Geomancer*** Insert fluff here
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The Geomancer Hit Die: d8BAB: Good
Fort: Poor
Ref: Poor
Will: Good
1 Armored mage, hurl rock, natural armor +1, stonecraft
2 Damage reduction 2/adamantine
3 Shift weight, spikes
4 Lava spray
5 Burrow, natural armor +2
6 Earthen rubble, damage reduction 4/adamantine
7 Field of mud
8 Wall of stone
9 Create elemental (medium), burrow (through stone)
10 Natural armor +3, damage reduction 6/adamantine, earthen rubble (at will), wall
of stone (iron)
11 Column of stone, create elemental (large), field of mud (at will)
12 Crumble bone, wall of stone (mithril, at will)
13 Molten rock, create elemental (huge), burrow (earth glide)
14 Damage reduction 8/adamantine, wall of stone (adamantine)
15 Create elemental (greater), natural armor +4
16 Extract earth elemental
17 Create elemental (elder), molten rock (at will)
18 Damage reduction 10/adamantine
19 Create elemental (monolith)
20 Elemental form, elemental fury, natural armor +5
Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen, Profession, Search, Spellcraft.
Class FeaturesYour class features focus on advancing your connection to the element of earth.
Weapon and Armor Proficiency: Geomancers are proficient with all simple weapons plus the light and heavy pick, and with all martial bludgeoning weapons. Geomancers are proficient with light and medium armor, and with shields (except tower shields).
Armored Mage (Ex): A geomancer can use elemental powers (see below) while wearing light or medium armor, or a shield (except tower shields) without risking arcane spell failure. He may also take the Battle Caster feat (Complete Arcane, pg 75) and apply its bonus to his elemental powers.
Elemental Power (Sp): Hurl Rock (Sp) [EARTH]: The geomancer learns his first elemental power: the ability to create and shoot rocks. The geomancer can shoot a rock up to a range of 60 feet with a ranged attack. If the attack is successful, it deals 1d6 damage per caster level. This attack deals physical damage and is subject to damage reduction, but not spell resistance. Each time the geomancer uses this power, he may choose whether to deal bludgeoning damage, or slashing and piercing damage with the rock.
This power may be used at will. Rocks created with this power turn to dust and disappear within seconds.
At 4th level, the rocks are treated as magical for purposes of overcoming damage reduction.
At 6th level, the rocks can deal damage to incorporeal creatures, although they still have a 50% miss chance.
At 8th level, the rocks can be treated as silver, cold iron, or adamantine for purposes of overcoming damage reduction. The geomancer makes this decision each time he uses his hurl rock power.
Earth Magic (Ex): A geomancer can use any spell completion or spell trigger item for any spell with the [EARTH] descriptor as though she had the spell on his spell list.
Natural Armor (Ex): Stone Craft (Ex): The geomancer gains a +4 competence bonus on all Appraise and Craft checks involving stone (including precious stones) and metal. In addition, he is treated as having the Trapfinding ability or a rogue for purposes of finding traps made of stone, or set inside of stone (including stone doors, chests, floors, and other such objects). He may use Knowledge(dungeoneering) in place of Disable Device to remove such traps.
Damage Reduction (Ex): Starting at 2nd level, the geomancer gains damage reduction overcome by adamantine weapons. At first level, he gains DR 2/adamantine. This damage reduction improves by two points each four levels thereafter, to a maximum of DR 10/adamantine at 18th level.
Shift Weight (Ex): At 3rd level, the geomancer learns how to take best advantage with hefty stone weapons. When using a bludgeoning weapon made of stone, the geomancer may have it deal extra damage. The weapon deals an additional 1d6 damage per three caster levels on each successful attack. Activating and deactivating this ability is a free action. This damage is considered the same type of damage that the weapon itself deals. It also bypasses damage reduction based normally overcome by adamantine, silver, and cold iron.
Weapons with non-stone handles and stone damage-dealing portions are considered stone weapons for purposes of this ability. This ability has no affect on your hurl rock ability or any of your other elemental powers; just on weapons you wield normally.
Spikes (Su) [EARTH]: At 3rd level, the geomancer learns a new elemental power: the ability to create tiny stone spikes. The geomancer can affect up to one contiguous five foot square per three caster levels. Each square must be within close range (25 ft + 5 ft/2 caster levels). Any creature that passes through the area or begins their turn in the area must succeed at a Reflex save or have their land speed halved for one round per caster level. This ability cannot affect a creature more than once at a time, although a later effect can reduce the creature's speed after an earlier effect has ended. The ground in the square must either be earth or stone (natural or worked). These spikes last one round per caster level. This power may be used at will.
Lava Spray (Su) [FIRE]: At 4th level, the geomancer learns a new elemental power: creating a gout of molten rock. The geomancer creates either a 15-foot cone or a 30-foot line originating from his square. This heated rock deals 1d4 points of fire damage per caster level with a successful Reflex save for half damage. Each target that fails its save takes another 1d4 points of fire damage per two caster levels on the following round unless it rinses it off. Cooling and rinsing the lava requires a full waterskin worth of water and takes a standard action that provokes an attack of opportunity. This additional damage only lasts for one round.
This power may be used at will and bypasses spell resistance.
Burrow (Ex): At 5th level, the geomancer gains a burrow speed of ten feet. He may only burrow through earth, and not through stone.
