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Geomancer
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<blockquote data-quote="erik_the_guy" data-source="post: 4393389" data-attributes="member: 70483"><p><strong>Geomancer Powers:</strong></p><p> 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.</p><p> </p><p> <strong>Land’s </strong><strong>Opportunity</strong><strong> Geomancer Attack</strong></p><p> <em>With your geomancer’s staff you find openings in your enemies’ defenses when they are distracted by terrain. A successful attack penalizes enemies further.</em></p><p> <strong>At-Will - Weapon</strong></p><p> <strong>Standard Action Melee Weapon</strong></p><p> <strong>Target: </strong>One creature</p><p> <strong>Attack:</strong> Strength vs. AC</p><p> <strong>Hit:</strong> 1[W] + Strength modifier damage.</p><p> Increase to 2[W] at level 21.</p><p> <strong>Terran Geomancer:</strong> Add +2 to damage if the target is in restrictive <strong>earth-based</strong> terrain or slowed by an <strong>earth</strong> 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.</p><p> <strong>Vegan Geomancer: </strong>You gain a +2 class bonus to all defenses against attacks from the target if it is immobilized by a <strong>plant</strong> power or is on <strong>plant-based</strong> 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.</p><p> <strong>Special:</strong> 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.</p><p> </p><p> </p><p> <strong>Level 1 at will Orisons</strong></p><p> </p><p> <strong>Earth Trap Geomancer Attack 1</strong></p><p> <em>You punch the ground, leaving a small mark. When an enemy approaches, the earth swallows his feet, trapping him.</em></p><p> <strong>At-Will - Divine, Earth</strong></p><p> <strong>Standard Action Range</strong> 1</p><p> <strong>Target: </strong>One <strong>earthen</strong> square you are in or adjacent to unoccupied by enemies</p><p> <strong>Effect: </strong>Until the end of your next turn, the make an attack against the first enemy to enter the square as an immediate interrupt. </p><p> <strong>Attack:</strong> Wisdom vs. reflex</p><p> <strong>Hit:</strong> The target is immobilized until the end of your next turn and slowed (save ends).</p><p> <strong>Terran Geomancer:</strong> The target suffers damage equal to your strength modifier</p><p> <strong>Sustain minor:</strong> The effect remains on the square until discharged by an enemy</p><p> <strong>Special:</strong> If you wield your geomancers staff, you may sustain up to three <em>Earth Traps</em> as a minor action</p><p> </p><p> <strong>Thorn blast Geomancer Attack 1</strong></p><p> <em>You shower an area with thorny vegetation from your staff, damaging enemies and seeding the area with tiny plants.</em></p><p> <strong>At-Will - Divine, Implement, Plant</strong></p><p> <strong>Standard Action Area </strong>burst 1 within 5 squares</p><p> <strong>Target: </strong>Each creature in burst.</p><p> <strong>Attack: </strong>Wisdom vs. Reflex</p><p> <strong>Hit: </strong>1d4 + Constitution modifier damage</p><p> Increase to 2d4 at 21st level</p><p> <strong>Effect:</strong> The area of the burst becomes <strong>planty</strong> terrain until the end of the combat, or permanently if used on <strong>earthen</strong> terrain. You may shift one square onto planty terrain.</p><p> <strong>Vegan Geomancer:</strong> One target hit is immobilized until the end of your next turn.</p><p> </p><p> <strong>Limb Strike Geomancer Attack 1</strong></p><p> <em>You strike with uncanny power when surrounded by the vitality of plant life.</em></p><p> <strong>At-Will - Divine, Weapon, Plant</strong></p><p> <strong>Standard Action Melee </strong>Weapon</p><p> <strong>Target: </strong>One Creature</p><p> <strong>Attack: </strong>Strength vs. AC</p><p> <strong>Hit:</strong> 1[W] + Strength modifier damage, add constitution modifier if you or your opponent are on <strong>planty</strong> terrain.</p><p> Increase to 2[W] at 21st level</p><p> </p><p> <strong>Entrapment Geomancer Attack 1</strong></p><p> <em>You press your staff into the ground, and mud forms around the feet of nearby opponents.