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FFd6 Geomancer redux

Apr 25th, 2013
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  1. Geomancer
  2.  
  3. HP: 18
  4. MP: 0
  5. ACC: 1
  6. AVD: 5
  7. Skill Points: 22
  8.  
  9. Weapons: Arcane, Brawl, Reach
  10. Armor: Light, Medium
  11.  
  12. Innate: Geotrance
  13.  
  14. The Geomancer may, as a standard action, use one Geotrance ability available to them on their current terrain(s). (it is recommended that about 2 terrains be available in each battle) The possible terrains are: Desert, Forest, Ice, Lava, Plains, Stone, Swamp, Urban, and Water.
  15. Geotrances are split into Physical Geotrances, which are treated as a physical attack that ignores and replaces your usual weapon properties, and Arcane Geotrances, which act similar to spells and cost no MP. Geotrances may not be reflected. However, a Geomancer may only use Arcane Geotrances for a number of times per combat equal to one plus half their Nature skill.
  16. Upon becoming a Geomancer for the first time, a character selects one terrain and gains permanent access to all geotrances of that terrain.
  17.  
  18. ---
  19.  
  20. Dreamstate
  21.  
  22. Upon taking a Travel Rest in an area, the Geomancer has the ability to meditate on their surroundings and gains the temporary ability to tell the precise location of every physical object within a Long Range of their meditation spot. This grants them a +2 bonus on a variety of skill checks, such as Stealth, Nature, Awareness, etc.
  23.  
  24. Earth's Embrace
  25.  
  26. The Geomancer no longer takes damage or suffers any negative penalties from Difficult Terrain, nor can they drown while underwater.
  27.  
  28. Elemental Aegis
  29.  
  30. When within an Elemental Field, the Geomancer treats themselves as if they have the corresponding Elemental Spikes spell active, and they are treated as if they were resistant to that element.
  31.  
  32. Geomantic Inertia
  33.  
  34. When the Geomancer is hit by an attack or spell dealing elemental damage, they may activate Geomantic Inertia as an Instant Action. The next time they use Geotrance they may choose any Geotrance as long as it is from a terrain that contains a Physical Geotrance with the matching [Element]-Strike property to the elemental damage they took. This includes Extra Geotrances if the Geomancer has the Versatile Terrain ability. Geomantic Inertia may be used a number of times per session equal to half of the Geomancer's Force score.
  35.  
  36. Heightened Senses
  37.  
  38. The Geomancer gains a +2 bonus on Awareness skill checks, and whenever they spend Destiny to add an additional die to an Awareness skill check, they gain two bonus dice instead of one. The Geomancer gains Blind-Proof and ignores bonuses from Invisible on foes. When in their chosen terrain, the Geomancer gains a +1 bonus on ACC rolls and AVD. At GM's discretion, the Geomancer and their allies are less susceptible to pre-emptive attacks.
  39.  
  40. Maelstrom
  41.  
  42. As a standard action once per session, the Geomancer may use a Maelstrom effect from a Terrain they have access to.
  43.  
  44. Malleable Naturecraft
  45.  
  46. By activating Malleable Naturecraft as an Instant Action, the Geomancer may treat themselves as if they had any single weapon category property for the purposes of their Physical Geotrances until the beginning of their next turn. If Counterattack is triggered this way, the Geomancer may counter using any Physical Geotrance, not necessarily the last one they used. (Weapon category properties are Quick Cast, Reliable, Counterattack, Backstab, Heavy Swing, Distance, and Critical Attack) Malleable Naturecraft may be used a number of times per session equal to half the Geomancer's Finesse.
  47.  
  48. Nature's Blessing
  49.  
  50. As a standard action once per combat, the Geomancer may summon an Elemental Spirit from a terrain of their choice (regardless of whether it's available for the combat) to bless themselves and their allies. The Elemental Spirit has HP equal to half the Geomancer's HP, AVD equal to theirs, and no ARM or M.ARM. It may not be affected by status effects, positive or negative. Each turn, the Elemental Spirit loses 20% of its maximum HP.
  51. While active, the Elemental Spirit grants a +2 bonus to a stat to the Geomancer and all allies depending on the terrain associated with it. If the terrain associated with the Elemental Spirit is currently available, it instead grants a +4 bonus. When the Elemental Spirit is defeated or dismissed, the Geomancer may gain one free use of a Geotrance from its associated terrain. Elemental Spirits may be dismissed as Instant actions.
  52. Out of combat, Elemental Spirits may be able to offer subtle and difficult to decipher advice or simply aid in intuitive Geomancy.
  53.  
  54. Terrain associations:
  55. PWR: Lava, Twilight
  56. RES: Stone, Ice, Desert
  57. DEX: Plains, Forest
  58. MND: Urban, Water
  59.  
  60. Versatile Terrain
  61.  
  62. The Geomancer gains access to the Extra Geotrance for each Terrain.
  63.  
  64. ---
  65.  
  66. Terrains:
  67.  
  68. Plains
  69. Physical Geotrance: Wind Slash
  70. Arcane Geotrance: Sunbath
  71. Extra Geotrance: Plasma
  72. Maelstrom: Tempest
  73.  