At 9th level, the burrow speed increases to his base land speed and he may burrow through stone.
At 13th level, the geomancer gains the earth glide ability of an earth elemental. He may move through earth as easily as a fish swims through water, and he leaves no hole or tunnel behind, nor does he create a ripple or any disturbance on the surface. A move earth spell cast on an area containing a burrowing geomancer flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Earthen Rubble (Sp) [EARTH]: Field of Mud (Sp) [EARTH]: At 7th level, the geomancer learns a new elemental power: the ability to turn the ground into mud. The geomancer turns an area with a 20-foot radius at up to medium range (100 ft + 10/caster level) into mud. This only affects squares where the ground is earth or stone (worked or natural). The mud slows land-based movement to half usual speed. Creatures in the area cannot take a five-foot step action. This power lasts one round per caster level. If the geomancer creates a second field of mud before the first expires, the first effect disappears. This elemental power bypasses spell resistance and can be used once per encounter.
At 11th level, the geomancer may use this elemental power at will.
Wall of Stone (Su) [EARTH]: At 8th level, the geomancer learns a new elemental power: creating a wall of stone. The geomancer can create a wall of stone exactly as the spell of the same name. This wall of stone lasts a number of minutes equal to his caster level, after which time, it crumbles to dust and disappears. If the geomancer creates a second wall while before the duration of the first expires, the first wall crumbles and disappears immediately. This power can be used once per encounter.
At 10th level, the wall can be made of iron. This increases its hit points to 30 per inch of thickness and its hardness to 10. The break DC is 25 + 2 per inch of thickness.
At 12th level, this ability can be used at will.
At 12th level, the wall can be made of mithril. This increases its hit points to 30 per inch of thickness and its hardness to 15. The break DC is 27 + 2 per inch of thickness.
At 14th level, the wall can be made of adamantine. This increases its hit points to 40 per inch of thickness and its hardness to 20. The break DC is 30 + 2 per inch of thickness.
Create Elemental (Sp) [EARTH]: At 9th level, the geomancer learns a new elemental power: creating an earth elemental. The geomancer can create a medium-sized earth elemental within close range (25 feet + 5/2 caster levels). The elemental remains for one round per caster level, or until slain. Using this power takes an entire round and finishes at the beginning of his next round. The elemental may act immediately at this time on his initiative count. The geomancer controls the elemental as if he had summoned it.
A geomancer may only create one elemental per encounter and he may only have one created elemental at a time. If he creates a second elemental, the first one vanishes when the new one appears.
As a geomancer gain levels, he is able to create larger elementals. He can create a large elemental at 11th level, a huge elemental at 13th level, a greater elemental at 15th level, an elder elemental at 17th level, and an elemental monolith (Complete Arcane) at 19th level.
Column of Stone (Sp) [EARTH]: At 11th level, the geomancer learns a new elemental power: the ability to create a moveable column of stone. The geomancer can create a column of stone in all of the squares directly beneath him. This column can be anywhere from three to fifteen feet tall, and each adjacent square is disturbed and treated as difficult terrain. When the column rises, each adjacent creature needs to make a Reflex save or fall prone. Creatures with the stability trait gain a +4 bonus on this saving throw. The column can only be created in squares where the ground is earth or stone (natural or worked).
The geomancer can move the column up to 30 feet per round along the ground as a move action. As the column moves, the adjacent squares of it become difficult terrain, and previously occupied and adjacent squares return to normal as the column leaves. If a creature is in a square that becomes difficult terrain, it must make a Reflex save or fall prone, just as if the column were created. If the column moves into a square occupied by a creature, it must roll a Reflex save or fall prone in the nearest unoccupied square. If it succeeds its save, it moves to the nearest unoccupied square. This movement does not provoke attacks of opportunity.
The geomancer can dismiss the column as a swift action. This power can be used at will.
Crumble Bone (Sp) [EARTH]: At 12th level, the geomancer learns a terrifying new power: the ability to crumble the bones of a creature. One creature with bones or an exoskeleton within medium range (100 ft + 10/caster level) must attempt a Fortitude save. If the save fails, the target dies. If the save is successful, the target takes 1d6 points of damage per caster level, and any critical hits against the target are automatically confirmed. This penalty lasts until all of the damage dealt by this power is healed, either magically or naturally.
Using this power takes an entire round and finishes at the beginning of his next round. The geomancer can use this power once per encounter.
Molten Rock (Sp) [FIRE][EARTH]: At 13th level, the geomancer learns a new elemental power: the ability to turn the earth into thick, molten rock. This power functions exactly like field of mud, except it also deals fire damage to those inside. Each creature that begins its turn in the area suffers 2d6 points of fire damage. For each five feet moved through the area, the creature suffers 1d6 points of fire damage.
This power lasts one round per caster level. If the geomancer creates a second area of molten rock before the first expires, the first effect disappears. This elemental power bypasses spell resistance and can be used once per encounter.
At 17th level, the geomancer may use this elemental power at will.
Extract Earth Elemental (Sp) [EARTH]: Elemental Form (Su): At 20th level, the geomancer may spend a swift action to take on the form of an earth elemental of equal size to himself. He gains all of the special attacks, movement modes, and immunities of an earth elemental of the same size and his type changes to elemental. He may revert back to his normal form as a swift action.
Elemental Fury (Sp) [EARTH]: