Titanic Elder (Uber Class)
1-49 Harbinger
50 Both (Holy Diver)
51-100 Geoverlord
Hit Dice: d10 Skill points: 8+Int Modifier
Class Skills: all Geomancer skills, Knowledge (Planes), Knowledge (Religion), Knowledge (Music), Knowledge (Occult)
Requirements: Channel Geo, Elemental Affinity, 100 Gnosis, survive "The Terrible Price" mission
Note: all Titanic Elder abilities stack with Geomancer levels whenever called for. When one first opens up Titanic Elder, one must roll a 1d100 to determine whether or not the Geomancer will become a Harbinger (defensive/healing abilities), a Geoverlord (offensive and attack boost spells and abilities), or the rarest and most powerful of them all: the Holy Diver (combines all of them)
Level | Base Attack | Fort | Ref | Will | Specials |
---|---|---|---|---|---|
1 | +0 | +2 | +1 | +10 | Ultimate Terrakinetics, Geo Synch, Path Assignment, Energy Bonus, Level 10 spells opened up |
2 | +0 | +2 | +2 | +10 | Energy Bonus, Elemental Companion, Special Attack, Imbue (Element) |
3 | +0 | +2 | +3 | +10 | Level 11 spells opened up, Energy Bonus, Intergalactic Planetary |
4 | +0 | +4 | +4 | +10 | Energy Bonus, Special Attack |
5 | +0 | +4 | +5 | +10 | Negative Element, Imbue (Double Elements), Energy Bonus |
6 | +0 | +4 | +6 | +10 | Energy Bonus, Special Attack |
7 | +0 | +6 | +7 | +10 | Level 12 spells opened up, Energy Bonus |
8 | +0 | +8 | +8 | +10 | Energy Bonus, Imbue (Multiple Elements) |
9 | +0 | +8 | +9 | +10 | Armageddon, Energy Bonus, Special Attack |
10 | +0 | +10 | +10 | +20 | Positive Element, Dark Matter, Energy Bonus, Imbue (Negative Elements), Level 13 spells opened up, Ultima, Energy Bonus+2 |
Ultimate Terrakinetics - so long as the Geomancer is synched with the power of Geo, the gain access to the ultimate tier of Terrakinetics. 200 EP, 100 Plant Strength, and can raise or drop whole islands.
Geo Synch - by Synching up once per day, for the rest of the day (until the Geomancer sleeps) the Geomancer is considered synched with the power of Geo without further need for checks. Gains an additional +10 versus attempts to break the synch.
Path Assignment - upon becoming a Titanic Elder, the player must roll 1d100 to determine which version they will become, each with their own specific level abilities.
Harbinger: Defense and healing is emphasized with this path, with higher AC.
Geoverlord: Offensive attacks, spells, and capabilities are emphasized with this path. Geoverlords also enjoy a higher HP then Harbingers, since they must combine their own life with the power of Geo.
Holy Diver: The ultimate combination of both Geoverlord and Harbinger, Holy Divers excel at all of them. There is only one known Holy Diver in existence, but perhaps there is another…
Level 10/11/12/13 Spells - at various intervals, the Titanic Elder can cast spells of an elemental nature as if a dynamic sorcerer of that level.
Elemental Companion - At second level, the Elder gains the ability to call forth a superior companion alongside their first, one that is a pure elemental. The elementals' level is set at the original companions', but is for all intensive purpose set at the same stats as the Monster Manual elementals.
Elemental types are set at only Earth, Air, Fire, and Water.
Summoning the Elemental counts as a free action, as well as dispelling it…or it will be auto-dispelled at the end of combat.
Elementals can fight alongside your original companion, but lacks the protections against being dispelled by outside forces or anti-magic measures. If a successful dispel is cast or used, then the Elemental cannot be summoned forth for 12 hours or the character gives up 1/4 of their hp.
Imbue (Element) - allows the user to imbue a weapon they hold with the element of their choice so long as they can wield it, doing double end damage to elements of opposed nature. This can affect natural weapons. This grants a +1d10 bonus to the end damage dealt.
Imbue (Double Element) - same, but allows the user to imbue two elements (so long as they are not opposed). Does double end damage to either elements opposed (no reductions or drawbacks), and adds +2d10 instead of 1d10. This is an act of creating an Advanced Element, and can only be done by the Elder while imbuing.
Imbue (Multiple Element) - same, but now the user must pass a Concentration and Will check of DC30 in order to fuse opposing elements to the weapon. Grants up to +4d12 to end damage, crit is increased to 19-20 x4, and will triple end damage against any and all elements opposing those imbued.
