Custom Pathfinder Class: Geomancer

Geomancer



Geomancers channel the power of the elements. They use their knowledge of the terrain to grant themselves mystical powers of the planes and nature, and gain allies to do the same.

Alignment: The Geomancer believes that balance and moderation is most important, and therefore must be neutral in some manner.

Hit die: d8.

Class Skills: Climb, Craft, Diplomacy, Handle animal, Heal, Knowledge (geography), Knowledge (Nature), Knowledge (Planes), Perception, Profession, Ride, Sense motive, Spellcraft, Survival, Swim, use magic device.

Skill ranks per level: 4+int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
1
0
2
0
2
Geomancy terrain, orisons, spells, domain
3
2
-
-
-
-
-
2
1
3
0
3
Elemental companion
4
2
-
-
-
-
-
3
2
3
1
3
Guide, Endurance
4
3
-
-
-
-
-
4
3
4
1
4
Geomancy terrain
4
3
1
-
-
-
-
5
3
4
1
4
Elemental blast, Terrain mastery +1
4
4
2
-
-
-
-
6
4
5
2
5
Bonus feat, Trackless step
5
4
3
-
-
-
-
7
5
5
2
5
Geomancy terrain
5
4
3
1
-
-
-
8
6/1
6
2
6
Tremorsense
5
4
4
2
-
-
-
9
6/1
6
3
6
Endure elements, Terrain mastery +2
5
5
4
3
-
-
-
10
7/2
7
3
7
Geomancy terrain
5
5
4
3
1
-
-
11
8/3
7
3
7

5
5
4
4
2
-
-
12
9/4
8
4
8
Bonus feat
5
5
5
4
3
-
-
13
9/4
8
4
8
Geomancy terrain, Terrain mastery +3
5
5
5
4
3
1
-
14
10/5
9
4
9
Tremorsight
5
5
5
4
4
2
-
15
11/6/1
9
5
9
Luck of the land
5
5
5
5
4
3
-
16
12/7/2
10
5
10
Geomancy terrain
5
5
5
5
4
3
1
17
13/8/3
10
5
10
 Terrain mastery +4
5
5
5
5
4
4
2
18
13/8/3
11
6
11
Bonus feat, , tremorsight 30 ft.
5
5
5
5
5
4
3
19
14/9/4
11
6
11
Geomancy terrain, Geomancy mastery
5
5
5
5
5
5
4
20
15/10/5
12
6
12
Master of Terrain
5
5
5
5
5
5
5

Weapon and armor proficiency: The Geomancer is proficient with all simple weapons, medium and light armor, and shields (but not tower shields). They are also proficient with the hand axe, light hammer, throwing axe, battle axe, light flail, long sword, warhammer, greataxe, greatclub, short sword, and shortbow.

Spells: Geomancers are memorized spell casters. They must take 1 hour to commune with the elements to gain the power to cast their abilities every day. Geomancers can cast any spell they know using their daily spell slots. They gain a number of spells per day equal to those in the table above, with a number of extra spells depending on their wisdom modifier (see 'getting started' on the paizo prd website). They only know a select number of spells, given on the table below. At 3rd level, and every 2 levels thereafter, they can exchange one spell they know for a new spell for their list. Geomancers use their wisdom to cast spells, they must have a wisdom score of 10 + the spell level to be able to cast them. In addition, they gain more spells per day based on their wisdom score.

The difficulty class of Geomancer spells is 10 + the spell level + their wisdom modifier.

Spells known: Geomancer


Level
0
1
2
3
4
5
6
1
4
2
-
-
-
-
-
2
5
3
-
-
-
-
-
3
6
4
-
-
-
-
-
4
6
4
2
-
-
-
-
5
6
4
3
-
-
-
-
6
6
4
4
-
-
-
-
7
6
5
4
2
-
-
-
8
6
5
4
3
-
-
-
9
6
5
4
4
-
-
-
10
6
5
5
4
2
-
-
11
6
6
5
4
3
-
-
12
6
6
5
4
4
-
-
13
6
6
5
5
4
2
-
14
6
6
6
5
4
3
-
15
6
6
6
5
4
4
-
16
6
6
6
5
5
4
2
17
6
6
6
6
5
4
3
18
6
6
6
6
5
4
4
19
6
6
6
6
5
5
4
20
6
6
6
6
6
5
5

Orisons: Geomancers can cast any 0-level spell they prepare as many times per day as they want.

Domain: The geomancer chooses one cleric domain of one of the following: Air, Animal, Earth, Fire, Plant, Sun, Travel, Water, Weather. They add the bonus spells to their spell lists at the appropriate levels. They do not gain extra spell slots as clerics do, nor do they gain the domain powers.

Geomancy Terrain: Geomancers draw on the powers of the terrain to grant various benefits to some, and unleash devastation upon others. At first level, the Geomancer chooses one terrain, and gains the ability from the terrain chosen. They gain a new geomancy terrain for each chosen terrain at 4th, 7th, 10th, 13th, 16th, and 19th level. They can choose an additional terrain to draw powers from every three levels following first. They can use their geomancy abilites a number of times per day equal to half their level + their wisdom modifier. They can use these abilities if they are on the terrain, or within a number of miles equal to the geomancer’s level. Using a geomancy is a standard action unless specified otherwise, and have a DC equal to 10 + 1/2 their geomancer level + their wisdom modifier. 

The first terrain the geomancer chooses is the one they truly connect to. In addition to the geomancy ability, they gain a passive bonus inherent to the terrain.

While they reside in a terrain that is not their first, they may gain that terrain's passive abilities as well as use their geomancy abilities.

For geomancy abilities, see geomancy terrains, below.

Elemental companion: At second level, the geomancer gains an elemental companion. The elemental can be summoned through a one-minute ritual. Every level, the elemental can be reformed with different powers and abilities, including its elemental form. Through its elemental power, the geomancer can grant it’s minion additional attacks, abilities, and other modifications. If an elemental is banished or slain, it can be re-summoned once more. Elementals have all the normal elemental traits.

Terrain stride: At third level, the geomancer gains the ability to move across terrain of all the geomancy terrains chosen as if they were not difficult terrain (such as deep snow, or forest undergrowth) or slippery (such as slick ice).

Guide: At third level, the geomancer gains heightened senses for the land, gaining a bonus equal to ½ their level to knowledge (dungeoneering), knowledge (geography), knowledge (history), knowledge (nature), survival, and perception checks to discern location, directions, and knowledge of denizens of the terrains or other checks of the like.

Elemental blast (Su): At fifth level, the geomancer can deal a blast of energy through one of the terrain types they have learned. These blasts have a range of 30 ft., and require an attack roll. Physical blasts deal 1d6 damage + the geomancer’s wisdom modifier, and are a ranged attack against AC. Energy blasts (such as electricity, cold, or negative energy) are 1d6 damage + ½ the geomancer’s wisdom modifier. The damage of these blasts increases by 1d6 every two levels following first. They can use their blast ability a number of times per day equal to 3 + their wisdom modifier.