</em></p><p> <strong>At-Will - Divine, Implement, Earth</strong></p><p> <strong>Standard Action Close </strong>burst 5</p><p> <strong>Target: </strong>Up to three creatures within burst who are standing in <strong>earthen</strong> terrain</p><p> <strong>Attack: </strong>Wisdom vs. Reflex</p><p> <strong>Hit:</strong> The target’s square becomes difficult terrain, and the target is slowed (save ends)</p><p> </p><p> <strong>World’s Wrath</strong> <strong>Geomancer Attack 1</strong></p><p> <em>With a point of your staff, the planet punishes those who clothe themselves in unnatural armor, bombarding them with rocks or thorns.</em></p><p> <strong>At-Will - Divine, Implement, Earth, Plant</strong></p><p> <strong>Standard Action Range </strong>5</p><p> <strong>Target: </strong>One creature wearing metal armor</p><p> <strong>Attack: </strong>Wisdom vs. AC and ignores armor</p><p> <strong>Hit: </strong>1d8 + Wisdom modifier damage.</p><p> Increase to 2d8 at 21st level</p><p> <strong>Vegan:</strong> Vines grow from the target’s armor reducing defenses by 2 (save ends)</p><p> <strong>Terran: </strong>Add your strength modifier to damage.</p><p> </p><p> </p><p> </p><p> <strong>Level 1 Encounter Orisons</strong></p><p> </p><p> <strong>Cloud of rocks Geomancer Attack 1</strong></p><p> <em>You shower all enemies in an area with heavy rocks, leaving the ground littered and difficult to cross.</em></p><p> <strong>Encounter - Divine, Implement</strong></p><p> <strong>Standard Action Area </strong>wall 4 within 10</p><p> <strong>Target: </strong>Each Creature in the wall</p><p> <strong>Attack:</strong> Wisdom vs. Reflex</p><p> <strong>Hit:</strong> 2d6 + Strength modifier damage</p><p> <strong>Effect:</strong> The area affected becomes <strong>earthen</strong> difficult terrain. The wall’s height is 1 square.</p><p> <strong>Special:</strong> If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.</p><p> </p><p> <strong>Caustic Orb</strong></p><p> <em>A Blob of acidic muck splashes against your enemy, slowing him and dissolving his flesh.</em></p><p> <strong>Encounter - Divine, Implement, Earth, Acid</strong></p><p> <strong>Standard Action Range </strong>15</p><p> <strong>Primary Target: </strong>One Creature or object</p><p> <strong>Attack: </strong>Wisdom vs Reflex</p><p> <strong>Hit: </strong>1d8 + Wisdom modifier acid damage, target takes ongoing damage 3 and is slowed (save ends both). Make a secondary attack.</p><p> <strong> Secondary attack: </strong>Each enemy adjacent to the primary target.</p><p> <strong>Secondary attack: </strong>Wisdom vs. Reflex</p><p> <strong>Hit: </strong>1d6 + Wisdom modifier acid damage and target takes ongoing acid damage 3 (save ends).</p><p> <strong>Terran Geomancer:</strong> The ongoing damage from both attacks is equal to 1 plus your constitution modifier (minimum 3).</p><p> </p><p> <strong>Ivy Growth</strong></p><p> <em>A hindering growth of ivy sprouts from the ground, slowing enemies and producing a painful rash.</em></p><p> <strong>Encounter - Divine, Implement, Plant, Poison</strong></p><p> <strong>Standard Action Area</strong> burst 2 within 10 squares</p><p> <strong>Target: </strong>Each creature in the burst</p><p> <strong>Attack:</strong> Wisdom vs. Fort</p><p> <strong>Hit: </strong>Target suffers a -2 penalty to all attacks (save ends)</p><p> <strong>Vegan Geomancer:</strong> The penalty to attacks is instead equal to your constitution modifier (minimum 2).</p><p> <strong>Effect:</strong> All <strong>planty</strong> 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 <strong>planty</strong> terrain.</p><p> <strong>Special:</strong> If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.</p><p> </p><p> <strong>Nature’s strike</strong></p><p> <em>An enemy near a tree is attacked by its powerful branches, and held immobile.</em></p><p> <strong>Encounter - Divine, Implement</strong></p><p> <strong>Standard Action Close </strong>Burst 10</p><p> <strong>Target: </strong>One creature in the burst who is adjacent to a tree.</p><p> <strong>Attack: </strong>Wisdom + 2 vs. AC</p><p> <strong>Hit: </strong>2d8 + Wisdom modifier damage. Target is immobilized and takes ongoing damage equal to your constitution modifier (save ends both).