Post by Sardinal on Mar 7, 2016 21:51:06 GMT -5
The Geomancer adapted from Complete Divine
Rivers of raw arcane power course over the surface of the Three Worlds. Geomancy is the art of channeling this raw power into oneself and using it to augment or alter your spellcasting. A geomancer may research like a wizard, pray like a cleric, or sing like a bard but he casts spells as only a geomancer can.
Wherever he finds a leyline or nexus point, the Geomancer may draw arcane energy they call Numina from it. They use this numina to alter the parameters of their spells, or boost their strength. As the Geomancer progresses, however, the effort of gathering and holding this raw arcane power takes a physical toll on him, altering him to better act as a magical conduit.
The path of the Geomancer is often a lonely one. They undergo powerful mutations that are difficult, sometimes impossible, to hide and as a result are often shunned by normal folk who are afraid of them. Rare is the geomancer that is comfortable living in cities or other crowded places. Those geomancers who see their evolution as a mark of pride and power frequently draw the attention and/or ire of local authorities for the commotion their appearance can cause.
Only characters with more than one spellcasting class may enter the Geomancer prestige class. Druid/Sorcerer and Druid/Wizard are the most common, though clerics with access to the Plant, Animal, or Leyline Domains also consider this path.
Geomancer in the Three Worlds
Geomancers in Severall can come from almost any walk of life, but tend to shy from the cities and major areas of civilization. The Churches of Dardanis and Sardinal tend to control the land around leylines and nexus points in those places and often interfere with a Geomancers study and passion of the leylines. Naturally, Geomancers who worship Dardanis or Sardinal buck this trend. Geomancers can worship any god but resist attempts to institutionalize their abilities or philosophies. Geomancers of Severall are seldom interested in politics or the traps and trappings of civilization.
Geomancers in Katrel are often loners or members of small and isolated settlements. They use the leylines to watch and protect from the ever present threat of dragons. A few wander the lines in study, bolting only when a dragon is near. Others seek to find way to use the power of the leylines to vanquish their local dragon overlords and reclaim the lands for their people.
Requirements:
Skills: Knowledge (Arcana) 6 ranks, Knowledge (Nature) 8 ranks. Knowledge (Religion) 8 ranks can be substituted for the Knowledge(Nature) if the character has access to the Leyline domain.
Spells: Must be able to cast 2nd level arcane spells and 2nd level divine spells.
Class Skills:
4+Int mod/level Climb, Concentration, Craft(any), Handle Animal, Heal, Knowledge(Arcana), Knowledge(Geography), Knowledge(Nature), Survival, Swim.
HitDie: d6
Clvl BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Spell Versatility 0, Numinous Evolution, +1 level of existing class
Numina Pool
2nd +1 +3 +0 +3 Spell Versatility 1, Sense Leyline +1 level of existing class
3rd +2 +3 +1 +3 Spell Versatility 2 +1 level of existing class
4th +3 +4 +1 +4 Spell Versatility 3, See The Path +1 level of existing class
5th +3 +4 +1 +4 Spell Versatility 4 +1 level of existing class
6th +4 +5 +2 +5 Spell Versatility 5, Ride The Line +1 level of existing class
7th +5 +5 +2 +5 Spell Versatility 6 +1 level of existing class
8th +6 +6 +2 +6 Spell Versatility 7 Seal the Gate +1 level of existing class
9th +6 +6 +3 +6 Spell Versatility 8 +1 level of existing class
10th +7 +7 +3 +7 Versatile Spell Caster, Numinous Apotheosis +1 level of existing class
Spell Versatility: As the Geomancer ability in Complete Divine, page 42.
Numina Pool: Once per day, when memorizing, praying, or meditating for spells while within 25 feet of a leyline or nexus point, the Geomancer may pull some of the raw arcane power of the leyline or nexus point (called Numina from here on) into himself and store it. He may pull and store a number of Numina Points equal to his Constitution score. From that point the Geomancer may use the points in his pool to boost the caster level of his spells. As a free action the Geomancer may add up to a number of Numina points equal to 1 + 1 per 2 levels of Geomancer to a single spell he is casting, boosting that spells caster level by 1 for each point spent.
Whenever the Geomancer has half or more of his Numina Pool full, his eyes glow with arcane power. Whenever the Geomancers Numina Pool is full, energy crackles and pops from his hair and skin.
Numinous Evolution: The act of pulling and storing raw magical power in the form of Numina takes its toll on the body. Like animals that have turned into fantastic Magical Beasts due to proximity to the leylines, the Geomancer begins to change physically. His body adapts itself to the constant infusion of magic. At each level of Geomancer, one physical aspect of the geomancer undergoes a change. These changes are up to the player and his GM to work out in detail, but the further one progresses down the path of the Geomancer, the more extreme they become.
