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GEOMANCER (Kaynak: Masters of the Wild)
The cleric reaches out to a higher power. The wizard
trusts only in eldritch tomes. The druid looks to nature j
for her spells . To the geomancer, however, all magic is the
same.
Geomancy is the art of channeling magical energy -
from many sources through the land itself A geomancer
may research like a wizard, pray like a cleric, or sing like
a bard, but he casts spells as only a geomancer can. In the
area he calls home (be it high on a mountain, deep in a
forest, or even beneath an ocean) he weaves ley linespowerful
connections to the land itself. The spells he,
casts through these connections with the earth are reflections
of his own strength of will . As the geomancer
progresses, however, the effort of gathering magic
through the earth takes a physical toll on him, making
him more and more like the land and its creatures.
Only characters with more than one spellcasting class
can become geomancers . The most popular combinations
are druid/sorcerer and druid/wizard. Clerics with
arcane spellcasting ability can also qualify; those with
access to the Plant or Animal domain are the most likelv
to consider this path . A bard or a ranger who picks up a
second, more focused spellcasting class can also adopt
this lifestyle.
Hit Die: d6.
Requirements
To qualify as a geomancer, a character must fulfill the following
criteria .
Skills : Knowledge (arcana) 6 ranks, Knowledge
(nature) 6 ranks.
Spells: Ability to cast 2nd-level arcane spells and 2ndlevel
divine spells.
Class Skills
The geomancer's class skills (and the key ability for each
skill) are Alchemy (Int), Animal Empathy (Cha), Concentration
(Con), Craft (any) (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Intuit Direction
(Wis), Knowledge (arcana), Knowledge (nature), Scry
(Int), Spellcraft (Int), Swim (Str), and Wilderness Lore
(Wis). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
The following are class features of the geomancer prestige
class.
Weapon and Armor Proficiency: Geomancers gain
no weapon or armor proficiencies.
Spells per Day/Spells Known: At each geomancer
level, the character gains new spells per day (and spells
known, if applicable) as if he had also gained a level in a
spellcasting class to which he belonged before adding
the prestige class. He does not, however, gain any other
benefit a character ofthat class would have gained (additional
wild shape options, metamagic or item creation
feats, or the like). Since the character had more than one
spellcasting class before becoming a geomancer, the
player must decide to which class to add each geomancer
levelfor determining spells per day and spells known.
Spell Versatility: At 1st level, the geomancer learns to
blend divine and arcane magic. He still acquires and prepares
his spells in the normal manner for his individual
spellcasting classes . When he casts them, however, he
can mix or match spellcasting parameters from any ofhis
classes to gain the maximum possible advantage for any
spell with a spell level equal to or less than his spell versatility
score. Thus, as a 4th-level geomancer, he can cast
any of his 3rd-level or lower sorcerer/wizard spells with
no chance of arcane spell failure from armor. (The
druidic prohibition against metal armor still applies to
druid/geomancers, however, since this stricture stems
from a spiritual oath rather than a practical limitation.)
The geomancer may use his Wisdom bonus to set the
save DC for arcane spells, or his Charisma or intelligence
bonus (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires
either an arcane material component or a divine
focus, he may use either. A cleric/geomancer who also
has levels of wizard, sorcerer, or bard can spontaneously
convert any prepared arcane or divine spell (except a
domain spell) of an appropriate level into a cure or inflict
spell of equal or lower level, though he must be capable
ofcasting the latter as a cleric.
Drift: The character slowly becomes closer to nature.
At each geomancer level, choose a drift from the appropriate
stage (see Drift, below).
Ley Lines : At 2nd level, the geomancer learns to
create magical connections with a specific type of terrain.