</p><p> </p><p> <strong>Deny Armament</strong></p><p> <em>You strike a metal weapon with your staff and it falls to the ground, incased in solid mud or heavy foliage.</em></p><p> <strong>Encounter - Divine, Weapon</strong></p><p> <strong>Standard Action Melee </strong>Weapon</p><p> <strong>Target:</strong> One creature</p><p> <strong>Attack: </strong>Wisdom vs. Reflex</p><p> <strong>Hit: </strong>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).</p><p> </p><p> </p><p> <strong>Level 1 Daily Orisons</strong></p><p> </p><p> <strong>Wall of Thorns</strong></p><p> <em>A wall of spiky vines erupts around your enemies, immobilizing and crushing them.</em></p><p> <strong>Daily - Divine, Implement</strong></p><p> <strong>Standard Action Area </strong>Wall 4 within 10 squares</p><p> <strong>Target: </strong>Each creature within the wall</p><p> <strong>Attack: </strong>Wisdom vs. Reflex</p><p> <strong>Hit: </strong>Target is immobilized and takes ongoing damage 5 (save ends).</p><p> <strong>Effect: </strong>This wall can only be created on <strong>planty</strong> 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.</p><p> <strong>Sustain minor:</strong> If you have your geomancer’s staff the wall persists.</p><p> </p><p> <strong>Swampy Land</strong></p><p> <em>You transform the area around you into swampland, hindering enemies and some allies.</em></p><p> <strong>Daily - Divine, Implement</strong></p><p> <strong>Standard Action Close </strong>Burst 4</p><p> <strong>Target: </strong>All enemies in the burst</p><p> <strong>Attack:</strong> Wisdom vs Reflex</p><p> <strong>Hit: </strong>Target is slowed (save ends)</p><p> <strong>Effect: </strong>All <strong>earthen</strong> terrain in the area becomes shallow mud (hindering terrain) until the end of your next turn.</p><p> <strong>Sustain minor:</strong> If you are wielding your geomancer’s staff the effect persists.</p><p> <strong>Special:</strong> If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.</p><p> </p><p> <strong>Mighty Staff</strong></p><p> <em>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.</em></p><p> <strong>Daily - Divine, Weapon, Earth, Plant</strong></p><p> <strong>Standard Action Melee Weapon</strong></p><p> <strong>Target: </strong>One creature on restrictive <strong>earthen</strong> or <strong>planty</strong> terrain.</p><p> <strong>Attack:</strong> Wisdom vs AC</p><p> <strong>Hit: </strong>2[W] + Wisdom modifier damage. If the target is on <strong>planty</strong> terrain it becomes immobilized, if it is on <strong>earthen</strong> terrain it becomes slowed. </p><p> <strong>Special:</strong> 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.</p><p> </p><p> </p><p> <strong>Condemn the Unnatural</strong></p><p> <em>You command the power of the earth to deny your opponents defenses from metal armor.</em></p><p> <strong>Daily - Divine, Implement</strong></p><p> <strong>Standard Action Area</strong> burst 4 within 10 squares</p><p> <strong>Target:</strong> Each enemy within the burst wearing metal armor</p><p> <strong>Attack:</strong> Wisdom vs. Will</p><p> <strong>Hit: </strong>Target loses any armor bonus to AC until the end of your next turn.</p><p> <strong>Sustain minor:</strong> If you are wielding your geomancer’s staff, the effect persists.</p><p> </p><p> <strong>Level 2 Utility Orisons</strong></p><p> </p><p> <strong>Bramble Stride</strong></p><p> <em>When terrain is hampering, you can dash around your enemies with minimal trouble.</em></p><p> <strong>Encounter - Divine</strong></p><p> <strong>Move Action Personal</strong></p><p> <strong>Effect: </strong>Shift up to your speed, ignoring <strong>earth </strong>or <strong>plant</strong> based restricting terrain. If you end your movement on such terrain you gain cover until the end of your next turn.</p><p> </p><p> <strong>Rock Armor</strong></p><p> <em>Your armor or clothes harden and become as powerful as solid stone without restricting movement.</em></p><p> <strong>Daily - Divine</strong></p><p> <strong>Minor Action Personal</strong></p><p> <strong>Effect: </strong>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).</p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> <strong>Thorn Armor</strong></p><p> <em>Your armor is enhanced by large thorns that deflect blows and harm attackers.