Page values for "Feats/Earth Geomancy"

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"Feats" values

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NameEarth Geomancy
AdvancedNo
DrawbackNo
FluffYou can command earth to do your bidding.
MainCategoryGeomancy School
SubCategories

Arcane

Geomancy

KeywordsEarth
Prereq

Geomancer

Short

Gain the ability to manipulate earth.

Benefit

You gain the following geomancy abilities:

Bury

(concentration, requires sand)

You shift the sands, swallowing targets within a 5 ft + 5 ft per 5 caster levels radius area centered within range.

Creatures within this area must pass a Reflex save or become immobilized. This area is also considered difficult terrain for the duration of the effect.

Immobilized creatures can attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to the effect’s Reflex save DC. Each subsequent round they do not escape, the Strength and Escape Artist DC increases by 1. If a target is knocked prone within this area and fails their save, they begin to Suffocate until they escape.

Dust Storm

(concentration, requires sand or loose dirt)

You kick up sand or dirt within a 10 ft + 5 ft per 5 caster levels radius area centered within range.

All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.

Tremor

(instantaneous, requires dirt or stone)

You may spend a spell point to send a tremor through the ground, affecting a 5 ft + 5 ft per 5 caster levels radius area centered within range.

This makes a Trip combat maneuver check against every target within the area, using your caster level plus your casting ability modifier as your CMB. This does not provoke an attack of opportunity (except as usual for using spells) and you cannot be tripped in return for failing this check.