Geologist

Find Rocks (Ex)

Starting at 1st level, whenever the geologist uses the find herbs class feature to find his herbalism plants for the day, he also rolls once on the find rocks table corresponding to his current biome. (See Table: Biome/Rock Equivalence, below.)

Rocks follow the same rules as herbalism plants, with the following exceptions:

  • Rocks do not spoil and are, thus, permanent until used or thrown away.
  • A geologist may only possess a number of rocks equal to 2 + 1/2 his geologist level, rounded down, at any one time. If already at his limit, he cannot find more.
  • Rocks may be thrown away as a standard action. Once thrown away, they lose their natural blessing and become mundane.
  • All rocks may be placed in an unoccupied square within reach as a standard action that provokes attacks of opportunity. If within 60 feet of one of his rocks, a geologist may trigger it as a standard action.
  • All rocks are area-of-effect abilities.

A geologist may trigger a rock while it is in his inventory, thus bypassing placing the rock beforehand. If he does so, he is automatically caught in the area of its effect and receives no saving throw against its effects. Starting at 9th level, a geologist may choose not to collect the herbalism plants marked by an asterisk (*) present in the rolled line item for a find herbs table roll. If he chooses not to collect those plants, he instead rolls an additional time on the find rocks table corresponding to his current biome. This substitution may be made once per day.

This ability replaces the geologist's choice of the preservation vessels portion of the earthenware jars class feature OR the cultivation pots portion of the earthenware jars class feature.

Table: Biome/Rock Equivalence
Biome Type of Rocks
Jungle, Mountains, Underground Igneous
Desert, Forest, Grassland Metamorphic
Tundra, Underwater, Wetlands Sedimentary

Natural Prodigy

When selecting his natural prodigy ability at 20th level, a geologist may also choose from the following options.

A Rock is a Rock (Su)

The geologist gains the ability to throw one of his geologist rocks as though it were a thrown weapon with a range increment of 30 feet, dealing 20d8 points of bludgeoning damage on a successful hit. Rocks that hit their target lose their nature-granted supernatural powers and cannot be thrown again.

Master Prospector (Ex)

The first time the geologist rolls on a find rocks table each day, he rolls twice instead. He may choose to collect one unit of each of the two geologist rocks rolled, or two units of one of them. In the case of duplicate results, the geologist may reroll one or both dice. He may not reroll dice that have already been rerolled in this fashion.

Rapid Placer (Ex)

Five times per day, the geologist may place a rock in an unoccupied square within reach as a swift action. He treats his reach as though it were +10 feet greater when using this ability.

Reinvigorating Rocks (Su)

Whenever the geologist triggers a rock, he gains 20 temporary hit points that last for 1 minute.

Rock Collector (Ex)

Choose a geologist rock. The geologist may possess units of the chosen rock not to exceed half his Wisdom modifier, rounded down, without those rocks counting against the maximum number of rocks he can possess at any one time. Any geologist rocks of the chosen type possessed beyond the aforementioned amount count toward the maximum number of rocks he can possess at any one time, as normal.

This ability modifies natural prodigy.


Find Rocks Tables

Table: Igneous Rocks
d8 Rock Found
1 Basalt
2 Fire Opal
3 Granite
4 Obsidian
5 Pumice
6 Rhyolite
7 Scoria
8 Tuff
9 Roll on Sedimentary instead
10 Roll on Metamorphic instead
Table: Metamorphic Rocks
d8 Rock Found
1 Gneiss
2 Hornfels
3 Lapis Lazuli
4 Marble
5 Novaculite
6 Quartzite
7 Schist
8 Soapstone
9 Roll on Sedimentary instead
10 Roll on Igneous instead
Table: Sedimentary Rocks
d8 Rock Found
1 Chert
2 Coal
3 Dolomite
4 Limestone
5 Pyrite
6 Quartz
7 Rock Salt
8 Sandstone
9 Roll on Igneous instead
10 Roll on Metamorphic instead

Geologist Rocks List

Basalt [mind-affecting]

Rock Type: Igneous
Duration: 1 round + 1 round/level
Appearance: Basalt is a fine-grained, dark stone formed as lava floes cool. Basalt is differentiated from scoria, which is bubbly, and gabbro, which is coarse. Most basalt is produced on the ocean floor, but plate tectonics do push the stone right up onto the continents, so it can be found anywhere. In hushed myth, basalt is associated with the citadels of unearthly energy-beings.