</em></p><p> <strong>Daily - Divine</strong></p><p> <strong>Minor Action Personal</strong></p><p> <strong>Effect: </strong>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).</p><p> <strong>Attack: </strong>Wisdom vs. AC</p><p> <strong>Hit: </strong>1d6 + constitution modifier damage.</p><p> </p><p> <strong>Track</strong></p><p> <em>In natural settings, you can detect disturbances in the ground and track your foes.</em></p><p> <strong>At-Will - Divine</strong></p><p> <strong>Standard Action Personal</strong></p><p> <strong>Effect: </strong>When tracking creatures in a wilderness setting, you may use your nature skill instead of perception. So long as most of the ground is <strong>earthen</strong> or <strong>planty</strong>, 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.</p><p> </p><p> <strong>Level 3 Encounter Orisons</strong></p><p> </p><p> <strong>Caustic Goo</strong></p><p> <em>With a word, you slam your staff into the ground and transform an adjacent area of terrain into acidic muck.</em></p><p> <strong>Encounter - Divine, Implement, Earth, Acid</strong></p><p> <strong>Standard Action Blast </strong>4</p><p> <strong>Target: </strong>Each creature in the blast</p><p> <strong>Attack:</strong> Wisdom vs. Reflex</p><p> <strong>Hit: </strong>1d6 + wisdom modifier acid damage, and target is slowed (save ends).</p><p> <strong>Effect:</strong> Each square in the area becomes earthen difficult terrain. Any creature that begins its turn in the area takes 1d6 acid damage.</p><p> <strong>Sustain minor:</strong> If you are wielding your geomancer’s staff, the effect persists.</p><p> <strong>Special:</strong> If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.</p><p> </p><p> </p><p> <strong>Stone Punch</strong></p><p> <em>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.</em></p><p> <strong>Encounter - Divine, Weapon, Earth</strong></p><p> <strong>Standard Action Range </strong>8</p><p> <strong>Target: </strong>One creature</p><p> <strong>Attack: </strong>Wisdom vs AC</p><p> <strong>Hit: </strong>3[W] + strength modifier damage. </p><p> <strong>Earthen Geomancer:</strong> If wield your geomancer’s staff, the target is dazed until the end of your next turn.</p><p> <strong>Miss:</strong> Half damage and target is not dazed.</p><p> <strong>Terran:</strong> 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.</p><p> </p><p> <strong>Constricting Thorns</strong></p><p> <em>Spiky vines entangle the enemy, restricting its movements and dealing damage. They take many rounds to remove.</em></p><p> <strong>Encounter - Divine, Implement, Plant</strong></p><p> <strong>Standard Action Range </strong>8</p><p> <strong>Target:</strong> One creature</p><p> <strong>Attack: </strong>Wisdom vs. Reflex</p><p> <strong>Hit: </strong>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.</p><p> <strong>Miss: </strong>As above, but only a -1 penalty to attacks and ongoing damage 4 (save ends)</p><p> <strong>Vegan:</strong> 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.</p><p> </p><p> <strong>Poisonous Growth</strong></p><p> <em>You fire a bolt of green energy from your fingertips, where it lands, strange flowers burst from the ground and release toxic fumes.</em></p><p> <strong>Encounter - Divine, Plant</strong></p><p> <strong>Standard Action Area</strong> burst 2 within 10 squares</p><p> <strong>Target:</strong> All creatures in the area</p><p> <strong>Attack:</strong> Wisdom vs. Fortitude</p><p> <strong>Hit: </strong>Target takes 1d6 + constitution modifier poison damage, ongoing poison damage 5 (save ends), and is dazed until the end of your next turn.</p><p> <strong>Miss:</strong> Target is dazed until the end of your next turn.</p><p> <strong>Effect:</strong> Each square in the area that is <strong>earthen</strong> becomes <strong>planty</strong>. You may shift 1 square into <strong>planty</strong> terrain.</p><p> <strong>Special:</strong> If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.</p></blockquote><p></p>