Endurance: At 5th level, the geomancer gains endurance as a bonus feat.

Terrain mastery: At 5th level, geomancers gain a strong bond to their favoured terrains, gaining a +1 insight bonus to their initiative checks, attack rolls, damage rolls, climb checks, swim checks, and stealth checks when on these terrains. This bonus increases by 1 for every 5 levels following 5thWhile on the terrain, the ability associated with the terrain has its caster level and DC increased by 2.

Bonus feat: A geomancer gains a bonus feat to aid their ability to combat enemies at 6th level, and every 6 levels thereafter.

Trackless step (Ex): When traveling on their favoured terrains, the geomancer leaves no tracks of any kind, unless they choose to do so.

Tremorsense: At 8th level, the geomancer can read the ground beneath them, gaining tremorsense out to a distance of 10 ft. while on their geomancy terrains. This increases by 10 ft. at 11th, 14th, 17th, and 20th level.

Endure elements: At 9th level, the geomancer gains endure elements as a constant spell-like ability on their geomancy terrains.

Tremorsight: At 14th level, the geomancer's senses of the land heighten beyond all others. When the geomancer is in contact with the ground, he not only pinpoints the location of creatures within 10 ft. of him, but sees their entire body. As long as the geomancer and a creature are in contact with the ground, the geomancer can see them as if they had the blindsight ability out to 10 ft. This increases by 5 ft. at 16th, 18th, and 20th level.

Luck of the land: At 15th level, the geomancer can, a number of times per day equal to their wisdom modifier, roll twice and take the higher result on any d20 roll. This can only be done if residing on one of their chosen geomancy terrains. This must be announced before the roll is made.

Master of Terrain: The geomancer is a scion of all their mastered terrains, granting them access to the innate abilities and geomancy abilities of all their terrains.


Geomancy Terrains

Cold: (Cold/physical)

Geomancy passive ability: The geomancer is immune to the effects of cold environments, and gains resist cold 5. At 5th level, their weapon attacks gain the frost quality. At 8th level, and they fatigue enemies on hit (but cannot exhaust them) for one round. (fortitude negates) This cold resistance increases by 5 for every 5 levels they possess, and becomes an immunity at 20th.

1st level:
Frostbite: Touch a target within 30 ft. with frostbite, dealing 1d6 + level as cold damage, and fatiguing them for one round per level they possess. At 10th level, it exhausts the target. A successful save negates the fatigue, and reduces exhaust to fatigue for 1 round at 10th level.

4th level:
Huddle: For every ally within 10 ft. of the geomancer, them and the others heal for 1d6 hit points. This healing increases to 1d8 at 8th level. At 16th level, this increases to 1d10. This applies to a maximum number of allies equal to half their level.

7th level:
Frozen orb: Launch a frozen orb at a foe, splitting off bolts of frost as it travels. Enemies in the orb's path take 1d4 cold damage + the geomancer’s level, and the target takes 1d8 damage per two levels the geomancer possesses, and is staggered for 1 round. A successful fortitude save halves the damage and negates the stagger.

10th level:
Ice tomb: Encapsulate a target within 60 ft. in ice, dealing 3d8 damage + the geomancers level as cold, and entomb them in ice for 1 minute per level. When in the tomb they are considered unconscious. A successful fortitude save halves the damage and negates the tomb. The ice has 20 hit points and hardness 3. When broken, the target is staggered for 1d4 rounds.

13th level:
Ice armor: Form an armor of frost over the target, granting them a +3 enhancement bonus to their armor class for a number of rounds equal to the geomancer’s level. This bonus increases by 1 at 16th and 19th level. The armored individual also gains an immunity to cold, stagger, fatigue, exhaustion, and resist 10 to fire, as well as a 50% chance to deny critical hits.

16th level:
Flash freeze: Unleash a devastating flash freeze within a 60 ft cone, dealing 1d6 damage per level as cold, 1d6 dexterity damage, and staggering all that are hit for 1 round. A successful reflex save halves the damage and dexterity damage.

Desert: (physical/fire)

Geomancy passive ability: The geomancer is immune to the effects of hot environments, and gains resist fire 10. They gain partial concealment from a sandy mist that surrounds them, and they blind targets on hit for one round (Fortitude save). This resistance increases by 10 at 8th and 16th level, and becomes immunity at 20th level. The sand cloak becomes total concealment at 16th level. It can be dismissed and re-cast as a swift action.

1st level:
Mirage: The geomancer can use silent image as a spell-like ability. At 5th level, they can use major image. At 7th level, they can use majestic image at 9th level, they can use persistent image as a spell-like ability. At 13th level, they add permanent image to this list. At 15th level, they can use project image.

4th level:
Sand cloak: Grant a creature a cloak of sand around them, giving them total concealment for a number of rounds equal to the geomancer’s level. The number of rounds can be divided among a number of creatures, up to the geomancer’s wisdom modifier.

7th level:
Scorpion tail: Strike as though multiple scorpions sting the enemy, forcing them to make a fortitude save. If they fail, they take 1d4 ability damage (str or dex) for a number of rounds equal to the geomancer’s wisdom modifier. At

10th level:
Heat wave: Enemies within a 20 ft. radius are subject to a fortitude save. If they fail, they are exhausted. If they pass, they are fatigued as long as they remain in the area.

13th level:
Quicksand: Quicksand forms around the victim. If they fail a reflex save, they are pulled into the sand at a rapid pace, and must make an acrobatics (DC 10+ caster level) or reflex save in order to escape. After the second round, they sink beneath the sand and begin suffocating, and take a -2 to their save. Every time a save is made, they are one step out of the sand. (out – half way in – submerged) if they fail a save when submerged, they fall to -1 hit points and begin dying.

16th level:
Sandstorm: A violent sandstorm erupts within a 30 ft. radius of the geomancer, blinding all creatures within (fortitude save). Those that pass their save can see 5 ft. in front of them, but no further. The affected creatures can remove the blindness, but must take a full-round action with something to wash the sand out (such as a waterskin) while out of the sandstorm. The geomancer is immune to the blinding effect, and sees perfectly within the storm.

Jungle/Forest: (physical/cold)

Geomancy passive ability: The geomancer always knows the direction of north, south, east, and west. They gain +2 to saving throws against the sickened, nauseated, diseased, and poisoned conditions. In addition, vines grow across their body, granting them a +1 bonus to their base natural armor, plus 1 for every 8 levels they possess. At 8th level, the geomancer is immune to the sickened and condition. At 12th level, they are immune to disease and the nauseated condition. At 16th level, they are immune to poison.

1st level:
Treespeaker: The geomancer can cast treespeech as a spell-like ability with their level as caster level, using one use of their geomancy abilities.

4th level:
Healing spring: A healing light appears in a 20 ft. square, granting those within fast healing 1 for a number of rounds equal to the geomancer's wisdom modifier. This fast healing increases by 1 for every 3 levels following 4th.

7th level:
Tanglevine: Vines reach up from the ground in a 20 ft. square, entangling a chosen foe. The vines make a CMB check (using a CMB of the geomancer’s level + their wisdom modifier). If they hit, the enemy is considered grappled. If the vines fail, they are still able to entangle the enemy while they remain.