Choose one of the following terrain types: aquatic,
desert, forest, hills, marsh, mountains, or plains . In that
terrain, the geomancer's effective caster level for all
spells increases by +1 . At 6th level and again at loth level, the character may either choose a new terrain in which
to receive the benefit (at +1), or increase his effective
caster level in a previously chosen terrain by an additional
+1
Drift is a gradual devolution into some other natural
form. Those who experience this phenomenon gain attributes
of animals and plants as time goes by. Geomancers
experience drift at every level. As a variant rule,
high-level druids who spend all their lives away from civilization
may also experience drift at the Dungeon
Master's discretion-perhaps once every ten years.
Drift is divided into stages . You must choose one drift
from stage 1 the first time you experience the phenomenon.
Your second drift must also be from stage 1 . Thereafter,
you may choose from a higher stage only after you
have acquired at least two drifts from the previous stage.
For example, a stage 4 drift may be chosen only after you
have at least two stage 1 drifts, two stage 2 drifts, and two
stage 3 drifts . You may, however, choose drifts from
stages below your maximum whenever you wish. For example,
you ifyou have two stage 1 drifts, you may choose
a third stage 1 rather than a stage 2, if desired.
Stage 1 drifts have no game effect . Each drift of stage
and beyond grants a permanent extraordinary ability.
Natural attacks allow for Strength bonuses on damage
rolls, except in the case ofpoison and acid.
Stage 1
1 . Leopard spots appear on your body.
2 . You grow a cat's tail.
3. You sprout feathers (but not wings) .
4 . Your eyebrows become green and bushy.
5 . Your hair becomes a tangle of short vines.
6. Light, downy fur covers your skin.
7 . Your skin turns green and scaly.
8 . Your touch causes flowers to wilt.
9 . Your voice sounds like a dog's, though it is still intelligible.
10 . Zebra stripes appear on your body.
Stage 2
1 . A small camel's hump grows on your back. (You can go
without water for up to five days.)
2 . You grow a coat of white fur like a polar bear's. (You
gain a +8 bonus on Hide checks in snowy areas.)
3 . The pads of your feet become sticky, like those of a
lizard. (You gain a +4 bonus on Climb checks .)
4. You become as swift as an elk. (Your land speed
increases by +5 feet.)
5 . You become as comely as a dryad. (You gain a +4 bonus
on Diplomacy checks .)
6. You become as graceful as a cat. (You gain a +4 bonus
on Balance checks .)
7 . You sprout leaves and become photosynthetic . (You
can subsist on 1 hour/day of sunlight in lieu of food,
though you still require the same amount of water as
before .)
8 . Your blood flows as slowly as tree sap. The speed at
which progressive damage, such as that from wounding
or decomposition (see Chapter 6), affects you is halved .
9 . Your eyes become as sharp as a rat's. (You gain low-light
vision.)
10. Your skin adapts like that of an octopus . (You can
change color to blend with your surroundings, gaining
a +4 bonus on Hide checks .)
Stage 3
1 . Deer antlers grow from your forehead. (You gain a gore
attack for ld6 points of damage.)
2 . Thorns grow on your body. (Your unarmed attacks do
piercing damage, and those striking you with natural
weapons suffer 1d3 points of piercing damage per successful
hit.)
3. You can constrict like a snake. (You deal 1d3 points of
damage with a successful grapple check against a creature
ofyour size category or smaller.)
4. You can spin a web like a spider . (You can use your web
to snare prey as described in the monstrous spider entry
in the Monster Manual, but you cannot attack with it.)
5. You sprout fish gills. (You can breathe both water and air)
6. Your eyes become as sharp as an eagle's . (You gain a +4
bonus on Spot checks in daylight.)
7. Your eyes become as sharp as an owl's. (You gain a +4
bonus on Spot checks in dusk and darkness.)
8. Your fingers grow hawklike talons . (You gain Weapon
Finesse [claw] and can make two claw attacks per
round for 1d3 points of damage each.)
9. Your mouth extends like a crocodile's . (You gain a bite
attack for ld6 points of damage.)
10. Your toes grow lionlike claws. (You can make two rake
attacks for 1d4 points ofdamage each ifyou gain a hold
on your target .)
Stage 4
1 . You grow an acid stinger like that of a giant ant. (You
can sting for ld4 points of piercing damage + ld4
points of acid damage.)
