GeoMage


Geomages are the select few with the gift to control the elements. It has been said that the first GeoMages were given the abilities by the god of nature himself. Their power over the land and elements second to none they are not often found outside of what they consider "their element". With the ability to lead and Control elemental creatures at will they are a fearsome foe indeed.

Adventures: The GeoMage adventures to gain abosolute control and to maximise his abilities and potential. The "gift" is usualy only given to those who have had an unfair start in life. The death of the family early on, or the absense of a loving environment. Whatever the case once gifted upon a family the ability to control their surroundings and summon forth powerfull beings becomes hereditary and goes on down the family line, usually hidden away until it is needed.

Charecteristics: GeoMages have the supernatural ability to control the elements. This ability is quite different than your typical magics or abilities. Learned slowly these strange abilities can have a devistating effect on a foe, though if the user is not carefull they could end up over taxing themselves and becoming useless in a battle.

Alignment: Very much like the druid a GeoMage must stay in sink with nature and must always remain neutral in some way. Embodying the carelessness and chaos of nature most GeoMages are also Chaotic, though this is not always the case.

Religion: Those who do not worship nature outright almost always revere the gods that gifted them thier powers. Usually either Obad-Hai, or Ehlonna.

Background: GeoMages that gain the ability from heredity are very few in numbers and usually stick to their families and keep their power secret. Those that are gifted are fewer still and are often find the path of the adventurer early in life or end up settling in a quiet vale where they can practice their abilities in serenity.

Many small comunities are backed by a GeoMage family and don't even know it. They only hear of this blessing when a war or other confrontation breaks out and even then only rumors of strange powers coming to bear on the enemy are heard.

As such, those that go adventuring are more often funloving pranksters that laugh at any given chance. They shun the city and it's unnatural condition, though it doesn't hinder their powers if they are prepared for it. Instead they prefer to stay on the outskirts of a settlement, talking to travelers and learning what they may of the upcoming terrain so that when they reach it they can be prepared.

Races: As the gift can be imparted upon any intelegent creature just about any race can have it's resident GeoMages, though as in the case of human GeoMages, most others in their society will not know of their resident GeoMages ability until around a time of crisis.

Other Classes: GeoMages usualy get along well with others and try their best to fit in with whatever company they may be traveling with. They especially like bards. Those who can tell them what might lie ahead and what they have seen behind gives them valuable insight on how to prepare their unique abilities.

Game Rule Information
GeoMages have the following game statistics.
Abilities: Constitution determines how often and how potent a GeoMages abilities are. A GeoMage can use his Geomancy magic once per day as well as once for every positive constitution modifier he has. For every time in excess of this that he uses this ability he takes 4 points of temporary constitution drain and his level in subdual damage as well as becoming fatigued. Geomancy is taxing on the user and if the GeoMage goes to zero Con, he or she dies.
Alignment: Always Neutral
Hit Die: D8

Class Skills
The GeoMage's class skills (and ability mods fore each) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Int, Nature Only), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis)

Skill Points at 1st Level: (4 + Int modifier) * 4
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the GeoMage.

Weapon and Armor Proficiency: GeoMages are proficient with all simple and martial weapons except Bows or Crossbows. They are also proficient with all Shields as well as Light and Medium armor.

Summon Elemental: Every GeoMage has the ability to summon an elemental, of the basic types, from the time they reach the equivalent human age of ten. This power increases as the GeoMage advances. This summon is treated as a supernatural ability and therefore does not provoke attacks of opertunity. It takes a full round action and is at the will of the GeoMage. The summoned elemental serves until destroyed or dismissed.

Natural Resistances: Starting at level five a GeoMage gains the ability to shrug off 5 points of elemental damage per round. This ability increases to 10 damage at level 10, 15 damage at level 15, and finally at 20 damage at 20th level.

Geomancy: Starting at first level a GeoMage can cast 1 + Con modifier Geomancy spells per day (see table) without penalties, and based on the terrain he/she is standing on. After this every additional casting deals 4 temp Con drain and level in subdual damage to the caster. This is a supernatural ability and therefore does not provoke attacks of opertunity. It is used as a standard action and at the will of the GeoMage. The target may make a Reflex save (DC: 10 + 1/2 GeoMage Level + Con Modifier) to avoid the after effects of the GeoMages abilitys but will still take damage regardless.

Geomancy Terrain Effect
Hell Ivy Any Grass Stop Target for 2D4 Rounds
Sand Storm Any Desert Blinds Target
Needle Storm Pine Forest 4D10 Extra Subdual Damage to target.
Chill Mind Any Snow or Ice Charm for 2D4 Rounds
Deciduous Forest Poison Creeper Poisons victim draining 2D6 temp. Str (extra fort save DC: 26)
Floating (In air or flying) Wind Shear Additional 1D6 Damage and target looses next action
Whirl Pool Any Water (or boat) Dizzyness causes -5 to oponents attacks.
Muck Road Slows Target (as slow spell)
Quake Artificial Structure (Building) 1D6 Damage and Prone
Magma Flow Any Volcanic Target must move every round or die instantly


Ex-GeoMages
A GeoMage that is no longer neutral looses it's ability to use it's Geomancy and it's ability to summon elementals. This cannot be redemed unless the charecter atones.

Class Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Geomancy (Base Damage 1D6), Summon Elemental (Small)
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 Summon Elemental (Medium)
5th +3 +4 +1 +4 Elemental Resistance (5)
6th +4 +5 +2 +5
7th +5 +5 +2 +5 Geomancy (Base Damage 2D6)
8th +6/+1 +6 +2 +6 Summon Elemental (Large)
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Elemental Resistance (10)
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8 Summon Elemental (Huge)
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9 Geomancy (Base Damage 3D6)
15th +11/+6/+1 +9 +5 +9 Elemental Resistance (15)
16th +12/+7/+2 +10 +5 +10 Summon Elemental (Greater)
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11 Geomancy (Base Damage 4D6)
20th +15/+10/+5 +12 +6 +12 Elemental Resistance (20), Summon Elemental (Elder)


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