10th level:
Thorns: The target’s body is wrapped in thorny vines. They are unaffected by them, but any enemy who strikes them with a natural attack, or grapples them, takes 1d8 damage + the geomancer’s level. These thorns leech the live of those they injure, causing half the damage to drain back to the one with the thorns wrapped on them.

13th level:
Sinkhole: A sinkhole forms beneath the victim. If they fail a reflex save, they are pulled into the hole at a rapid pace, and must make an acrobatics (DC 10+ caster level) or reflex save in order to escape. After the second round, they sink beneath the surface and begin suffocating, and take a -2 to their save. Every time a save is made, they are one step out of the hole. (out – half way in – submerged) if they fail a save when submerged, they fall to -1 hit points and begin dying.

16th level:
Wither: The geomancer drains the moisture around them, dealing 1d6 damage per level to creatures within a 20 ft radius. Creatures with the plant subtype take 1d8 damage per level.

Mountain: (Physical/acid)

Geomancy passive ability: The geomancer gains a 25% chance to deny critical hits. This increases to 50% at 8th level, 75% at 16th, and they are immune at 20th level. The geomancer gains a +1 bonus to their base natural armor from a rocky skin they gain. This bonus increases by 1 for every 8 levels they possess. In addition, they gain DR/adamantine equal to one third their level (minimum 1). At 15th level, this becomes DR/-.

1st level:
Stone Carver: Stones rise from the ground and slash at the target, dealing 1d8 damage + the geomancer’s level, and cause them to bleed for 1d6 damage per round until healed. A successful reflex save halves the damage and negates the bleed.

4rd level:
Tremor: Cause a 20 ft. square within 60 ft. of the geomancer to force the earth to erupt, dealing 1d6 bludgeoning damage, plus 1d6 damage per two levels and knocking all within prone. A successful reflex save halves the damage, and negates the prone condition.

7th level:
Nature’s strength: Bolster an ally within 30 ft., granting them a +4 enhancement bonus to their strength score for a number of rounds equal to the geomancer’s level. This bonus increases by +2 at 10th, 15th, and 20th level.

10th level:
Rock body: Bolster an ally’s skin with rock and stone, granting them a +2 bonus to their base natural armor for 1 minute per level of the geomancer. This bonus increases by +1 every 3 levels following, to a maximum of +6 at 19th level.

13th level:
Magma surge: Erupt magma from the ground beneath an enemy, dealing 1d6 damage per level of the geomancer and causing their skin to sear for 1d4 rounds following for 1d6 damage. A successful reflex save halves the damage and negates the searing damage.

16th level:
Grasping earth: The earth grabs a creature above, and begins pulling it into the earth. If the target fails the reflex save, they are considered grappled. The CMD of the earth is equal to 15+the geomancer’s level+their wisdom modifier. If the creature fails to escape the next check, they are pulled up to their neck. If they fail again, they are pulled under the ground and immediately begin suffocating, dropping to -1 hit points. Every round, they continue to bleed until death.

Plains: (Physical)

Geomancy passive ability: The geomancer gains a +10 ft. bonus to their movement speed, and can get up from prone as a swift action. In addition, they gain a +1 bonus to their dodge AC. These bonuses increase by 10 ft. and +1 at 8th and 16th level.

1st level:
Plainstrider: The geomancer can grant an ally within 60 ft. a +30 ft. bonus to their base movement speed, and allow them to move freely, ignoring penalties of difficult terrain.

4th level:
Tremor: Cause a 20 ft. square within 60 ft. of the geomancer to force the earth to erupt, dealing 1d6 bludgeoning damage, plus 1d6 damage per two levels and knocking all within prone. A successful reflex save halves the damage, and negates the prone condition.

7th level:
Slashing winds: Slashing green winds swirl around the target, dealing 1d8 slashing damage + the geomancer’s level for a number of rounds equal to the geomancer’s level. A successful reflex save negates the damage each round.

10th level:
Healing winds: The geomancer flows soothing winds from their hands in a 30 ft. cone, healing allies within for 1d6 health, plus 1d6 per two levels.

13th level:
Fertile soil: The ground 30 ft. around the geomancer is enriched, giving off a magical aura, granting allies within a +4 bonus on fortitude saves, concentration checks, compulsion-based effect saves, and other saves against the sickened, dazed, nauseated, and diseased conditions.

16th level:
Earthquake: Erupt a region around the geomancer out to a 60 ft. radius, dealing 1d6 damage per level as bludgeoning. The ground shifts and breaks, catching enemies within. Enemies must make a CMB check or escape artist check (DC 10 + the geomancer’s level + their wisdom modifier) in order to escape. If they do not, they take crushing damage equal to 1d6 per two levels of the geomancer (no save). An initial reflex save halves the damage, and they avoid getting caught in the earth.


Planes: (Choose one subsection)

Inner (elemental): (Fire, cold, electricity, acid)

Geomancy passive ability: The geomancer gains resist 5 fire, cold, acid, and electricity, and gains a +1 bonus to their base natural armor. In addition, they can choose one of frost, corrosive, flaming, and shock to add to their weapons. Switching this enchantment is a full-round action. At 8th level, these resistances become 10. At 12th level, the enchantments become flaming burst, corrosive burst, cold burst, and shocking burst. At 16th level, the resistances become 20.

1st level:
Stone shards: 1d4 + 1 shard/4 levels (maximum 4) Stone shards swirl around the target, dealing 1d4 + the geomancer’s level as slashing damage to those that strike them.

4th level:
Crackling storm: A stormcloud forms over a target specified by the geomancer, and it strikes them with a bolt of lightning, dealing 3d6 damage. This damage increases by 1d6 for every three levels following fourth. In addition, at 7th level, an individual struck by a bolt is staggered for one round. At 10th level, they are dazed. At 13th level, they are stunned. At 16th level, they are paralyzed. A successful reflex save halves the damage and condition, and a successful fortitude save negates the condition.

7th level: Frozen orb: Launch a frozen orb at a foe, splitting off bolts of frost as it travels. Enemies in the orb’s path take 1d4 cold damage + the geomancer’s level, and the target takes 1d8 damage per two levels the geomancer possesses, and is staggered for 1 round. A successful fortitude save halves the damage and negates the stagger.

10th level:
Acid nova: The geomancer releases a burst of acid in a 20 ft. radius around them, dealing 1d6 acid damage per level.

13th level:
Magma surge: Erupt magma from the ground beneath an enemy, dealing 1d6 damage per level of the geomancer and causing their skin to sear for 1d4 rounds following for 1d6 damage. A successful reflex save halves the damage and negates the searing damage.

16th level:
Tidal wave: The geomancer releases a mighty tidal wave in a 25 ft. wide, 100 ft. long line in front of them. This wave deals 1d6 damage per level as magic and bludgeoning, and initiates a bull rush attempt on everyone struck. The CMB of this attempt is the geomancer’s level + their wisdom modifier + 5. A successful reflex save halves the damage, and grants them a +5 bonus to their CMD on the bull rush attempt.