When triggered, basalt radiates a 20-foot-radius aura centered upon itself. Upon triggering, and again at the beginning of each of the geologist's turns, all creatures in basalt's area of effect must make a Will saving throw. The creature with the lowest Will saving throw is confused for 1 round unless it succeeded against a DC of 10 + 1/2 the geologist's class level + the geologist's Wisdom modifier.

Chert

Rock Type: Sedimentary
Duration: instantaneous; see text
Appearance: Also known as flint, chert is renowned for its ability to produce very sharp edges when fractured and saw use as a primary tool and weapon material during the stone age.

When triggered, chert erupts in a 5-foot-radius burst of sharp shards, dealing 1d6 points of piercing damage per geologist level, divided evenly among all creatures caught in the burst. A successful Reflex saving throw halves the damage. In addition, a one-handed stone weapon of the geologist's choice is left behind after the chert's eruption. Despite its stone origin, a chert weapon takes no penalty for being made of an inferior material. The chosen weapon must not be able to deal bludgeoning damage. Treat the chert weapon as a masterwork weapon that persists for 10 minutes per geologist level. Starting at 6th level, chert weapons have a +1 enhancement bonus. This increases to a +2 enhancement bonus at 12th level and a +3 enhancement bonus at 18th level.

Coal

Rock Type: Sedimentary
Duration: instantaneous
Appearance: Coal, a fossil fuel, is compressed organic matter whose carbon content has steadily increased after eons of geologic action. Sulfur is a common contaminant in low-quality deposits.

When triggered, coal erupts in a 10-foot-radius burst of flame, dealing 1d6 points of fire damage per geologist level to all creatures caught in the burst. Creatures within 5 feet of the center of the burst are entitled to a Reflex save for half, while creatures that are 10 feet from the center of the burst are entitled to a Reflex save to negate.

Dolomite

Rock Type: Sedimentary
Duration: instantaneous
Appearance: Dolomite is a derivative of limestone, thought to be produced when magnesium-rich groundwater flows about deposited limestone for a prolonged period of time.

When triggered, dolomite produces an intense blast of light that dazzles creatures within 20 feet of itself for 2d4 rounds with no saving throw allowed. Starting at 6th level, affected creatures are also blinded for 1d4 rounds with a Fortitude save to negate.

Fire Opal

Rock Type: Igneous
Duration: 1 round/level
Appearance: Fire opals are deposited in rhyolite by groundwater action long after a volcanic eruption has taken place. Unlike a precious opal, a fire opal tends not to display "play-of-color", or diffraction when moved back and forth. Faceting must be done to simulate this as best as possible. What fire opal does have going for it, though, is a rich, uniform yellow, orange, or red color.

When triggered, fire opal grants cold resistance equal to the geologist's class level to all creatures within a 30-foot-radius. Creatures with an extraordinary or supernatural ability that deals cold damage take 1d6 + 1/2 the geologist's class level points of damage, rounded down, if they begin their turn within the area of effect of fire opal.

Gneiss

Rock Type: Metamorphic
Duration: 2 rounds + 2 rounds/level
Appearance: A foliated metamorphic rock, gneiss is characterized by bands of stone that can have wildly different textures and compositions. The end product of the metamorphic chain that can produce schist in more moderate conditions, gneiss represents the extremes inherent in metamorphism.

When triggered, gneiss radiates a 30-foot-radius aura centered on itself. Allies in gneiss' area of effect gain a +1 morale bonus to all ability scores, increasing to a +2 morale bonus to all ability scores at 13th level.

Granite

Rock Type: Igneous
Duration: instantaneous
Appearance: Formed by the slow crystallization of magma within subterranean chambers, granite is considered intrusive rather than extrusive.

When triggered, granite increases the remaining duration of the nearest friendly triggered geologist rock within 60 feet by an amount equal to one-third of its starting duration, rounded down (minimum 1 round).

