Geomancy [Spelltouched]
You use the magic embedded into the terrain itself to your advantage.Prerequisites: Caster level 3rd, Knowledge Geography 6 ranks, exposure to an [Air], [Earth], [Fire], and [Water] spellBenefit: You are attuned to the terrain and are able to draw magical power from it at will. The terrain you are currently in provides a constant ability and an at will ability. If you are somehow in multiple terrains (such as an underground urban environment) you can only benefit from one, but may change your benefit over 1 minute of focus.
Each ability is a standard action supernatural ability unless stated otherwise, and has a DC of 10 + 1/2 HD + your highest mental ability score. Refer to the chart below.
Geomancy
Terrain |
Constant Ability |
At will
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Cold (ice, glaciers, snow, and tundra) |
[Cold] spells have +1 CL and DC. You treat icy surfaces as normal, with no risk of slipping or being slowed down. |
Make a ranged touch attack out to 60 ft, dealing 2d6 cold damage and the target must make a Fortitude save or half their speeds cut in half for 1 round. A successful save negates the speed reduction.
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Desert (sand and wastelands) |
[Fire] spells have +1 CL and DC. You do not need to drink, and do not become fatigued from desiccation damage. |
Creatures within a 15 ft cone take 2d6 damage from sand and grit, and must make a Fortitude save or suffer 50% miss chance from sand in their eyes for 1 round. A successful save negates the miss chance.
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Forest (coniferous and deciduous) |
Spells which affect plants and animals have +1 DC. If healed, roll twice and take the better amount. |
One creature within 60 ft gains fast healing 1 as long as they are in contact with the ground, up to the maximum of 1/2 their hp. Only one creature may be affected at a time. Against undead, they take 1 damage a round instead. The effect ends of line of effect is broken for more than 1 round.
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Jungle |
Disease and poison affects have +1 CL and DC. You have a +4 bonus on saves against disease and poison. |
A creature in 60 ft must make a Fortitude save or take 1d6 poison damage each round for 1 round/level, until they receive any amount of healing or make a DC 10 Heal check as a standard action. A successful save negates.
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Mountain (including hills) |
[Earth] spells have +1 CL and DC. You gain +4 Stability as a dwarf (this stacks with the racial feature). |
Rocks fall in a 10 ft radius out to 60 ft, dealing 2d6 bludgeoning damage and leaving difficult terrain for 1 round. It deals twice as much damage against prone targets. A successful save halves the damage.
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Plains |
[Air] and [Sonic] spells have +1 CL and DC. Land speeds are increased by +10 ft. |
You may make a single melee attack out to 60 ft range with shockwaves of wind.
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Swamp |
[Acid] spells have +1 CL and DC. You ignore difficult terrain from water and natural terrain. |
Shoot a ball of acid as a ranged touch attack in 60 ft. It deals 2d6 acid damage with splash damage like an alchemical item. Creatures struck directly take 1d6 on the subsequent round.
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Underground (caves and dungeons) |
[Earth] spells have +1 CL and DC. You always know how deep you are. |
Within 60 ft, a rock dislodges and automatically hits for 1d8 bludgeoning damage, with a Reflex save against falling prone for Large or smaller targets, save negates the prone effect.
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Urban (buildings, streets, and sewers) |
[Electricity] spells have +1 CL and DC. You are not slowed down by crowds. |
You throw a ball of junk as a normal ranged attack roll, dealing 2d6 + mental ability modifier in bludgeoning, piercing, and slashing damage. This is a thrown weapon with a range increment of 30 ft.
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Water (above and below the surface) |
[Water] spells have +1 CL and DC. Treat water as one step less turbulent. |
You can Bull Rush creatures of any size with a wave of water out to 30 ft range, using your mental ability modifier for Strength and ignoring size bonus and penalties. It can also quench fires as per quench.
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Weightless |
Spells that alter movement speeds or grant movement speeds have +1 CL and DC. Fly speeds are increased by +10 ft. |
With a duration of Concentration, you can immobilize a creature within 60 ft in telekinetic [Force] with a Will save to negates. A creature may spend a standard action to make another save each round.
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