At each level, the geomancer gains a change from the following table.
Levels 1 - 3: Minor changes (fingernails/teeth/hair/eyes/small markings on the skin etc...)
Levels 4 - 6: Moderate Changes (Skin color change/runic or arcane markings etc...)
Levels 7 - 9: Major Changes (drastic Skin colors or marking, horns, glowing runes, etc...)
Level 10 : Extreme Change. This can be anything, be creative and have fun with it. It should not impair or boost the physical abilities of the Geomancer.
The Changes wrought by Numinous Evolution are inviolate. As long as you possess the class levels, your evolutionary aspects will remain evident. They cannot be hidden by any magical means. If you alter self into a drow, you will be a drow with those Numinous Evolution aspects. If a Druid Geomancer with blue skin wildshapes into a tiger, he will be a tiger with blue fur. Only a wish spell can hide these marks and only for a short time. It is possible that mundane disguise techniques could hide some of the minor changes, but it is very difficult. The geomancer takes a cumulative -2 to all disguise checks per level of geomancer he attains.
Sense Leyline: This ability functions exactly like the granted ability of the Leyline Domain except it increases by geomancer level. If the geomancer has the Leyline Domain from another class, levels in geomancer stack with levels in that class for determining the distance at which a leyline or nexus point can be detected.
See the Path: The Geomancer adds the See the Path spell from the Leyline Domain to each spell list he has in which he is capabale of casting first level spells. He also adds it to his spellbook or spells known list.
Ride the Line: The Geomancer adds the Ride the Line spell from the Leyline Domain to each spell list in which he is capable of casting 4th level spells. He also adds it to his spellbook or spells known list.
Seal the Gate: The Geomancer adds the Seal the Gate spell from the Leyline Domain to each spell list in which he is capable of casting 5th level spells. he also adds it to his spellbook or spells known list.
Versatile Spell Caster: At 10th level the effect of Spellcasting Versatility extend to all spells the Geomancer casts.
Numinous Apotheosis: At 10th level the Geomancer's evolution is complete. His creature type changes to Magical Beast and he gains lowlight vision, darkvision 60ft, Damge Reduction 10/magic and a +2 racial bonus to his Constitution score. If the Geomancer already has Darkvision, then the range of that darkvision increases by 30ft. The changes to a Geomancer at this point are hereditary. Children of the geomancer, if he has any, could end up with any or all of the Numinous Evolution traits he has taken on as well as various other potential changes, left up to your Gm's discretion.
Rivers of raw arcane power course over the surface of the Three Worlds. Geomancy is the art of channeling this raw power into oneself and using it to augment or alter your spellcasting. A geomancer may research like a wizard, pray like a cleric, or sing like a bard but he casts spells as only a geomancer can.
Wherever he finds a leyline or nexus point, the Geomancer may draw arcane energy they call Numina from it. They use this numina to alter the parameters of their spells, or boost their strength. As the Geomancer progresses, however, the effort of gathering and holding this raw arcane power takes a physical toll on him, altering him to better act as a magical conduit.
The path of the Geomancer is often a lonely one. They undergo powerful mutations that are difficult, sometimes impossible, to hide and as a result are often shunned by normal folk who are afraid of them. Rare is the geomancer that is comfortable living in cities or other crowded places. Those geomancers who see their evolution as a mark of pride and power frequently draw the attention and/or ire of local authorities for the commotion their appearance can cause.
Only characters with more than one spellcasting class may enter the Geomancer prestige class. Druid/Sorcerer and Druid/Wizard are the most common, though clerics with access to the Plant, Animal, or Leyline Domains also consider this path.
Geomancer in the Three Worlds
Geomancers in Severall can come from almost any walk of life, but tend to shy from the cities and major areas of civilization. The Churches of Dardanis and Sardinal tend to control the land around leylines and nexus points in those places and often interfere with a Geomancers study and passion of the leylines. Naturally, Geomancers who worship Dardanis or Sardinal buck this trend. Geomancers can worship any god but resist attempts to institutionalize their abilities or philosophies. Geomancers of Severall are seldom interested in politics or the traps and trappings of civilization.
Geomancers in Katrel are often loners or members of small and isolated settlements. They use the leylines to watch and protect from the ever present threat of dragons. A few wander the lines in study, bolting only when a dragon is near. Others seek to find way to use the power of the leylines to vanquish their local dragon overlords and reclaim the lands for their people.
Requirements:
Skills: Knowledge (Arcana) 6 ranks, Knowledge (Nature) 8 ranks. Knowledge (Religion) 8 ranks can be substituted for the Knowledge(Nature) if the character has access to the Leyline domain.
Spells: Must be able to cast 2nd level arcane spells and 2nd level divine spells.