Hornfels

Rock Type: Metamorphic
Duration: instantaneous
Appearance: Unlike most metamorphic rocks, tectonic action is not the producer of hornfels. Instead, hornfels is literally "baked" by adjacent magma tubes and other geological features. As a result, there is no range of expected composition for hornfels. It's just a composite of whatever is in the area, and the baking process is what defines it.

When triggered, choose any one other rock that the geologist has triggered in the past month. Hornfels acts as though it were the chosen rock, but the geologist treats her geologist level as though it were 3 lower, minimum 1, for the purpose of determining the effects of the rock.

Lapis Lazuli

Rock Type: Metamorphic
Duration: 1 minute/level or until discharged; see text
Appearance: Surprisingly not a gemstone, lapis lazuli is characterized by the inclusion of the blue mineral lazurite in its structure. Historically, its most famous use is that of the pigment in ultramarine paint, which ended up being used in religious art en masse. The fact that it used to be more expensive than gold has everything to do with its religious use. The gods deserve the best, after all.

When triggered, lapis lazuli radiates a 10-foot-radius aura centered on itself and gains a number of lazuli charges equal to 1 + one-third the geologist's class level, rounded down. Whenever an ally casts a harmless spell while within the area of effect of lapis lazuli, that ally may consume a lazuli charge as a swift action to increase the caster level of that spell by +1. Lapis lazuli crumbles to dust and ceases to radiate its aura when the last lazuli charge is consumed.

Limestone

Rock Type: Sedimentary
Duration: 1 round + 1 round/level; see text
Appearance: What do limestone, seashells, and chalk have in common? They're the same chemical whose constituent bits are in a different macro conformation.

When triggered, limestone grants DR 3/- to all of the geologist's allies in a 10-foot-radius centered on itself. This damage reduction persists until damage equal to five times the geologist's class level is prevented in this manner. At 5th level and every five geologist levels thereafter, the damage reduction granted by limestone increases by +1, to a maximum of DR 7/- at 20th level.

Marble

Rock Type: Metamorphic
Duration: 1 round + 1 round/level
Appearance: Marble forms when sedimentary rock is exposed to a slow calcification process, effectively destroying and recrystallizing organic material, such as fossils, to create the stone's distinctive glimmer.

When triggered, marble transforms into an earth elemental whose size is based on the geologist's class level (see Table: Marble Elemental Size). The marble elemental follows orders as though it were a summoned creature, but is not a summoned creature for the purpose of spells and abilities that specifically act upon summoned creatures, such as dismissal.

A marble elemental cannot move more than 30 feet from the point at which it was first created. All creatures occupying the space it will occupy once created are knocked prone with a Reflex save to negate when marble is triggered. The geologist is not entitled to a saving throw and is automatically knocked prone should he be in the way.

Table: Marble Elemental Size
Geologist Level Elemental Size/Type
1-2 Small (-1 penalty to attack and damage rolls)
3-5 Small (no penalties)
6-8 Medium
9-11 Large
12-15 Huge
16-18 Greater
19-20 Elder

Novaculite

Rock Type: Metamorphic
Duration: 1 round + 1 round/level
Appearance: Though it varies in porosity, novaculite fractures in a conchoidal manner, resulting in excellent cutting edges for stone age civilizations. Such is the texture of the stone, however, that novaculite of varying grades can be used in sequence to hone blades to a killing edge.

When triggered, novaculite radiates a 20-foot-radius aura centered on itself. Each round, the first weapon attack made by each ally of the geologist within the area of effect of novaculite is treated as though that weapon had the keen weapon special ability. Starting at 11th level, novaculite affects the first two weapon attacks made by each ally each round instead. Weapons that deal only bludgeoning damage gain no benefit from this rock.

Obsidian

Rock Type: Igneous
Duration: see text
Appearance: Obsidian is a dark (usually black, but colors range from brown and yellow to red and green) glass that forms when molten rock cools rapidly enough to avoid crystallization. Much like flint, it breaks and chips in such a way that it produces vicious cutting edges.

When triggered, obsidian explodes, showering a 5-foot-radius burst with shards of glass that deal 1d4 points of piercing damage per geologist level with a Reflex save for half damage. In addition, a secondary chunk of obsidian lands in a square within 30 feet of the initial explosion. The geologist chooses the square. This secondary chunk explodes at the beginning of the geologist's next turn, dealing 1d3 points of piercing damage per geologist level to all creatures occupying the square the chunk itself occupies. A successful Reflex save negates. Secondary chunks of obsidian have one-third the hit points of the main chunk of obsidian at the time of the primary explosion, rounded down.