Inner (positive/negative): (Positive energy/negative energy)

Geomancy passive ability: The geomancer gains resist negative energy 5, channel resistance +2, reduce ability damage by 1, and have a 25% chance to resist each negative level they are given. At 8th level, the resistances become 10 and +4, reduce ability damage by 2 and drain by 1, and they have a 50% chance to resist negative levels. At 16th level, they gain resist negative energy 20, are immune to ability damage, reduce drain by 2, and have a 75% chance to not gain negative levels.

1st level:
Lightborne: The geomancer can use light at will. In addition, they can cast this ability, granting bright light in a 30 ft. radius, with normal light a 30 ft. distance beyond that.

4th level:
Soul burn: The geomancer touches an individual, dealing 2d6 plus their level as negative energy damage. This damage increases by 1d6 every 3 levels following 4th.

7th level:
Channel positive energy: Drawing energy from the positive energy plane, they channel energy with dice as cleric level.

10th level:
Strength sap: The geomancer draws energy from one target with a ranged touch attack, dealing 1d6 strength damage. A fortitude save halves this damage (minimum 0)

13th level:
Energy drain: The geomancer can charge their attacks with the power of the negative energy plane, giving an enemy struck one negative level. A fortitude save negates this effect.

16th level:
Searing light: the geomancer channels the power of positive energy into a single ray of energy, dealing 1d6 damage per level to a single enemy within 60 ft. This damage increases to 1d8 per level for creatures vulnerable to light.

Transitive (Negative energy/positive energy/force):

Geomancy passive ability: The geomancer gains a +10 ft. bonus to their movement speed, +4 to stealth checks, and gains partial concealment through swirling shadows that form around them, and can turn ethereal for a number of rounds per day equal to their level. At 11th level, they can use plane shift to the astral plane and back at will, cast etherealness as a spell-like ability once per day, and gain hide in plain sight as the shadowdancer ability.

1st level: The geomancer can shadow step up to a distance of 30 ft. as a standard action. They must be in and end in shadow for this jump to occur. The distance increases by 30 ft. for every 5 levels the geomancer possesses.

4th level:
Force missile: The geomancer fires a small bead of force at a target within 60 ft., dealing 1d6 + the geomancer’s level as force damage. This damage increases by 1d6 at 10th and 16th level.

7th: Umbral strikes: Targeting a weapon or natural weapon within 60 ft., the geomancer infuses it with power from the shadow plane, causing it to deal an additional 1d5 negative energy damage. This damage increases by 1d6 at 14th and 20th level.

10th level:
Plane shift: The geomancer can use plane shift as a spell-like ability twice per day – but only to return to their original plane.

13th level:
Force sword: The geomancer summons a sword of force for a number of rounds equal to their level. It starts as a +2 longsword, with an attack bonus of the geomancer’s level plus their wisdom modifier. The sword’s enhancement bonus increases by 1 at 16th and 19th level.

16th level:
Ethereal soul:  The geomancer can become ethereal for a number of rounds equal to their level per day. Becoming ethereal is a standard action, and returning to their material state is a free action.

Aligned (Positive energy, fire, cold, electricity):

Geomancy passive ability: The geomancer can align their weapon to any one alignment as long as they wish, if they take a full-round action to do so. At 8th level, they can add holy, unholy, anarchic, or axiomatic to their weapons with this action. At 16th level, they can add any two to their weapon. In addition, they can use detect alignment as a spell-like ability once per day per level they possess. At 16th level, it is a constant spell-like ability. In addition, they gain DR equal to half their level with one alignment chosen to break through it.

1st level:
Heaven’s hand: Grant a target within 60 ft. with a guilding hand from the heavens, granting them a +1 sacred bonus to strength and dexterity-based skill checks, attack rolls, damage rolls, and reflex saves for a number of rounds equal to the geomancer’s level. This bonus increases by 1 at 8th and 16th level. If used on a chaotic evil character, this becomes a penalty.

4th level:
Abyssal torment: Inflict pain upon the enemy, dealing 1d6 damage per two levels. In addition, the geomancer may apply one of the following conditions to the enemy for 1d4 rounds: shaken, sickened, fatigued. At 8th level, frightened, diseased, and nauseated are added to the list. At 12th level, panicked, stunned, and exhausted are added to the list. At 16th level, paralyzed is added to the list. A successful will save halves the damage, and negates the condition.

7th level:
Elysia’s boon: The geomancer grants a number of allies (up to their wisdom modifier) within 30 ft. a +4 morale bonus to fear, compulsion, and enchantment effects for a number of minutes equal to their level, and if under the effects of one, gain a new save with the bonus. If used on a lawful evil character, they take the same as a penalty.

10th level:
Hell’s judgement: The ground erupts with fire from the hells, dealing 1d6 damage per level to the target. IF the character is chaotic, they are paralyzed for one round. If they are neutral (on the law scale), they are dazed for one round. A successful reflex save halves the damage, and a will save negates the condition. Lawful characters take half damage.

13th level:
Nirvana’s mind: a number of targets equal to the geomancer’s wisdom modifier gain a +4 bonus to their AC as insight, +4 bonus to all will saves and concentration checks for a number of rounds equal to the geomancer’s modifier. They also may roll twice and take the higher result on any enchantment effect. If they are already subject to a compulsion, fear, or enchantment, they gain a new save with the +4 bonus.

16th level:
Abaddon’s Desire: The geomancer channels the power of abaddon, dominating all creatures chosen within 30 ft. as the spell dominate creature, with the geomancer’s DC, except they are dominated for a number of rounds equal to the geomancer’s level. In addition, undead within the area are subject to a control effect if they fail the will save.

Swamp: (Cold, physical, acid)

Geomancy passive ability: The geomancer is immune to the sickened and nauseated conditions, and gains a +4 competence bonus on saving throws against poison and disease. In addition, their weapon attacks cause enemies to become sickened for one round (fortitude save). At 11th level, they become immune to poisons and diseases, including supernatural diseases.

1st level:
Overgrowth: Roots and vines grow around a number of 5 ft. squares equal to the geomancer’s level + their wisdom modifier. If the ground was not difficult terrain, it becomes such. If it is, the roots and vines overgrow targets within the area, entangling them. A successful reflex save negates the entangle for one round.

4th level:
Torrent: The geomancer shoves an enemy with a torrent of water, initiating a bull rush attempt. The geomancer’s CMB is equal to their level + their wisdom modifier. If they are currently in water, they gain a +5 to the attempt. Enemies struck by the swamp water are sickened for one round even if the bull rush fails. (fort negates)

7th level:
Sickening swamp: The geomancer forms the ground around them into a sickening swamp, sickening all enemies within (fortitude negates) for a number of minutes equal to the geomancer’s level.