Class Skills:
4+Int mod/level Climb, Concentration, Craft(any), Handle Animal, Heal, Knowledge(Arcana), Knowledge(Geography), Knowledge(Nature), Survival, Swim.
HitDie: d6
Clvl BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Spell Versatility 0, Numinous Evolution, +1 level of existing class
Numina Pool
2nd +1 +3 +0 +3 Spell Versatility 1, Sense Leyline +1 level of existing class
3rd +2 +3 +1 +3 Spell Versatility 2 +1 level of existing class
4th +3 +4 +1 +4 Spell Versatility 3, See The Path +1 level of existing class
5th +3 +4 +1 +4 Spell Versatility 4 +1 level of existing class
6th +4 +5 +2 +5 Spell Versatility 5, Ride The Line +1 level of existing class
7th +5 +5 +2 +5 Spell Versatility 6 +1 level of existing class
8th +6 +6 +2 +6 Spell Versatility 7 Seal the Gate +1 level of existing class
9th +6 +6 +3 +6 Spell Versatility 8 +1 level of existing class
10th +7 +7 +3 +7 Versatile Spell Caster, Numinous Apotheosis +1 level of existing class
Spell Versatility: As the Geomancer ability in Complete Divine, page 42.
Numina Pool: Once per day, when memorizing, praying, or meditating for spells while within 25 feet of a leyline or nexus point, the Geomancer may pull some of the raw arcane power of the leyline or nexus point (called Numina from here on) into himself and store it. He may pull and store a number of Numina Points equal to his Constitution score. From that point the Geomancer may use the points in his pool to boost the caster level of his spells. As a free action the Geomancer may add up to a number of Numina points equal to 1 + 1 per 2 levels of Geomancer to a single spell he is casting, boosting that spells caster level by 1 for each point spent.
Whenever the Geomancer has half or more of his Numina Pool full, his eyes glow with arcane power. Whenever the Geomancers Numina Pool is full, energy crackles and pops from his hair and skin.
Numinous Evolution: The act of pulling and storing raw magical power in the form of Numina takes its toll on the body. Like animals that have turned into fantastic Magical Beasts due to proximity to the leylines, the Geomancer begins to change physically. His body adapts itself to the constant infusion of magic. At each level of Geomancer, one physical aspect of the geomancer undergoes a change. These changes are up to the player and his GM to work out in detail, but the further one progresses down the path of the Geomancer, the more extreme they become.
At each level, the geomancer gains a change from the following table.
Levels 1 - 3: Minor changes (fingernails/teeth/hair/eyes/small markings on the skin etc...)
Levels 4 - 6: Moderate Changes (Skin color change/runic or arcane markings etc...)
Levels 7 - 9: Major Changes (drastic Skin colors or marking, horns, glowing runes, etc...)
Level 10 : Extreme Change. This can be anything, be creative and have fun with it. It should not impair or boost the physical abilities of the Geomancer.
The Changes wrought by Numinous Evolution are inviolate. As long as you possess the class levels, your evolutionary aspects will remain evident. They cannot be hidden by any magical means. If you alter self into a drow, you will be a drow with those Numinous Evolution aspects. If a Druid Geomancer with blue skin wildshapes into a tiger, he will be a tiger with blue fur. Only a wish spell can hide these marks and only for a short time. It is possible that mundane disguise techniques could hide some of the minor changes, but it is very difficult. The geomancer takes a cumulative -2 to all disguise checks per level of geomancer he attains.
Sense Leyline: This ability functions exactly like the granted ability of the Leyline Domain except it increases by geomancer level. If the geomancer has the Leyline Domain from another class, levels in geomancer stack with levels in that class for determining the distance at which a leyline or nexus point can be detected.
See the Path: The Geomancer adds the See the Path spell from the Leyline Domain to each spell list he has in which he is capabale of casting first level spells. He also adds it to his spellbook or spells known list.
Ride the Line: The Geomancer adds the Ride the Line spell from the Leyline Domain to each spell list in which he is capable of casting 4th level spells. He also adds it to his spellbook or spells known list.
Seal the Gate: The Geomancer adds the Seal the Gate spell from the Leyline Domain to each spell list in which he is capable of casting 5th level spells. he also adds it to his spellbook or spells known list.
Versatile Spell Caster: At 10th level the effect of Spellcasting Versatility extend to all spells the Geomancer casts.
Numinous Apotheosis: At 10th level the Geomancer's evolution is complete. His creature type changes to Magical Beast and he gains lowlight vision, darkvision 60ft, Damge Reduction 10/magic and a +2 racial bonus to his Constitution score. If the Geomancer already has Darkvision, then the range of that darkvision increases by 30ft. The changes to a Geomancer at this point are hereditary. Children of the geomancer, if he has any, could end up with any or all of the Numinous Evolution traits he has taken on as well as various other potential changes, left up to your Gm's discretion.