[QUOTE="erik_the_guy, post: 4393389, member: 70483"] [B]Geomancer Powers:[/B] 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. [B]Land’s [/B][B]Opportunity[/B][B] Geomancer Attack[/B] [I]With your geomancer’s staff you find openings in your enemies’ defenses when they are distracted by terrain. A successful attack penalizes enemies further.[/I] [B]At-Will - Weapon[/B] [B]Standard Action Melee Weapon[/B] [B]Target: [/B]One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier damage. Increase to 2[W] at level 21. [B]Terran Geomancer:[/B] Add +2 to damage if the target is in restrictive [B]earth-based[/B] terrain or slowed by an [B]earth[/B] 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. [B]Vegan Geomancer: [/B]You gain a +2 class bonus to all defenses against attacks from the target if it is immobilized by a [B]plant[/B] power or is on [B]plant-based[/B] 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. [B]Special:[/B] 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. [B]Level 1 at will Orisons[/B] [B] [/B] [B]Earth Trap Geomancer Attack 1[/B] [I]You punch the ground, leaving a small mark. When an enemy approaches, the earth swallows his feet, trapping him.[/I] [B]At-Will - Divine, Earth[/B] [B]Standard Action Range[/B] 1 [B]Target: [/B]One [B]earthen[/B] square you are in or adjacent to unoccupied by enemies [B]Effect: [/B]Until the end of your next turn, the make an attack against the first enemy to enter the square as an immediate interrupt. [B]Attack:[/B] Wisdom vs. reflex [B]Hit:[/B] The target is immobilized until the end of your next turn and slowed (save ends). [B]Terran Geomancer:[/B] The target suffers damage equal to your strength modifier [B]Sustain minor:[/B] The effect remains on the square until discharged by an enemy [B]Special:[/B] If you wield your geomancers staff, you may sustain up to three [I]Earth Traps[/I] as a minor action [B] [/B] [B]Thorn blast Geomancer Attack 1[/B] [I]You shower an area with thorny vegetation from your staff, damaging enemies and seeding the area with tiny plants.[/I] [B]At-Will - Divine, Implement, Plant[/B] [B]Standard Action Area [/B]burst 1 within 5 squares [B]Target: [/B]Each creature in burst. [B]Attack: [/B]Wisdom vs. Reflex [B]Hit: [/B]1d4 + Constitution modifier damage Increase to 2d4 at 21st level [B]Effect:[/B] The area of the burst becomes [B]planty[/B] terrain until the end of the combat, or permanently if used on [B]earthen[/B] terrain. You may shift one square onto planty terrain. [B]Vegan Geomancer:[/B] One target hit is immobilized until the end of your next turn. [B]Limb Strike Geomancer Attack 1[/B] [I]You strike with uncanny power when surrounded by the vitality of plant life.[/I] [B]At-Will - Divine, Weapon, Plant[/B] [B]Standard Action Melee [/B]Weapon [B]Target: [/B]One Creature [B]Attack: [/B]Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier damage, add constitution modifier if you or your opponent are on [B]planty[/B] terrain. Increase to 2[W] at 21st level [B]Entrapment Geomancer Attack 1[/B] [I]You press your staff into the ground, and mud forms around the feet of nearby opponents.[/I] [B]At-Will - Divine, Implement, Earth[/B] [B]Standard Action Close [/B]burst 5 [B]Target: [/B]Up to three creatures within burst who are standing in [B]earthen[/B] terrain [B]Attack: [/B]Wisdom vs. Reflex [B]Hit:[/B] The target’s square becomes difficult terrain, and the target is slowed (save ends) [B]World’s Wrath[/B] [B]Geomancer Attack 1[/B] [I]With a point of your staff, the planet punishes those who clothe themselves in unnatural armor, bombarding them with rocks or thorns.[/I][B][/B] [B]At-Will - Divine, Implement, Earth, Plant[/B] [B]Standard Action Range [/B]5 [B]Target: [/B]One creature wearing metal armor [B]Attack: [/B]Wisdom vs. AC and ignores armor [B]Hit: [/B]1d8 + Wisdom modifier damage. Increase to 2d8 at 21st level [B]Vegan:[/B] Vines grow from the target’s armor reducing defenses by 2 (save ends) [B]Terran: [/B]Add your strength modifier to damage. [B] [/B] [B]Level 1 Encounter Orisons[/B] [B] [/B] [B]Cloud of rocks Geomancer Attack 1[/B] [I]You shower all enemies in an area with heavy rocks, leaving the ground littered and difficult to cross.