Imbue (Negative Elements) - Ultimately, the Titanic Elder is able to handle the "Negative Elements," but cannot handle both normal elements and Negative Elements at the same time. Adds +4d20 to end damage, crit is increased to 15-20 x4, and ALL Advanced and Basic elements are considered opposed, even if only one Negative Element is being used. Otherwise, does x4 end damage against all opposing elements.
Special Attack - the Titanic Elder gains 4 special attacks as they progress through levels. These special attacks are set at d12 instead of d8, but for all other purposes follow under the same rules.
Energy Bonus - at various levels the Elder gains an Energy Bonus.
Intergalactic Planetary - The Elder is now one with the world upon synching with Geo. By focusing (a Concentration check of at least DC30), the Elder can, at will, enter into the planetary consciousness that exists and seek information, wisdom, or knowledge. This works on any planet they are on, so long as they can synch with the Geo source of that planet.
Armageddon - By now the Titanic Elder has gained the ability to cause a tectonic shift on the planetary level. The Elder is entrusted with the secrets laid at the core of the world, but will find themselves unable to stop should the Will of the World taps them for this ability. One Elder is all that's needed to set off a new ice age, two Elders can cause such havoc that the entire planet will be destroyed. As such, it is known that there is at least three Elders out and about in the world, with the possibility of a fourth one as well…
Negative Element - At level 5, the Elder is able to handle the Negative Elements, those Elements beyond Advanced. Due to the nature of the universe, it's easier to acquire the ability to handle the Negative Elements before you can handle your own soul and blood.
Positive Element - At level 10, the Elder is able to handle the Positive Elements, the Elements that exist beyond the Negative plane. At this point, the Elder can not only handle the forces of the universe through Geo, but Souls, Blood, and more.
Dark Matter - Outside of the elemental chart lays a energy source that is more abundant than the galaxy itself. At this point, the Titanic Elder can summon Dark Matter from the outer reaches of space to a special containment space formed by their cupped palms. If used as a thrown weapon, this can cause various effects (up to, but not the least or greatest, 20d20+GM's verification towards structural damage to the planet, your surroundings, you, and more) but can also be used for other methods as well.
Ultima - 100 points of damage. No saving throws, no AC to block, no defense roll, it Speed Checks at 20. A spell of incredible power that can only be wielded by the strongest, and most properly trained of Titanic Elders. 50 ep.
Exclusive spells and abilities by level for each type
Geoverlord
1 Turf and Surf - summoning up a tidal wave from underground waters, the Geoverlord can heal allies and do damage to all enemies within a 100 foot range for 2d20. Their AC is also improved by the same amount for 1d10 rounds. This counts as a magical attack, not a special attack.
2 When the Levee Breaks - Imbuing their fists with Geo energy, the Geoverlord is able to perform an attack on allies that heals them instead of doing damage, up to the maximum amount of their unarmed damage (with bonuses and such) before crit. If they wish to roll to do additional heal ability with their crit, they may, but they must overcome the AC of their chosen target.
3 Wake the Dead version 1 - The Geoverlord is able to give up a round to magically awaken a small fighting unit of the dead (see Zombie section of DnD), up to 1d6 zombies. If they are not killed during battle, then they crawl back to their lair at the end of battle. The Grateful Dead do not count as evil creatures, nor are they malignant zombies but rather former Geomancers who have sacrificed their lives to service. Keep this in mind always.
4 Knockout - At this level all Geomancers' unarmed strikes count as Double Crit so long as they have imbued their fists with their chosen element.
5 Titan Form - A special altered form the Geoverlord can enter into by giving up an entire round (must be done from the start of a round). The Titan's unarmed attacks all gain "+Spellcraft score" to their damage before crit.
6 Synch the World - Once per day, the Geoverlord can give up a round to heal themselves completely, up to double their current maximum hit point total. All hit points gained as such are considered temporary hit points and will vanish at the end of combat.
7 Wake the Dead version 2 - This is like version 1, only the Geoverlord may now summon 3d10 zombies.
8 Destruction - Instead of causing a worldwide Armageddon, the Geoverlord can cause an incredibly localized one, completely destroying life within one mile of themselves. This does not affect certain types of creatures or anyone with a higher gnosis than the Geoverlord. If done as such, Destruction can cause 20d20 to all caught within the zone of attack.
9 The Tyrant - An upgraded version of Titan Form that allows the Geoverlord to absorb their Familiar into their armor, effectively doubling their stats.
