Geomancer (Apath)

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Unofficial rules compendium

There are natural flows of magical energy in the earth's crust. Known alternatively as ley lines, nazca lines or as the polarity of feng shui. These arts are collectively known as geomancy. A geomancer understands these flows, and that they have a natural tendency to attract spirits that jealously guard this energy, often without quite knowing why. People can also subconsciously use this energy; holy sites, magical places, and settlements often benefit from such spots.

By tapping into the natural flow of energy, the geomancer can access a wider variety of summons and can even make his summons permanent guardians of geomantic energy.

There are many similarities between druids and geomancers, and geomancy can be seen as an arcane variant of druidism. Both tap the powers of the earth. Still, druids don't fully trust geomancers and feel they meddle in things best left to nature to resolve.

Alignment

Geomancers cannot be of chaotic alignments.

Summon Nature’s Ally (Sp)

Starting at 1st level, a geomancer can cast summon nature’s ally I a number of times per day equal to 3 + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, he instead gains the equivalent summon nature’s ally spell. At 19th level, he can use summon nature’s ally IX or gate.

Remove all summon monster spells from the geomancer's spell list and add the corresponding summon nature's ally spells.

The creatures a geomancer summons are touched by the fey realm. When a geomancer uses summon nature's ally to summon an animal, that animal gains the primordial creature simple template.

This ability otherwise functions like the standard summoner's summon monster I ability and replaces that ability.

Guardian Summons (Su)

The geomancer gains Summon Guardian Ally as a bonus feat. As explained in the feat, these creatures can only be summoned in locations significant to them. These are places where geomantic energy pools.

Bind Guardian (Sp)

A geomancer can invite a creature to become the guardian of geomantic energy. This energy sustains the creature even as it is protected by the creature's presence. These spots are always auspicious places to live and will attract monsters over time, but this ability allows the geomancer to control what kind of creature takes up residence.

The process to bind a guardian has three steps: the agreement, the ritual, and the binding.

The agreement is a simple agreement between the geomancer and the creature(s) in question. The creature must be one the geomancer has summoned using summon nature's ally and it must spend a full-round action examining the place and giving its approval of the process. This is often done at the end of the fight in which the place was conquered and the old guardians defeated. If the site is one normally inhabited by creatures of this type and currently unoccupied and in the control of the geomancer and allies, the creature will always agree. If the site is either to grand or too humble for the type of creature, it might demand that a larger area be cleared or only take responsibility for a part of the place. Several creatures can be involved in an agreement, but they must all be identical.

The ritual is enacted by the geomancer in the area that is to become the abode of the guardian. He must move through the entire area and insure there are no enemies or unknown hazards left. He makes preparations for the creature's arrival, which can include building shelters or otherwise modifying the site. The ritual takes a minimum of one hour, but if the area to be inspected is large, it might take a full day or even more.

The binding is the climax and end of the ritual. The geomancer summons the creature again and the binding is finalized. This final summons has an instantaneous duration and when used in the ritual it becomes a conjuration (calling) rather than a conjuration (summoning). The creature becomes a native of the place and cannot be banished or dispelled. It starts out with a helpful attitude against the geomancer and will allow him and his party to use the area as they please, but over the next week it will form its own opinions based on events and the usual habits of its kind.

Appendix

Summon Guardian Ally (General)

Prerequisites: Summon nature's ally spell or ability, non-chaotic alignment.

Benefit: Add the following creatures to the list you can summon with summon nature's ally. These creatures can only be summoned in a location or situation typical of its kind, tough summoned guardians are less picky than a normal creature of its type. Spell-like abilities with a duration other than instantaneous used by guardian allies are dispelled when summon nature's ally ends.

Summon natures ally I badger, goatB3, gourd leshyB3, great horned owlB3, primate (baboon)B2, skunkB3, swan (trumpeter)B4.

Summon natures ally II almirajB4, axe beak (diatryma)B3, amoeba (giant)B2, leaf rayB4 (no seed), ningyoB4, ramB2, reefclawB2.

Summon natures ally III blink dogB2, foo dogB3, fungus leshyB3, hippogriffB2, kappaB3, shikigami kamiB3, shocker lizard.

Summon nature's ally IV flytrap leshyB5, foo lionB3, gargoyle, griffon, hydra, seaweed leshyB3, tanuikiB3.

Summon nature's ally V divine guardian hydraB4, kodama kamiB3, lotus leshyB5, hypnalisB4, lunar nagaB3, mudlordB4, shambling mound.

Summon nature's ally VI cerynitisB5, dosojin kamiAP52, gorgon, grey render, gynosphinx, stymphalidiesB3, water nagaB3.

Summon nature's ally VII couatl, guardian naga, kapreB4, spirit naga, treant, zuishin kamiB3, water ormB2.

Summon natures ally VIII amarokB5, cat lordB3, loreleiB4, lukwataB3, royal nagaB3, sea serpent, thunderbirdB2.

Summon nature's ally IX azruverdaB3, charybdisB2, cherufeB5, ghorazaghB3, red reaver, wakandagiB5, zuijin kamiAP52.

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