[/I] [B]Encounter - Divine, Implement[/B] [B]Standard Action Area [/B]wall 4 within 10 [B]Target: [/B]Each Creature in the wall [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 2d6 + Strength modifier damage [B]Effect:[/B] The area affected becomes [B]earthen[/B] difficult terrain. The wall’s height is 1 square. [B]Special:[/B] If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area. [B]Caustic Orb[/B] [I]A Blob of acidic muck splashes against your enemy, slowing him and dissolving his flesh.[/I] [B]Encounter - Divine, Implement, Earth, Acid[/B] [B]Standard Action Range [/B]15 [B]Primary Target: [/B]One Creature or object [B]Attack: [/B]Wisdom vs Reflex [B]Hit: [/B]1d8 + Wisdom modifier acid damage, target takes ongoing damage 3 and is slowed (save ends both). Make a secondary attack. [B] Secondary attack: [/B]Each enemy adjacent to the primary target. [B]Secondary attack: [/B]Wisdom vs. Reflex [B]Hit: [/B]1d6 + Wisdom modifier acid damage and target takes ongoing acid damage 3 (save ends). [B]Terran Geomancer:[/B] The ongoing damage from both attacks is equal to 1 plus your constitution modifier (minimum 3). [B]Ivy Growth[/B] [I]A hindering growth of ivy sprouts from the ground, slowing enemies and producing a painful rash.[/I] [B]Encounter - Divine, Implement, Plant, Poison[/B] [B]Standard Action Area[/B] burst 2 within 10 squares [B]Target: [/B]Each creature in the burst [B]Attack:[/B] Wisdom vs. Fort [B]Hit: [/B]Target suffers a -2 penalty to all attacks (save ends) [B]Vegan Geomancer:[/B] The penalty to attacks is instead equal to your constitution modifier (minimum 2). [B]Effect:[/B] All [B]planty[/B] 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 [B]planty[/B] terrain. [B]Special:[/B] If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area. [B]Nature’s strike[/B] [I]An enemy near a tree is attacked by its powerful branches, and held immobile.[/I] [B]Encounter - Divine, Implement[/B] [B]Standard Action Close [/B]Burst 10 [B]Target: [/B]One creature in the burst who is adjacent to a tree. [B]Attack: [/B]Wisdom + 2 vs. AC [B]Hit: [/B]2d8 + Wisdom modifier damage. Target is immobilized and takes ongoing damage equal to your constitution modifier (save ends both). [B]Deny Armament[/B] [I]You strike a metal weapon with your staff and it falls to the ground, incased in solid mud or heavy foliage.[/I] [B]Encounter - Divine, Weapon[/B] [B]Standard Action Melee [/B]Weapon [B]Target:[/B] One creature [B]Attack: [/B]Wisdom vs. Reflex [B]Hit: [/B]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). [B] [/B] [B]Level 1 Daily Orisons[/B] [B] [/B] [B]Wall of Thorns[/B] [I]A wall of spiky vines erupts around your enemies, immobilizing and crushing them.[/I] [B]Daily - Divine, Implement[/B] [B]Standard Action Area [/B]Wall 4 within 10 squares [B]Target: [/B]Each creature within the wall [B]Attack: [/B]Wisdom vs. Reflex [B]Hit: [/B]Target is immobilized and takes ongoing damage 5 (save ends). [B]Effect: [/B]This wall can only be created on [B]planty[/B] 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. [B]Sustain minor:[/B] If you have your geomancer’s staff the wall persists. [B] [/B] [B]Swampy Land[/B] [I]You transform the area around you into swampland, hindering enemies and some allies.[/I] [B]Daily - Divine, Implement[/B] [B]Standard Action Close [/B]Burst 4 [B]Target: [/B]All enemies in the burst [B]Attack:[/B] Wisdom vs Reflex [B]Hit: [/B]Target is slowed (save ends) [B]Effect: [/B]All [B]earthen[/B] terrain in the area becomes shallow mud (hindering terrain) until the end of your next turn. [B]Sustain minor:[/B] If you are wielding your geomancer’s staff the effect persists. [B]Special:[/B] If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area. [B] [/B] [B]Mighty Staff[/B] [I]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.[/I] [B]Daily - Divine, Weapon, Earth, Plant[/B] [B]Standard Action Melee Weapon[/B] [B]Target: [/B]One creature on restrictive [B]earthen[/B] or [B]planty[/B] terrain. [B]Attack:[/B] Wisdom vs AC [B]Hit: [/B]2[W] + Wisdom modifier damage. If the target is on [B]planty[/B] terrain it becomes immobilized, if it is on [B]earthen[/B] terrain it becomes slowed. [B]Special:[/B] 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. [B] [/B] [B]Condemn the Unnatural[/B] [I]You command the power of the earth to deny your opponents defenses from metal armor.