10th level:
Stenchwaters: The geomancer places a nauseating pool on a 20 ft. square within 60 ft., nauseating all who remain within (fortitude negates) for a number of rounds equal to the geomancer’s level. In addition, enemies take 1d6 + the geomancer’s level as acid damage per round within. (Ref half)

13th level:
Sinkhole: A sinkhole forms beneath the victim. If they fail a reflex save, they are pulled into the hole at a rapid pace, and must make an acrobatics (DC 10+ caster level) or reflex save in order to escape. After the second round, they sink beneath the surface and begin suffocating, and take a -2 to their save. Every time a save is made, they are one step out of the hole. (out – half way in – submerged) if they fail a save when submerged, they fall to -1 hit points and begin dying.

16th level:
Tainted waters: moisture around a number of squares equal to the geomancer’s level + their wisdom modifier grow poisonous and wrought with disease. Creatures within must make two fortitude saves, one for a disease of the geomancer’s choice, and another for poison having the same effect as the spell poison.

Underground: (Cold, physical)

Geomancy passive ability: The geomancer gains darkvision 60 ft., and tremorsense out to 10 ft. When they gain the baseline tremorsense ability, the range is increased by 10 ft. At 14th level, they gain the see in darkness ability.

1st level:
Stone carver: Stones rise from the ground and slash at the target, dealing 1d8 damage + the geomancer’s level, and cause them to bleed for 1d6 damage per round until healed. A successful reflex save halves the damage and negates the bleed.

4th level:
Shadowstrider: While underground, the geomancer can grant their allies a +10 ft. morale bonus to their movement speed, +5 competence bonus to stealth checks, and 60 ft. darkvision. When the geomancer reaches 12th level, this becomes 120 ft. darkvision.

7th level:
Burrower: The geomancer grants the target a burrow speed equal to their movement speed for a number of rounds equal to their level.

10th level:
Protecting shadows: The geomancer grants a target the ability to hide in plain sight for a number of rounds equal to their level. They can hide in shadows as long as they are within 10 ft. of dim light, but they cannot hide in their own shadow.

13th level:
Collapse: The geomancer collapses the rocks above (up to) a 30 ft. square, dealing 1d6 bludgeoning damage per level to all within. The targets are buried, and must make a strength check equal to 10 + the geomancer’s level to escape. They can also take a number of rounds equal to the geomancer’s wisdom modifier to carefully move rocks to escape. A successful reflex save halves the damage, and negates the buried condition.

16th level: Grasping earth: The earth grabs a creature above, and begins pulling it into the earth. If the target fails the reflex save, they are considered grappled. The CMD of the earth is equal to 15+the geomancer’s level+their wisdom modifier. If the creature fails to escape the next check, they are pulled up to their neck. If they fail again, they are pulled under the ground and immediately begin suffocating, dropping to -1 hit points. Every round, they continue to bleed until death.

Urban: (Physical, fire, electricity)

Geomancy passive ability: The geomancer gains a +4 bonus to diplomacy checks to gather information and improve someone’s attitude toward them, and they can improve this by two steps, rather than just one. In addition, the geomancer gains the uncanny dodge and improved uncanny dodge abilities at 5th and 10th level, respectively.

1st level:
Slum runners: The geomancer grants a speedy boon to a number of creatures equal to his wisdom modifier, granting them 5 ft. boost in movement speed, and 5x run speed for a number of hours equal to the geomancer’s level.

4th level:
Stone Carver: Stones rise from the ground and slash at the target, dealing 1d8 damage + the geomancer’s level, and cause them to bleed for 1d6 damage per round until healed. A successful reflex save negates the bleed.

7th level:
Will-o’-the-wisp: The geomancer summons a number of fiery embers, each dealing 1d6 + their level as fire damage. They summon one will-o’-the-wisp for every three levels they possess. Creatures and objects catch fire (reflex save), taking 1d6 fire damage per round, or until put out as a full-round action.

10th level:
Mind-map: If the target of a geomancer (individual, area, object) is within 1 mile per level of the geomancer, they can discern the direction in which their target is. When they are within 100 ft. of their desired object, they gain blindsight when trying to perceive it (or them). This lasts 10 minutes per level of the geomancer, and takes 1 minute of focus to cast.

13th level:
Collapse: If the geomancer is within 100 ft. of a building, they can roll an attack roll to shake the foundation, dealing 1d6 damage per level to the structure. If they roll a 20, the building instantly collapses, injuring all within.

16th level:
Tremorsense: the geomancer’s tremorsense ability extends out to 100 ft.


Water: (Cold/physical)

Geomancy passive ability: The geomancer gains a swim speed equal to their movement speed, and gains a +4 bonus on swim checks. They also gain resist cold 10, and this increases to 20 at 8th level, and 30 at 16th level, and immunity at 20th level. They also can hold their breath twice as long as normal before they begin drowning, and deal full weapon damage underwater with no penalty to their attack rolls.

1st level:
Torrent: The geomancer shoves an enemy with a torrent of water, initiating a bull rush attempt. The geomancer’s CMB is equal to their level + their wisdom modifier. If they are currently in water, they gain a +5 to the attempt. Enemies struck by the water are dazed for one round. (fort negates)

4th level:
Soothing waters: The geomancer soothes allies with mystical water and mist, healing a number of allies within 30 ft. equal to their wisdom modifier for 1d6 hit points, plus for 1d6 every two levels following.

7th level:
Waverider: The geomancer grants a target within 60 ft. a 30 ft. swim speed, the ability to walk on water, and breathe underwater for a number of hours equal to the geomancer’s level. This speed increases by 10 ft. every 3 levels following 4th. They can use the run action with this swim speed. In addition, they take no penalty to attack rolls or damage for being underwater.

10th level:
Tidal wave: The geomancer releases a mighty tidal wave in a 25 ft. wide, 100 ft. long line in front of them. This wave deals 1d6 damage per level as magic and bludgeoning, and initiates a bull rush attempt on everyone struck. The CMB of this attempt is the geomancer’s level + their wisdom modifier + 5. A successful reflex save halves the damage, and grants them a +5 bonus to their CMD on the bull rush attempt.

13th: Waterlungs: The geomancer conjures water in the lungs of the target (or other breathing apparatus). The target instantly begins suffocating and drowning. If they fail a fortitude save, they are reduced to 0 hit points. On the next turn, they are reduced to -1 hit points and begin dying. On the third, they die. Passing a fortitude save causes them to cough up the water, and make them staggered for 1d4 rounds (no save).

16th level:
Whirlpool: If a large enough body of water is available, the geomancer forms a massive whirlpool that begins sucking chosen targets down. Allies and the geomancer are immune to the whirlpool’s pull. Enemies must make a swim check with a DC equal to 10 + the geomancer’s level to not be pulled into the whirlpool. Enemies effected are fatigued after the first check, and exhausted after the second. If they fall into the center, they take 1d6 bludgeoning damage per two levels from the water pressure and begin drowning. This whirlpool lasts as long as the geomancer concentrates, up to a number of minutes equal to the geomancer’s level.


