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- Geomancer
- HP: 18
- MP: 0
- ACC: 1
- AVD: 5
- Skill Points: 22
- Weapons: Arcane, Brawl, Reach
- Armor: Light, Medium
- Innate: Geotrance
- 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.
- 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.
- Upon becoming a Geomancer for the first time, a character selects one terrain and gains permanent access to all geotrances of that terrain.
- ---
- Dreamstate
- 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.
- Earth's Embrace
- The Geomancer no longer takes damage or suffers any negative penalties from Difficult Terrain, nor can they drown while underwater.
- Elemental Aegis
- 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.
- Geomantic Inertia
- 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.
- Heightened Senses
- 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.
- Maelstrom
- As a standard action once per session, the Geomancer may use a Maelstrom effect from a Terrain they have access to.
- Malleable Naturecraft
- 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.
- Nature's Blessing
- 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.
- 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.
- Out of combat, Elemental Spirits may be able to offer subtle and difficult to decipher advice or simply aid in intuitive Geomancy.
- Terrain associations:
- PWR: Lava, Twilight
- RES: Stone, Ice, Desert
- DEX: Plains, Forest
- MND: Urban, Water
- Versatile Terrain
- The Geomancer gains access to the Extra Geotrance for each Terrain.
- ---
- Terrains:
- Plains
- Physical Geotrance: Wind Slash
- Arcane Geotrance: Sunbath
- Extra Geotrance: Plasma
- Maelstrom: Tempest
- Deserts
- Physical Geotrance: Sandstorm
- Arcane Geotrance: Quicksand
- Extra Geotrance: Wind Slash
- Maelstrom: Desert Winds
- Forest
- Physical Geotrance: Leaf Swirl
- Arcane Geotrance: Forest Healing
- Extra Geotrance: Snare
- Maelstrom: Hell Ivy
- Urban
- Physical Geotrance: Plasma
- Arcane Geotrance: Labyrinth
- Extra Geotrance: Will o' the Wisp
- Maelstrom: Imprison
- Twilight
- Physical Geotrance: Will o' the Wisp
- Arcane Geotrance: Apparition
- Extra Geotrance: Labyrinth
- Maelstrom: Miasma
- Water
- Physical Geotrance: Sliprain
- Arcane Geotrance: Water Veil
- Extra Geotrance: Apparition
- Maelstrom: El Niño
- Ice
- Physical Geotrance: Icicle
- Arcane Geotrance: Snowdrift
- Extra Geotrance: Snare
- Maelstrom: Blizzard
- Stone
- Physical Geotrance: Rock Slide
- Arcane Geotrance: Stone Wall
- Extra Geotrance: Sun Bath
- Maelstrom: Earthquake
- Lava
- Physical Geotrance: Lava Whip
- Arcane Geotrance: Heat Wave
- Extra Geotrance: Will o' the Wisp
- Maelstrom: Eruption
- List of Physical Geotrances:
- (if your weapon would normally possess the corresponding element-strike for a given Geotrance, the Geotrance deals +2 damage steps)
- Lava Whip: Fire-Strike, Berserk-Touch
- Leaf Swirl: Wind-Strike, Swarm Killer
- Plasma: Lightning-Strike, Construct-Killer
- Rock Slide: Earth-Strike, Knockback
- Sandstorm: Earth-Strike, Blind-Touch
- Sliprain: Water-Strike, Sleep-Touch
- Icicle: Ice-Strike, Stop-Touch
- Will o' the Wisp: Shadow-Strike, MP Damage
- Wind Slash: Wind-Strike, Aerial-Killer
- List of Arcane Geotrances:
- Apparition: Roll opposed Force or Finesse. On success inflict Confuse on a single foe for one round.
- Forest Healing: Cure one target of one status effect.
- Heat Wave: Roll opposed Force or Finesse. On success inflict Seal on a single foe for one round.
- Labyrinth: Allies gain +2 evasion until the end of your next turn.
- Quicksand: Roll opposed Force or Finesse. On success inflict Stop and Slow on a single foe for one round.
- 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.
- Snowdrift: Geomancer and all allies are no longer affected by Knockback effects for several (four) rounds.
- Stone Wall: Grant self and allies level x2 ARM.
- Sunbath: Grant self and allies Force or Finesse x half-level temporary HP.
- Water Veil: Grant self and allies level x2 M.ARM.
- List of Maelstroms:
- 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.
- 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.
- Earthquake: Foes cannot initiate Slow Actions for several (four) rounds. The Elemental Field of the current combat becomes Earth.
- 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.
- Eruption: All foes have their ARM values halved for several (four) rounds. The Elemental Field of the current combat becomes Fire.
- 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.
- Imprison: Make two opposed Force or Finesse rolls against all foes. On success, inflict them with Stop and Degenerator for several (four) rounds.
- 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.
- 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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