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Geomagnetic Bloodline

You are one with the planet’s magnetic field. You feel its fluctuations and sense its strength. You may have been born during an aurora or an intense solar flare creating a bond between yourself and the geomagnetic poles.

Class Skill: Knowledge (geography)

Bonus Spells: shocking grasp (3rd), defensive shock (5th), geomagnetic storm* (7th), ball lightning (9th), call lightning storm (11th), wall of iron (13th), chain lightning (15th), telekinetic sphere (17th), ride the lightning (19th)

Bonus Feats: Combat Casting, Elemental Focus, Elemental Spell, Endurance, Flaring Spell, Great Fortitude, Greater Elemental Focus, Improved Great Fortitude, Spell Focus

Bloodline Arcana

Whenever a geomancer casts a spell with the electricity descriptor or a spell specifically targeting metal, he generates light equal to torch light in a 20- foot radius for 1 minute per spell level. For the purposes of countering or dispelling darkness, the spell level is equal to the level of the spell the geomancer cast.

Bloodline Powers: You command mastery over the planet’s magnetic field, using your powers to generate electrical currents and affect metal objects.

Electro-Magnetize (Sp)

At 1st level, a geomancer can touch a metallic melee weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 his sorcerer level (minimum 1). At 9th level, he can magnetize metallic armor or a metallic shield instead but the duration of the power is halved. A metallic weapon that strikes magnetized armor or shield becomes stuck to the magnetized item unless the wielder succeeds on a Reflex save (DC 10 + 1/2 his sorcerer level + his Charisma modifier). The wielder or a creature adjacent to the creature wearing or holding a magnetized item can use a standard action to attempt to pry a stuck weapon loose with a successful DC 16 Strength check. He can use this ability a number of times per day equal to 3 + his Charisma modifier.

Grounded (Sp)

At 3rd level, the geomancer gains resist electricity 5 and can use know direction at will as a spell-like ability. At 9th level, he gains resist electricity 10 and can generate a weak magnetic field causing all ranged attacks made with metallic projectiles, including metallic tipped projectiles, to suffer a 20% miss chance when targeting him.

Geomagnetic Storm (Sp)

At 9th level, a geomancer can create a powerful geomagnetic storm. This acts as a geomagnetic storm spell, though the geomancer takes no damage from being within his own geomagnetic storm. He may use this ability for a number of rounds per day equal to his sorcerer level.

These rounds do not need to be consecutive.

Magnetic Field (Su)

At 15th level, a geomancer generates a potent magnetic field. The field measures up to a 5-foot radius per level emanation centered on him. The geomancer decides how big the field is at the time of its creation (to the limit his level allows). All metal ranged weapons and projectiles targeting the geomancer automatically miss. Any creature wearing metal armor or carrying metal objects weighing more than 5 pounds within or entering the field must attempt a Strength check (DC 10 + 1/2 his sorcerer level + his Charisma modifier). If the creature fails its Strength check, it cannot move toward the sorcerer that round.

If the check fails by 5 or more, the creature is pushed 5 feet away from the sorcerer for every increment of 5.

These creatures are not otherwise restricted. If the geomancer moves closer to the creature, nothing happens. Each round, the creature may move closer to the geomancer by making a Strength check as a move action. If the check succeeds, he moves 5 feet closer to the geomancer plus an additional 5 feet for every 5 points by which the Strength check exceeds the DC.

Creatures made of metal, including iron golems, add +10 to the Strength check’s DC. He can use this power once per day for a number of rounds equal to his sorcerer level.

Antipodal (Su)

At 20th level, the geomancer gains immunity to electricity and can pass through metal as easily as a fish swims through water.