Geomancer spell list

0 - Acid splash, create water, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, guidance, light, mending, open/close, prestidigitation, purify food and drink, ray of frost, read magic, spark

1st - Abstemiousness, Air bubble, alter winds, ant haul, aspect of the falcon, aspect of the nightingale, blend, burning hands, call animal, calm animals, charm animal, cheetah's sprint, chill touch, cloak of shade, commune with birds, corrosive touch, cure light wounds, detect plants or animals, detect snares and pits, detect the faithful, diagnose disease, dream feast, earth shock, elemental speech, endure elements, entangle, faerie fire, feather fall, feather step, firebelly, flame shock, flare burst, frost shock, frostbite, flare burst, goodberry, hairline fractures, heightened awareness, hide from animals, hydraulic push, ice armor, imbue with elemental ability, jump, keen senses, liberating command, longstrider, magic fang, magic weapon, magic stone, marid's mastery, mighty fist of earth, monkey fish, mudball, nature’s guidance, nature's paths, nauseating dart, negate aroma, nereid's grace, obscuring mist, obscure poison, pass without trace, produce flame, ray of sickening, read weather, remove sickness, rite of bodily impurity, rite of centered mind, snowball, snow shape, speak with animals, spirit call, stone fist, stormstrike, summon minor ally, summon nature's ally I, thunderstomp, touch of the sea, true strike, unleash life, wave shield.

2nd - Aboleth's lung, accelerate poison, aggressive thundercloud, air step, amplify stench, animal aspect, animal messenger, animal trance, ant haul (communal), aspect of the bear, barkskin, bear's endurance, binding earth, bone fists, bull's strength, burning gaze, burst of radiance, cat's grace, certain grip, chill metal, cloud of seasickness, cure moderate wounds, curse terrain (lesser), defoliate, delay disease, delay poison, detect magic (greater), defensive shock, determine depth, elemental touch, endure elements (communal), fear the sun, feast of ashes, fiery runes, fire sneeze, flame blade, flaming sphere, fog cloud, frost fall, fury of air, fury of the sun, gird ally, glide, greensight, groundswell, gust of wind, gusting sphere, heat metal, hold animal, ice slick, ironskin, lashing flames, lava burst, lay of the land, magic boulder, masterwork transformation, mud buddy, natural rhythm, owl's wisdom, pernicious poison, plant voice, reduce animal, resist energy, restoration (lesser), riptide, riversight, scale spikes, scent trail, scorching ray, sense fear, share language, shatter, shield of fortification, sickening entanglement, slipstream, soften earth or stone, sonic scream, spider climb, stone call, stone discus, stone throwing, summon nature's ally II, summon swarm, tar ball, tree shape, unshakable chill, vine strike, warp wood, web shelter, whip of spiders, wilderness soldiers, wild instinct, wood shape.

3rd - air breathing, air geyser, anchored step, animal aspect (greater), ape walk, aqueous orb, ash storm, badger's ferocity, beast shape I, bestow insight, blade snare, blood scent, burrow, burst of nettles, call lightning, chain heal, cloak of winds, contagion, cup of dust, cure serious wounds, daylight, delay poison (communal), diminish plants, dominate animal, elemental blast, feather step (mass), fins to feet, fire trail, fireball , fire stream, fly, fungal infestation, haste, healing rain, heatstroke, hide campsite, hurricane blast, hydraulic torrent, hydrophobia, ice spears, ignoble form, life shield, lightning bolt, lily pad stride, longstrider (greater), magic fang (greater), magic weapon (greater), meld into stone, monstrous physique I, nature's exile, nauseating trail, neutralize poison, Pack empathy, plant growth, poison, protection from energy, quell energy, quench, raging rubble, rain of frogs, raven's flight, remove disease, resinous skin, resist energy (communal), ride the waves, scale spikes (greater), share language (communal), sheet lightning, shifting sand, siphon might, sky swim, sleet storm, slow, snare, speak with plants, spider climb (communal), spike growth, spit venom, stone shape, summon nature's ally III, summon totem creature, swarm of fangs, thorny entanglement, thunderstomp (greater), vengeful comets, water breathing, water shield, windsong, wind wall.

4th - Absorb toxicity, absorbing inhalation, aerial tracks, age resistance (lesser), aggressive thundercloud (greater), air walk, animal ambassador, antiplant shell, arboreal hammer, aspect of the stag, aspect of the wolf, ball lightning, beast shape II, blast barrier, blight, calm air, cape of wasps, caustic blood, cleanse, cloud shape, command plants, control water, create holds, creeping ice, cure critical wounds, curse terrain, dispel magic, dragon's breath, earth glide, echolocation, elemental body I, explosion of rot, firefall, fire shield, firewalker's meditation, flame strike, flaming sphere (greater), freedom of movement, geyser, globe of tranquil water, grove of respite, healing warmth, heavy water, ice storm , instant restoration, life blast, life bubble, liquefy, monstrous physique II, moonstruck, obsidian flow, plague carrier, persistent vigor, protection from energy (communal), reincarnate, restoration, river of wind, rusting grasp, scrying, sensory amplifier, shout, slowing mud, spike stones, stoneskin, strong jaw, summon nature's ally IV, thorn body, touch of slime, true form, volcanic storm, warp metal, zone of foul flames wall of fire, wall of light, wall of thorns, wall of ice.

5th - Acidic spray, Air walk, communal, animal growth, atonement, awaken, beast shape III, baleful polymorph, blessing of the salamander, call lightning storm, commune with nature, cone of cold, contagion (greater), control winds, cure light wounds (mass), darkvault, death ward, Dimensional blade, dispel balance, elemental body II, entice fey (lesser), fickle winds, fire snake , glimpse of truth, hallow, hungry earth, jungle mind, Monstrous physique III, oasis, old salt's curse, poisonous balm, reprobation, rest eternal, snake staff, summon nature's ally V, swallow poison, threefold aspect, touch of slumber, transmute mud to rock, transmute rock to mud.

6th - age resistance, antilife shell, bear's endurance (mass), beast shape IV, binding earth (mass), bull's strength (mass), cat's grace (mass), chains of fire, chain lightning, contagious flame, cold ice strike, cure moderate wounds (mass), curse terrain (greater), Dispel magic (greater), dust form, elemental body III, enlightened step, epidemic, find the path, fire seeds, fire storm, flesh to stone, freezing sphere, green caress, heal, ironwood, Legendary proportions, live oak, monstrous physique IV), move earth, overwhelming poison, owl's wisdom (mass), path of the winds, plague storm, repel wood, restoration (greater), resurrection, share skin, sirocco, stoneskin (communal), stone tell, summon nature's ally VI, tar pool, transformation, transport via plants, unerring tracker, wall of stone.



Elemental



Class Level: This is the character's geomancer level. The geomancer's class levels stack with levels of any other classes that are entitled to an elemental companion for the purpose of determining the companion's statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the elemental companion possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the elemental companion's base attack bonus. An elemental companion's base attack bonus is the same as that of a geomancer of a level equal to the animal's HD. Elemental companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the elemental companion's base saving throw bonuses. An elemental companion has good Fortitude and Reflex saves.

