s Opening:[/B] [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 [B]earth[/B] or [B]plant[/B] effect -The opponent enters a square of [B]earthen [/B]or [B]planty[/B] restrictive terrain -The opponent is in a square that becomes [B]earthen [/B]or [B]planty[/B] restrictive terrain Often a spell you use causes an opponent to be subject to your [B]Land’s Opening[/B] 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] [B]Land walker:[/B] [sblock]Natural obstacles hinder you little. You treat [B]earthen [/B]and [B]planty[/B] difficult terrain as normal terrain. You gain a +5 bonus to all skill checks made on [B]earthen[/B] or [B]planty[/B] challenging terrain. You ignore cover (but not superior cover) from [B]earthen [/B]and [B]planty [/B]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] [B]Ritual Caster[/B] You gain [I]ritual caster [/I]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. [B]Geomancers and Deities:[/B] [FONT=Times New Roman][SIZE=3]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.[/SIZE][/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Geomancer
Top