2 . You can trip like a wolf. (If you hit with a natural
attack, you can attempt to trip your target as a free
action; see the wolfentry in the Monster Manual.)
3 . You can rage like a wolverine . (Ifyou take damage, you
rage as a 1st-level barbarian-see Barbarian in the {
Player's Handbook-or gain +1 effective level of any
class you have that grants rage as a class feature, but
only for determining the benefits of rage.)
4. You gain a boar's ferocity. (You continue to fight without
penalty even while disabled or dying.)
5 . You can grab like a bear. (You gain the improved grab
ability as described in the introduction of the
Monster Manual.)
6. You can pounce like a leopard . (If you leap on a foe in
the first round of combat, you can make a full attack
action even ifyou have already taken a move action .)
7 . Your hands become as strong as a gorilla's . (You gain a
+2 bonus on Strength checks to break objects.)
8 . Your jaw becomes as powerful as a weasel's (You can
attach to an opponent with a successful bite and
inflict 1d3 points of damage per round until unattached
. However, you lose your Dexterity bonus to
AC while attached .)
9 . You can fire an ink cloud as does a squid. (In water, you
can emit a cloud ofjet-black ink 10 feet on a side once per minute as a free action; this provides total concealment
and those within the cloud suffer the effects of
total darkness.)
1o . Your nose becomes as sensitive as a hound's . (You gain
the Scent feat; see Chapter 2.)
Stage
1. You grow a unicorn horn. (You gain a +4 bonus on
Fortitude saves against poison and a gore attack for 1d8
points of damage.)
2. Feathered or batlike wings grow from your back. (You
gain a fly speed of 60 feet.)
3. You can curl into a spiny ball like a hedgehog. (When
curled, you gain a +4 natural armor bonus to AC, but
you may not move or attack. Curling or uncurling is a
standard action.)
4. You are as graceful as a pixie. (You gain a +2 bonus on
Reflex saves.)
5. You gain the tremorsense of an earthworm . (You can
sense anything in contact with the ground within 30
feet ofyou.)
6. Your canine teeth exude poison . (Ifyou hit with a bite
attack, your target must make a Fortitude save (DC 10
+ 1/2 your character level + your Constitution modifier)
against poison . Initial damage is 1d2 points oftemporary
Dexterity damage; secondary damage is ld4
points oftemporary Dexterity damage.)
7. Your senses become as sharp as a bat's. (You gain the
Blindsight feat; see Chapter 2.)
8. Your feet extend to elephantine width. (You gain the
trample ability as described in the introduction of
the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save
DC is 10 + 1/2 your character level + your Strength
modifier.)
9. You can move like a cheetah . (Once per hour, you can
take a charge action to move ten times your normal
speed.)
10 . Your skin becomes tree bark. (You gain a +1 natural
armor bonus to AC.
Class Base Fort Ref Will
Level Attack Save Save Save
1 st +0 +2 +0 +2 Drift 1, spell versatility 0
2nd +1 +3 +0 +3 Drift l, ley lines +1, spell versatility 1
3rd +2 +3 +1 +3 Drift 2, spell versatility 2
4th +3 +4 +1 +4 Drift 2, spell versatility 3
5th +3 +4 +1 +4 Drift 3, spell versatility 4
6th +4 +5 +2 +5 Drift 3, ley lines +2, spell versatility 5
7th +5 +5 +2 +5 Drift 4, spell versatility 6
8th +6 +6 +2 +6 Drift 4, spell versatility 7
9th +6 +6 +3 +6 Drift 5, spell versatility 8
10th +7 +7 +3 +7 Drift 5, ley lines +3, spell versatility 9
Each level the number of spells known and spells per day are increased by one.
Okuyun harika bir prestige class
GEOMANCER (Kaynak: Masters of the Wild)
The cleric reaches out to a higher power. The wizard
trusts only in eldritch tomes. The druid looks to nature j
for her spells . To the geomancer, however, all magic is the
same.