10 Wake the Dead version 3 - Like version 2, only now the Geoverlord can summon up to 5d20 zombies.
10 The Wheel - A secret ability that can be performed only by Geoverlords.
Harbinger
1 Ultimate Synch - The Harbinger, upon learning Ultimate Synch, can never be broken out of synch. Only a power with 250 gnosis higher can ever do such.
2 Geofount - Upon actively synching with Geo power, the Harbinger's ep can never be drained and is counted as "near-infinite." It takes one full round to do so.
3 The Foundation - A magical spell that, upon being cast, casts a specialized Geo Armor over as many targets as the Harbinger has Geo levels (Geomancer + Harbinger), improving their AC by the same number as those levels. This also grants them regen, refresh, and a one-time heal upon being cast at the same number.
4 The Friend of My Enemies - The Harbinger selects one target. All allies of that target are drained of 2d20 hp and ep. All targets hit by this spell also suffer Berserk if they can't make a Will DC40 check.
5 Groundwalk - There is no place the Harbinger can walk to. So long as they are synched with the world they are on, they can walk on any element no matter how destructive so long as it's a natural part of the world (water, lava, air, etc). Also the Harbinger suffers no fatigue or drain while walking, covering vast distances whilst striding forth.
6 Message in a Bottle - By whispering into the wind (or into any form of natural element), the Harbinger can send messages as if using Magic Mouth.
7 To Know The World - While synched, nothing happens within the world that the Harbinger does not know. Being one with the world allows them the ability to see all events happening on the planet at the same time. It takes a Concentration check (DC50) in order to find specific information and to continue beyond one round though.
8 The Awareness - While synched, the Harbinger can add +Spellcraft to all fort/ref/will saves, AC, and attack rolls. This is a magical ability.
9 Chakra Overload - by manipulating energies within the body, a Harbinger can heal a person naturally through their own natural resources. Allows the Harbinger to add their Spellcraft score as well as their Healing to the score (on top of a xd20 roll, where x = Harbinger + Geomancer levels) to heal HP back. This counts as a skill check, not a magical ability.
10 Awakening of the World - once per day, the Harbinger can draw Geo (Concentration check 60, you may add Harbinger+Geomancer levels as an additional modifier) in massive quantities and share its' strength with their allies. Doing so, they can completely heal HP and EP to their max totals to an entire army (up to 10,000 targets). No single target can go above their max totals using this ability.
10 The War - A secret ability that can be performed only by Harbingers.
Holy Diver (gains both Harbinger AND Geoverlord abilities, but also gains these)
1 Eldritch Weapon - the Holy Diver is entrusted with a weapon, one so great that it can only be held in check within the heart of the world. This weapon can never be sundered, will only follow the commands of the Diver or the World itself, and can sunder any armor or weapon that is under Gnosis 700. The damage dealt is insurmountable, will not regenerate, and upon taking ANY damage the target must make a Fortitude 40DC check or die immediately. Damage is set at 2d20, crit 19-20 x5.
3 Gate of the Gods - the Holy Diver can, at any point in time, now terraport at will to any planet they have synched with. During this time they cannot be intercepted or attacked, and if used during combat (50 ep and a Willpower DC50 check) allows the Diver to perform an attack of their choosing to an enemy as if the enemy is flat-footed, surprised, flanked, and back-attacked.
7 Stranger Eons - the Holy Diver gains the ability to, as many times per day as levels of Elder acquired, drain all damage dealt to both HP and EP equally (if you drain 100 damage, it's 100 HP and EP back for you) until the end of combat.
9 I Am Power - the Holy Diver is now able to become one with the planet they have synched with, and are now able to draw forth its' full potential during battle. They gain access to the Dive Mode, increasing their ability modifiers by +10, their HP and EP is now one with the worlds' (not endless, but let's face it, that's more then you can hope for), and they will be unable to grow in any other job the Diver may have, nor can they HAVE new jobs. Further, this can only be done for one combat, then the Diver requires three days and three nights of rest (84 hours starting after the end of combat).
10 Absolute - Works once per day. Allows the Diver to target the strongest enemy they are facing, and their stats are increased to 1 higher than theirs. This is considered an overpowered ability, and works on ALL stats (including Gnosis). After the combat is over, the Diver will return to their normal stats. Permanency will not affect any stat increases, nor miracles or wishes.
10 The Hub - A secret ability that can be performed only by Holy Divers. Note: while Holy Divers can learn all other abilities of Harbinger and Geoverlord on top of their own, they cannot learn their secret abilities.