Skills: This lists the animal's total skill ranks. Elemental companions can assign skill ranks to any skill listed under Animal Skills. If an elemental companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Elemental companions with an Intelligence of 3 or higher can purchase ranks in any skill. An elemental companion cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by an elemental companion. Elemental companions should select their feats from those listed under Animal Feats. Elemental companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that elemental companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Natural Armor Bonus: The number noted here is an improvement to the elemental companion's existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the elemental companion's Strength and Dexterity scores.

Special: This includes a number of abilities gained by elemental companions as they increase in power. Each of these bonuses is described below.

Elemental points (Ex): The elemental gains elemental points, which the geomancer can use on evolutions to grant their elemental additional abilities and attacks.

Link (Ex): A geomancer can handle her elemental companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The geomancer gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an elemental companion.

Share Spells (Ex): The geomancer may cast a spell with a target of “You” on her elemental companion (as a spell with a range of touch) instead of on herself. A geomancer may cast spells on her elemental companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an elemental companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Ability Score Increase (Ex): The elemental companion adds +1 to one of its ability scores.

Energy attacks (Su): The elemental gains additional damage to their attacks equal to their energy type. This damage deals 1d4 damage at 4th level. At 8th level it increases to 1d6, at 12th, 1d8, 16th, 2d6, and 3d6 at 20th level. For each increase, an earth elemental’s attacks gain an additional size category to their slam damage.

Devotion (Ex): An elemental companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An elemental companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the elemental companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.

Level
Hit Dice
Base attack bonus
Good Save
Bad Save
Skills
Feats
Natural armor bonus
Str/dex bonus
Max Attacks
Elemental points
Special

2
2
2
3
0
8
1
2
0
2
2
Share spells, evasion, darkvision
3
3
3
3
1
8
2
2
1
3
3

4
3
3
3
1
12
2
3
1
3
3
Energy attacks
5
4
4
4
1
12
2
3
1
3
4
Ability score increase
6
5
5
4
1
16
3
4
2
3
5
7
6
5
5
2
20
3
5
2
3
6
Devotion
8
6
6
5
2
20
3
6
3
3
6

9
7
7
5
2
24
4
6
3
4
7
Multiattack
10
8
8
6
2
24
4
7
4
4
8
Ability score increase
11
9
8
6
3
28
4
7
4
4
9
12
9
9
6
3
32
5
8
4
4
9
Devotion
13
10
10
7
3
32
5
9
5
4
10
14
11
10
7
3
36
6
10
5
4
11
15
12
11
8
4
40
6
10
6
4
12
Ability score increase
16
12
12
8
4
40
6
11
6
5
12
17
13
13
8
4
44
7
11
7
5
13
18
14
13
9
4
48
7
12
7
5
14
19
15
14
9
5
48
7
13
7
5
15
20
15
15
9
5
52
8
14
8
6
15

Elemental forms:

Aberrant
Starting StatisticsSize Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack bite (1d6), tentacles (1d6); Ability Scores Str 12, Dex 13, Con 16, Int 7, Wis 10, Cha 11.
Evolutions:  (bite, grab [tentacle mass], tentacle mass)

Biped
Starting StatisticsSize Medium; Speed 30 ft.; AC +2 natural armorSaves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Evolutions: (limbs [arms], limbs [legs], slam)

Quadruped
Starting StatisticsSize Medium; Speed 40 ft.; AC +2 natural armorSaves Fort (good), Ref (good), Will (poor); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.
Evolutions: (limbs [legs, 2], bite)

Serpentine
Starting StatisticsSize Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armorSaves Fort (poor), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
Evolutions: (bite, improved natural armor, reach [bite], tail, tail slap).

All elementals gain immunity to paralysis and sleep. In addition, air elemental eidolons gain the immunity (electricity) evolution. Earth elementals gain the immunity (acid) evolution and improved natural armor. Fire elementals gain the immunity (fire) evolution. Water elementals gain the immunity (cold) evolution.

At 4th level, elementals gain energy attacks based on their type for a number of rounds equal to the geomancer’s level + their wisdom modifier. This damage is added one attack chosen when the ability is activated.  deals 1d4 damage at 4th level. At 8th level it increases to 1d6, at 12th, 1d8, 16th, 2d6, and 3d6 at 20th level. Earth elementals may choose between physical and acid. Once chosen, this can only be altered each time the geomancer levels. If physical is chosen, an earth elemental’s natural attack damage increases by one step during these rounds. Using this is a free action, and the rounds do not need to be consecutive.

At 8th level, air elemental eidolons gain the flight evolution (using magic) with a speed equal to their base speed. Earth elemental eidolons gain the burrow evolution. Fire elemental eidolons increase their base speed by 20 feet. Water elemental eidolons gain the swim evolution twice, gaining a swim speed equal to their base speed + 20 feet. They also gain the gills evolution, which allows them to breathe underwater.

At 12th level, all elemental eidolons gain immunity to bleed, poison, and stun. In addition, they can no longer be flanked.

At 16th level, all elemental eidolons gain immunity to critical hits and do not take additional damage from precision-based attacks, such as sneak attack.

At 20th level, an air elemental eidolon gains the whirlwind ability, with a maximum height of 15 feet (30 feet for a Large air elemental) and dealing 1d6 points of damage (1d8 for a Large air elemental). Earth elemental eidolons gain the earth mastery ability and DR 5/—. Fire elemental eidolons gain the energy attacks (f ire) evolution and the burn ability. Water elemental eidolons gain the drench and vortex abilities. The vortex ability works as the air elemental eidolon’s whirlwind ability (except as noted in the vortex ability’s description).

Evolutions

Each elemental receives a number of elemental points that can be spent to give the elemental new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the geomancer gains a new level, but they are otherwise set. Some evolutions require that the elemental have a specific base form or the geomancer be of a specific level before they can be chosen. A number of evolutions grant the elemental additional natural attacks. Natural attacks listed as primary are made using the elemental's full base attack bonus and add the elemental's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the elemental's base attack bonus – 5 and add 1/2 the elemental's Strength modifier on damage rolls (if positive). If the elemental only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in elemental points. Elemental points cannot be saved. All of the points must be spent whenever the geomancer gains a level. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions

The following evolutions cost 1 point from the elemental's evolution pool.

Bite (Ex): An elemental's manifests a physical maw of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the elemental already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex): An elemental manifests a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The elemental must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the elemental must possess an equal number of the limbs evolution.

Climb (Ex): An elemental becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the elemental's climb speed by 20 feet.

Improved Damage (Ex): One of the elemental's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an elemental selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): An elemental grows its defenses, gathering fierce winds, water, or stone, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the geomancer possesses. Earth elementals can take these in addition to the bonus gained at first level. IF the geomancer’s elemental is earth, they count as taking this evolution at first level. However, they may take this evolution once for every four levels they possess, allowing them to take this evolution at 8th level.

Magic Attacks (Su): an elemental is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the geomancer is 10th level or higher, all of the elemental's weapons are treated as the alignment of the elemental for the purpose of overcoming damage reduction.