Geomancy is the art of channeling magical energy -
from many sources through the land itself A geomancer
may research like a wizard, pray like a cleric, or sing like
a bard, but he casts spells as only a geomancer can. In the
area he calls home (be it high on a mountain, deep in a
forest, or even beneath an ocean) he weaves ley linespowerful
connections to the land itself. The spells he,
casts through these connections with the earth are reflections
of his own strength of will . As the geomancer
progresses, however, the effort of gathering magic
through the earth takes a physical toll on him, making
him more and more like the land and its creatures.
Only characters with more than one spellcasting class
can become geomancers . The most popular combinations
are druid/sorcerer and druid/wizard. Clerics with
arcane spellcasting ability can also qualify; those with
access to the Plant or Animal domain are the most likelv
to consider this path . A bard or a ranger who picks up a
second, more focused spellcasting class can also adopt
this lifestyle.
Hit Die: d6.
Requirements
To qualify as a geomancer, a character must fulfill the following
criteria .
Skills : Knowledge (arcana) 6 ranks, Knowledge
(nature) 6 ranks.
Spells: Ability to cast 2nd-level arcane spells and 2ndlevel
divine spells.
Class Skills
The geomancer's class skills (and the key ability for each
skill) are Alchemy (Int), Animal Empathy (Cha), Concentration
(Con), Craft (any) (Int), Diplomacy (Cha),
Handle Animal (Cha), Heal (Wis), Intuit Direction
(Wis), Knowledge (arcana), Knowledge (nature), Scry
(Int), Spellcraft (Int), Swim (Str), and Wilderness Lore
(Wis). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
The following are class features of the geomancer prestige
class.
Weapon and Armor Proficiency: Geomancers gain
no weapon or armor proficiencies.
Spells per Day/Spells Known: At each geomancer
level, the character gains new spells per day (and spells
known, if applicable) as if he had also gained a level in a
spellcasting class to which he belonged before adding
the prestige class. He does not, however, gain any other
benefit a character ofthat class would have gained (additional
wild shape options, metamagic or item creation
feats, or the like). Since the character had more than one
spellcasting class before becoming a geomancer, the
player must decide to which class to add each geomancer
levelfor determining spells per day and spells known.
Spell Versatility: At 1st level, the geomancer learns to
blend divine and arcane magic. He still acquires and prepares
his spells in the normal manner for his individual
spellcasting classes . When he casts them, however, he
can mix or match spellcasting parameters from any ofhis
classes to gain the maximum possible advantage for any
spell with a spell level equal to or less than his spell versatility
score. Thus, as a 4th-level geomancer, he can cast
any of his 3rd-level or lower sorcerer/wizard spells with
no chance of arcane spell failure from armor. (The
druidic prohibition against metal armor still applies to
druid/geomancers, however, since this stricture stems
from a spiritual oath rather than a practical limitation.)
The geomancer may use his Wisdom bonus to set the
save DC for arcane spells, or his Charisma or intelligence
bonus (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires
either an arcane material component or a divine
focus, he may use either. A cleric/geomancer who also
has levels of wizard, sorcerer, or bard can spontaneously
convert any prepared arcane or divine spell (except a
domain spell) of an appropriate level into a cure or inflict
spell of equal or lower level, though he must be capable
ofcasting the latter as a cleric.
Drift: The character slowly becomes closer to nature.
At each geomancer level, choose a drift from the appropriate
stage (see Drift, below).
Ley Lines : At 2nd level, the geomancer learns to
create magical connections with a specific type of terrain.
Choose one of the following terrain types: aquatic,
desert, forest, hills, marsh, mountains, or plains . In that
terrain, the geomancer's effective caster level for all
spells increases by +1 . At 6th level and again at loth level, the character may either choose a new terrain in which
to receive the benefit (at +1), or increase his effective
caster level in a previously chosen terrain by an additional
+1
Drift is a gradual devolution into some other natural
form. Those who experience this phenomenon gain attributes
of animals and plants as time goes by. Geomancers
experience drift at every level. As a variant rule,
high-level druids who spend all their lives away from civilization
may also experience drift at the Dungeon
Master's discretion-perhaps once every ten years.