  74. Deserts
  75. Physical Geotrance: Sandstorm
  76. Arcane Geotrance: Quicksand
  77. Extra Geotrance: Wind Slash
  78. Maelstrom: Desert Winds
  79.  
  80. Forest
  81. Physical Geotrance: Leaf Swirl
  82. Arcane Geotrance: Forest Healing
  83. Extra Geotrance: Snare
  84. Maelstrom: Hell Ivy
  85.  
  86. Urban
  87. Physical Geotrance: Plasma
  88. Arcane Geotrance: Labyrinth
  89. Extra Geotrance: Will o' the Wisp
  90. Maelstrom: Imprison
  91.  
  92. Twilight
  93. Physical Geotrance: Will o' the Wisp
  94. Arcane Geotrance: Apparition
  95. Extra Geotrance: Labyrinth
  96. Maelstrom: Miasma
  97.  
  98. Water
  99. Physical Geotrance: Sliprain
  100. Arcane Geotrance: Water Veil
  101. Extra Geotrance: Apparition
  102. Maelstrom: El Niño
  103.  
  104. Ice
  105. Physical Geotrance: Icicle
  106. Arcane Geotrance: Snowdrift
  107. Extra Geotrance: Snare
  108. Maelstrom: Blizzard
  109.  
  110. Stone
  111. Physical Geotrance: Rock Slide
  112. Arcane Geotrance: Stone Wall
  113. Extra Geotrance: Sun Bath
  114. Maelstrom: Earthquake
  115.  
  116. Lava
  117. Physical Geotrance: Lava Whip
  118. Arcane Geotrance: Heat Wave
  119. Extra Geotrance: Will o' the Wisp
  120. Maelstrom: Eruption
  121.  
  122. List of Physical Geotrances:
  123. (if your weapon would normally possess the corresponding element-strike for a given Geotrance, the Geotrance deals +2 damage steps)
  124.  
  125. Lava Whip: Fire-Strike, Berserk-Touch
  126. Leaf Swirl: Wind-Strike, Swarm Killer
  127. Plasma: Lightning-Strike, Construct-Killer
  128. Rock Slide: Earth-Strike, Knockback
  129. Sandstorm: Earth-Strike, Blind-Touch
  130. Sliprain: Water-Strike, Sleep-Touch
  131. Icicle: Ice-Strike, Stop-Touch
  132. Will o' the Wisp: Shadow-Strike, MP Damage
  133. Wind Slash: Wind-Strike, Aerial-Killer
  134.  
  135. List of Arcane Geotrances:
  136.  
  137. Apparition: Roll opposed Force or Finesse. On success inflict Confuse on a single foe for one round.
  138. Forest Healing: Cure one target of one status effect.
  139. Heat Wave: Roll opposed Force or Finesse. On success inflict Seal on a single foe for one round.
  140. Labyrinth: Allies gain +2 evasion until the end of your next turn.
  141. Quicksand: Roll opposed Force or Finesse. On success inflict Stop and Slow on a single foe for one round.
  142. Snare: Roll opposed Force or Finesse. On success a single foe is flung a short distance into the air and takes 25% of their maximum HP in damage unless they fly/float.
  143. Snowdrift: Geomancer and all allies are no longer affected by Knockback effects for several (four) rounds.
  144. Stone Wall: Grant self and allies level x2 ARM.
  145. Sunbath: Grant self and allies Force or Finesse x half-level temporary HP.
  146. Water Veil: Grant self and allies level x2 M.ARM.
  147.  
  148. List of Maelstroms:
  149. Blizzard: Make an opposed Force or Finesse check against all foes. On success, they are inflicted with Blind for several (four) rounds. The Elemental Field of the current combat becomes Ice.
  150.  
  151. Desert Winds: Make an opposed Force or Finesse check against all foes. On success, they are inflicted with Petrify for half the normal duration (two rounds). The Elemental Field of the current combat becomes Earth.
  152.  
  153. Earthquake: Foes cannot initiate Slow Actions for several (four) rounds. The Elemental Field of the current combat becomes Earth.
  154.  
  155. El Niño: Make an opposed Force or Finesse check against all foes. On success, they are inflicted with Slow for half the normal duration (two rounds). The Elemental Field of the current combat becomes Water.
  156.  
  157. Eruption: All foes have their ARM values halved for several (four) rounds. The Elemental Field of the current combat becomes Fire.
  158.  
  159. Hell Ivy: Make an opposed Force or Finesse check against all foes. On success, they are inflicted with Speed Break for several (four) rounds and they take recurring damage according to the chart on page 153, subtracting ARM.
  160.  
  161. Imprison: Make two opposed Force or Finesse rolls against all foes. On success, inflict them with Stop and Degenerator for several (four) rounds.
  162.  
  163. Miasma: Make an opposed Force or Finesse check against all foes. On success, they are inflicted with Poison for several (four) rounds. The Elemental Field of the current combat becomes Shadow.
  164.  
  165. Tempest: Make an opposed Force or Finesse check against all foes. On success, they are inflicted with Seal for several (four) rounds. The Elemental Field of the current combat becomes Lightning.
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