Mount (Ex): an elemental is properly skilled and formed to serve as a combat-trained mount, and its energy is not harmful to the geomancer. The elemental must be at least one size category larger than its rider.

Pincers (Ex): The elemental manifests limbs in the form of large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Elementals with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The elemental must have the limbs (arms) evolution to take this evolution. Alternatively, the elemental can replace the claws from its base form with pincers (this still costs 1 elemental point). This evolution can be selected more than once, but the elemental must possess an equal number of the limbs evolution.

Pounce (Ex): an elemental gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to elementals of the quadruped base form.

Pull (Ex): an elemental gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the elemental makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the elemental. This ability only works on creatures of a size equal to or smaller than the elemental. Creatures pulled in this way do not provoke attacks of opportunity. The elemental must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an elemental selects this evolution, it applies to a different natural attack.

Push (Ex): an elemental gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the elemental makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the elemental. This ability only works on creatures of a size equal to or smaller than the elemental. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an elemental selects this evolution, it applies to a different natural attack.

Reach (Ex): One of an elemental's attacks is capable of striking at foes at a distance. Pick one attack. The elemental's reach with that attack increases by 5 feet.

Resistance (Ex): an elemental's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The elemental gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the geomancer possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an elemental selects this evolution, it applies to a different energy type.

Skilled (Ex): an elemental becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an elemental selects this evolution, it applies to a different skill.

Slam (Ex): an elemental can deliver an additional devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The elemental must have the limbs (arms) evolution to take this evolution. Alternatively, the elemental can replace the claws from its base form with this slam attack (this still costs 1 elemental point). This evolution can be selected more than once, but the elemental must possess an equal number of the limbs evolution.

Swim (Ex): an elemental gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the elemental the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the elemental's swim speed by 20 feet.

Tentacle (Ex): an elemental possesses a long, energy-coated tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

2-Point Evolutions

The following evolutions cost 2 points from the elemental's evolution pool.

Ability Increase (Ex): an elemental grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the elemental's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the geomancer possesses.

Ability damage (Su): an elemental steals the power of those they strike, dealing 1d2 ability damage to a single ability score with one attack they choose. This ability damage is negated by a fortitude save (geomancer’s DC). Once the ability score is chosen, it cannot be changed. Constitution damage is considered 3 evolution points. If this evolution is chosen again, the elemental deals 1d4 damage.

Constrict (Ex): an elemental empowers its grip, allowing it to crush those it grapples. Whenever the elemental successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution.

Gore (Ex): an elemental grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex): an elemental becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the elemental makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the elemental grapples the target. This ability only works on creatures of a size one category smaller than the elemental or smaller. Elementals with this evolution receive a +4 bonus on CMB checks made to grapple.

Immunity (Su): an elemental's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The elemental gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The geomancer must be at least 7th level before selecting this evolution.

Limbs (Ex): an elemental grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the elemental's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The elemental does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the elemental is proficient. This evolution can be selected more than once.

Poison (Ex): an elemental secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Elemental poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the elemental's HD + the elemental's Constitution modifier. For 2 additional elemental points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The geomancer must be at least 7th level before selecting this evolution.

Rake (Ex): an elemental grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The elemental receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to elementals of the quadruped base form. This evolution counts as one natural attack toward te elemental's maximum. The geomancer must be at least 4th level before selecting this evolution.
Rend (Ex): an elemental learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the elemental makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the elemental's Strength modifier. The elemental must possess the claws evolution to select this evolution. The geomancer must be at least 6th level before selecting this evolution.

Trample (Ex): an elemental gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the elemental can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the elemental does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the elemental's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the elemental's HD + the elemental's Strength modifier. A trampling elemental can only deal trampling damage to a creature once per round. This evolution is only available to elementals of the biped or quadruped base forms.

Tremorsense (Ex): an elemental becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the elemental and the creature to be pinpointed are in contact with the ground. The geomancer must be at least 7th level before selecting this evolution.

Trip (Ex): an elemental becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the elemental makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the elemental is not tripped in return. This ability only works on creatures of a size equal to or smaller than the elemental. The elemental must possess the bite evolution to select this evolution.

Weapon Training (Ex): an elemental learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional elemental points are spent, it gains proficiency with all martial weapons as well.

3-Point Evolutions

The following evolutions cost 3 points from the elemental's evolution pool.

Flight (Su): The elemental gains a supernatural fly speed equal to its base speed. The elemental's maneuverability depends on it size. Medium or smaller elementals have perfect maneuverability. Large elementals have good maneuverability, while Huge elementals have average maneuverability. The elemental's fly speed can be increased by spending additional elemental points, gaining a 20-foot increase to fly speed for each additional point spent. The geomancer must be at least 8th level before selecting this evolution.

Ability drain (Su): As the ability damage evolution, but as drain.

Blindsense (Ex): an elemental's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the elemental to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the elemental. Visibility still affects the elemental's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The geomancer must be at least 9th level before selecting this evolution.

Damage Reduction (Su): an elemental's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The elemental gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the elemental. At 12th level, this protection can be increased to DR 10 by spending 2 additional elemental points. The geomancer must be at least 9th level before selecting this evolution.

Frightful Presence (Ex): an elemental becomes unsettling to its foes, gaining the frightful presence ability. The elemental can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the elemental must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the elemental's HD + the elemental's Charisma modifier. If the elemental has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the elemental are immune to this effect. The geomancer must be at least 11th level before selecting this evolution.

Web (Ex): an elemental gains the ability to use the spell web up to 8 times per day, with the geomancer’s DC. The geomancer must be at least 7th level before selecting this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the elemental's evolution pool.

Blindsight (Ex): an elemental's senses sharpen even further, granting it blindsight out to a range of 30 feet. The elemental can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The elemental must possess the blindsense evolution to take this evolution. The geomancer must be at least 11th level before selecting this evolution.

Fast Healing (Su): an elemental's body gains the ability to heal wounds very quickly, giving it fast healing 1. The elemental heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the elemental to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the elemental is alive. This fast healing does not function when the elemental is not on the same plane as its geomancer. This healing can be increased by 1 per round for every 2 additional elemental points spent (maximum 5). The geomancer must be at least 11th level before selecting this evolution.

Large (Ex): an elemental grows in size, becoming Large. The elemental gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the elemental has the biped base form, it also gains 10-foot reach. Any reach evolutions the elemental possesses are added to this total. The elemental must be Medium to take this evolution. The geomancer must be at least 8th level before selecting this evolution.
The ability increase evolution costs twice as much (4 elemental points) when adding to the Strength or Constitution scores of a Large elemental.

Spell Resistance (Ex): an elemental is protected against magic, gaining spell resistance. The elemental's spell resistance is equal to 11 + the geomancer's level. This spell resistance does not apply to spells cast by the geomancer. The geomancer must be at least 9th level before selecting this evolution.






Comments

Popular posts from this blog

Custom Pathfinder Class: Mesmer

D&D 5e and Pathfinder race: Eredar (Draenei, Man'ari)

5e Homebrew Class - Priest/Priestess