Drift is divided into stages . You must choose one drift
from stage 1 the first time you experience the phenomenon.
Your second drift must also be from stage 1 . Thereafter,
you may choose from a higher stage only after you
have acquired at least two drifts from the previous stage.
For example, a stage 4 drift may be chosen only after you
have at least two stage 1 drifts, two stage 2 drifts, and two
stage 3 drifts . You may, however, choose drifts from
stages below your maximum whenever you wish. For example,
you ifyou have two stage 1 drifts, you may choose
a third stage 1 rather than a stage 2, if desired.
Stage 1 drifts have no game effect . Each drift of stage
and beyond grants a permanent extraordinary ability.
Natural attacks allow for Strength bonuses on damage
rolls, except in the case ofpoison and acid.
Stage 1
1 . Leopard spots appear on your body.
2 . You grow a cat's tail.
3. You sprout feathers (but not wings) .
4 . Your eyebrows become green and bushy.
5 . Your hair becomes a tangle of short vines.
6. Light, downy fur covers your skin.
7 . Your skin turns green and scaly.
8 . Your touch causes flowers to wilt.
9 . Your voice sounds like a dog's, though it is still intelligible.
10 . Zebra stripes appear on your body.
Stage 2
1 . A small camel's hump grows on your back. (You can go
without water for up to five days.)
2 . You grow a coat of white fur like a polar bear's. (You
gain a +8 bonus on Hide checks in snowy areas.)
3 . The pads of your feet become sticky, like those of a
lizard. (You gain a +4 bonus on Climb checks .)
4. You become as swift as an elk. (Your land speed
increases by +5 feet.)
5 . You become as comely as a dryad. (You gain a +4 bonus
on Diplomacy checks .)
6. You become as graceful as a cat. (You gain a +4 bonus
on Balance checks .)
7 . You sprout leaves and become photosynthetic . (You
can subsist on 1 hour/day of sunlight in lieu of food,
though you still require the same amount of water as
before .)
8 . Your blood flows as slowly as tree sap. The speed at
which progressive damage, such as that from wounding
or decomposition (see Chapter 6), affects you is halved .
9 . Your eyes become as sharp as a rat's. (You gain low-light
vision.)
10. Your skin adapts like that of an octopus . (You can
change color to blend with your surroundings, gaining
a +4 bonus on Hide checks .)
Stage 3
1 . Deer antlers grow from your forehead. (You gain a gore
attack for ld6 points of damage.)
2 . Thorns grow on your body. (Your unarmed attacks do
piercing damage, and those striking you with natural
weapons suffer 1d3 points of piercing damage per successful
hit.)
3. You can constrict like a snake. (You deal 1d3 points of
damage with a successful grapple check against a creature
ofyour size category or smaller.)
4. You can spin a web like a spider . (You can use your web
to snare prey as described in the monstrous spider entry
in the Monster Manual, but you cannot attack with it.)
5. You sprout fish gills. (You can breathe both water and air)
6. Your eyes become as sharp as an eagle's . (You gain a +4
bonus on Spot checks in daylight.)
7. Your eyes become as sharp as an owl's. (You gain a +4
bonus on Spot checks in dusk and darkness.)
8. Your fingers grow hawklike talons . (You gain Weapon
Finesse [claw] and can make two claw attacks per
round for 1d3 points of damage each.)
9. Your mouth extends like a crocodile's . (You gain a bite
attack for ld6 points of damage.)
10. Your toes grow lionlike claws. (You can make two rake
attacks for 1d4 points ofdamage each ifyou gain a hold
on your target .)
Stage 4
1 . You grow an acid stinger like that of a giant ant. (You
can sting for ld4 points of piercing damage + ld4
points of acid damage.)
2 . You can trip like a wolf. (If you hit with a natural
attack, you can attempt to trip your target as a free
action; see the wolfentry in the Monster Manual.)