[/I] [B]Daily - Divine, Implement[/B] [B]Standard Action Area[/B] burst 4 within 10 squares [B]Target:[/B] Each enemy within the burst wearing metal armor [B]Attack:[/B] Wisdom vs. Will [B]Hit: [/B]Target loses any armor bonus to AC until the end of your next turn. [B]Sustain minor:[/B] If you are wielding your geomancer’s staff, the effect persists. [B]Level 2 Utility Orisons[/B] [B] [/B] [B]Bramble Stride[/B] [I]When terrain is hampering, you can dash around your enemies with minimal trouble.[/I] [B]Encounter - Divine[/B] [B]Move Action Personal[/B] [B]Effect: [/B]Shift up to your speed, ignoring [B]earth [/B]or [B]plant[/B] based restricting terrain. If you end your movement on such terrain you gain cover until the end of your next turn. [B]Rock Armor[/B] [I]Your armor or clothes harden and become as powerful as solid stone without restricting movement.[/I] [B]Daily - Divine[/B] [B]Minor Action Personal[/B] [B]Effect: [/B]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). [B] [/B] [B] [/B] [B] [/B] [B] [/B] [B] [/B] [B]Thorn Armor[/B] [I]Your armor is enhanced by large thorns that deflect blows and harm attackers.[/I] [B]Daily - Divine[/B] [B]Minor Action Personal[/B] [B]Effect: [/B]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). [B]Attack: [/B]Wisdom vs. AC [B]Hit: [/B]1d6 + constitution modifier damage. [B]Track[/B] [I]In natural settings, you can detect disturbances in the ground and track your foes.[/I] [B]At-Will - Divine[/B] [B]Standard Action Personal[/B] [B]Effect: [/B]When tracking creatures in a wilderness setting, you may use your nature skill instead of perception. So long as most of the ground is [B]earthen[/B] or [B]planty[/B], 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. [B]Level 3 Encounter Orisons[/B] [B] [/B] [B]Caustic Goo[/B] [I]With a word, you slam your staff into the ground and transform an adjacent area of terrain into acidic muck.[/I] [B]Encounter - Divine, Implement, Earth, Acid[/B] [B]Standard Action Blast [/B]4 [B]Target: [/B]Each creature in the blast [B]Attack:[/B] Wisdom vs. Reflex [B]Hit: [/B]1d6 + wisdom modifier acid damage, and target is slowed (save ends). [B]Effect:[/B] Each square in the area becomes earthen difficult terrain. Any creature that begins its turn in the area takes 1d6 acid damage. [B]Sustain minor:[/B] If you are wielding your geomancer’s staff, the effect persists. [B]Special:[/B] If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area. [B]Stone Punch[/B] [I]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.[/I] [B]Encounter - Divine, Weapon, Earth[/B] [B]Standard Action Range [/B]8 [B]Target: [/B]One creature [B]Attack: [/B]Wisdom vs AC [B]Hit: [/B]3[W] + strength modifier damage. [B]Earthen Geomancer:[/B] If wield your geomancer’s staff, the target is dazed until the end of your next turn. [B]Miss:[/B] Half damage and target is not dazed. [B]Terran:[/B] 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. [B]Constricting Thorns[/B] [I]Spiky vines entangle the enemy, restricting its movements and dealing damage. They take many rounds to remove.[/I] [B]Encounter - Divine, Implement, Plant[/B] [B]Standard Action Range [/B]8 [B]Target:[/B] One creature [B]Attack: [/B]Wisdom vs. Reflex [B]Hit: [/B]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. [B]Miss: [/B]As above, but only a -1 penalty to attacks and ongoing damage 4 (save ends) [B]Vegan:[/B] 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. [B]Poisonous Growth[/B] [I]You fire a bolt of green energy from your fingertips, where it lands, strange flowers burst from the ground and release toxic fumes.[/I] [B]Encounter - Divine, Plant[/B] [B]Standard Action Area[/B] burst 2 within 10 squares [B]Target:[/B] All creatures in the area [B]Attack:[/B] Wisdom vs. Fortitude [B]Hit: [/B]Target takes 1d6 + constitution modifier poison damage, ongoing poison damage 5 (save ends), and is dazed until the end of your next turn. [B]Miss:[/B] Target is dazed until the end of your next turn. [B]Effect:[/B] Each square in the area that is [B]earthen[/B] becomes [B]planty[/B]. You may shift 1 square into [B]planty[/B] terrain. [B]Special:[/B] If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area. [/QUOTE]
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