3 . You can rage like a wolverine . (Ifyou take damage, you
rage as a 1st-level barbarian-see Barbarian in the {
Player's Handbook-or gain +1 effective level of any
class you have that grants rage as a class feature, but
only for determining the benefits of rage.)
4. You gain a boar's ferocity. (You continue to fight without
penalty even while disabled or dying.)
5 . You can grab like a bear. (You gain the improved grab
ability as described in the introduction of the
Monster Manual.)
6. You can pounce like a leopard . (If you leap on a foe in
the first round of combat, you can make a full attack
action even ifyou have already taken a move action .)
7 . Your hands become as strong as a gorilla's . (You gain a
+2 bonus on Strength checks to break objects.)
8 . Your jaw becomes as powerful as a weasel's (You can
attach to an opponent with a successful bite and
inflict 1d3 points of damage per round until unattached
. However, you lose your Dexterity bonus to
AC while attached .)
9 . You can fire an ink cloud as does a squid. (In water, you
can emit a cloud ofjet-black ink 10 feet on a side once per minute as a free action; this provides total concealment
and those within the cloud suffer the effects of
total darkness.)
1o . Your nose becomes as sensitive as a hound's . (You gain
the Scent feat; see Chapter 2.)
Stage
1. You grow a unicorn horn. (You gain a +4 bonus on
Fortitude saves against poison and a gore attack for 1d8
points of damage.)
2. Feathered or batlike wings grow from your back. (You
gain a fly speed of 60 feet.)
3. You can curl into a spiny ball like a hedgehog. (When
curled, you gain a +4 natural armor bonus to AC, but
you may not move or attack. Curling or uncurling is a
standard action.)
4. You are as graceful as a pixie. (You gain a +2 bonus on
Reflex saves.)
5. You gain the tremorsense of an earthworm . (You can
sense anything in contact with the ground within 30
feet ofyou.)
6. Your canine teeth exude poison . (Ifyou hit with a bite
attack, your target must make a Fortitude save (DC 10
+ 1/2 your character level + your Constitution modifier)
against poison . Initial damage is 1d2 points oftemporary
Dexterity damage; secondary damage is ld4
points oftemporary Dexterity damage.)
7. Your senses become as sharp as a bat's. (You gain the
Blindsight feat; see Chapter 2.)
8. Your feet extend to elephantine width. (You gain the
trample ability as described in the introduction of
the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save
DC is 10 + 1/2 your character level + your Strength
modifier.)
9. You can move like a cheetah . (Once per hour, you can
take a charge action to move ten times your normal
speed.)
10 . Your skin becomes tree bark. (You gain a +1 natural
armor bonus to AC.
Class Base Fort Ref Will
Level Attack Save Save Save
1 st +0 +2 +0 +2 Drift 1, spell versatility 0
2nd +1 +3 +0 +3 Drift l, ley lines +1, spell versatility 1
3rd +2 +3 +1 +3 Drift 2, spell versatility 2
4th +3 +4 +1 +4 Drift 2, spell versatility 3
5th +3 +4 +1 +4 Drift 3, spell versatility 4
6th +4 +5 +2 +5 Drift 3, ley lines +2, spell versatility 5
7th +5 +5 +2 +5 Drift 4, spell versatility 6
8th +6 +6 +2 +6 Drift 4, spell versatility 7
9th +6 +6 +3 +6 Drift 5, spell versatility 8
10th +7 +7 +3 +7 Drift 5, ley lines +3, spell versatility 9
Each level the number of spells known and spells per day are increased by one.
Okuyun harika bir prestige class
That which doesn't kill you, makes you stronger
Only God should have this power
Only God should have this power
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<div align="center">Nindyn vel'uss kyorl nind ratha thalra elghinn dal lil alust... <br>Those who watch their backs meet death from the front... </div><br><strong><em><div align="right"><strong><em>Tharivol Amakiir the Dark Elf Mystics Master</em></strong