Starting at 9th level, exploding obsidian produces two secondary chunks rather than one. The effects of secondary obsidian chunks do not stack if they detonate in the same square; rather, any creature caught in the blast only takes damage as if one secondary obsidian chunk were in the square.

Pumice

Rock Type: Igneous
Duration: 1 minute/level
Appearance: Rapid cooling of lava with gases trapped inside produces this porous rock, which has so many encapsulated air bubbles that the end result floats.

When triggered, pumice radiates a 10-foot-radius aura centered on itself. Creatures within the area of effect of pumice gain the ability to walk on water as the water walking spell. For every three geologist levels the geologist possesses, the radius of pumice's aura increases by +5 feet, to a maximum of 30 feet at 12th level.

Pyrite

Rock Type: Sedimentary
Duration: 1 round + 1 round/level
Appearance: Also known as fool's gold, iron pyrite looks much like the real deal to the uninitiated, though its most telltale sign is that of hard edges, whereas gold is significantly smoother.

When triggered, pyrite causes various metal equipment to become inferior in a 20-foot-radius centered on itself. All weapons wielded within the area of effect of pyrite take a -1 penalty to damage rolls, while all armor worn within the area of effect of pyrite takes a -1 penalty to the AC it grants its wearer. Finally, the hardness of all metallic objects within the area of effect of pyrite is reduced by half, rounded up.

Quartz

Rock Type: Sedimentary
Duration: 1 minute/level
Appearance: One of the most common sedimentary minerals, quartz comes in a variety of colors based on the other chemicals in the area. Amethyst, citrine, tiger's eye, agate, jasper, and others are all, in reality, nothing more than quartz variants. Also known as rock crystal, classical quartz is clear.

When triggered, quartz creates a refractive zone in a 10-foot radius centered upon itself. Whenever a creature draws line of sight through the refractive zone, it may angle its line of sight up to ninety degrees at any one point within said refractive zone. This effectively allows creatures to see around corners and obstacles. The refractive zone only affects sight. Fired projectiles, both magical and mundane, do not use the refractive zone to curve around corners and obstacles, though projectiles that neither require an attack roll, nor require a saving throw, such as the magic missile spell, will curve to meet their target without the refractive zone's help.

Quartzite

Rock Type: Metamorphic
Duration: instantaneous
Appearance: The metamorphic product of sandstone, quartzite has been subjected to pressures that causes the sand-like grains of sandstone to recrystallize into a network of quartz-like grains instead. The resulting stone is renowned for its hardness.

When triggered, quartzite explodes, firing shards of crystal and rock in a 60-foot line, dealing 1d6 points of piercing damage per geologist level with a Reflex save for half.

Rhyolite

Rock Type: Igneous
Duration: 2 rounds + 2 rounds/level
Appearance: Rhyolite is a silica-rich rock formed from cooling magma, generally granitic magma. Granitic magma is known for its high gas content, which tends to result in explosive eruptions.

When triggered, rhyolite spews forth noxious gases in a 30-foot-radius centered on itself, sickening all creatures in its area of effect for the duration of their tenure within rhyolite's radius, and for 1 round after leaving. A successful Fortitude save negates. Creatures not affected within rhyolite’s area of effect must make a new Fortitude saving throw against rhyolite each round or become sickened as detailed above. Starting at 11th level, when first triggered, rhyolite also nauseates creatures within 10 feet of the epicenter of its area of effect for 1 round with a Fortitude save to negate. This is a poison effect.

Rock Salt

Rock Type: Sedimentary
Duration: 1 round + 1 round/3 levels
Appearance: Rock salt is, effectively, a very large salt crystal.

When triggered, rock salt draws water from the bodies of all creatures within 20 feet. Upon triggering, and again at the beginning of each of the geologist's turns, all creatures in rock salt's area of effect must make a Fortitude saving throw. The creature with the lowest Fortitude saving throw is staggered for 1 round unless its saving throw met a DC of 10 + 1/2 the geologist's class level + the geologist's Wisdom modifier. Creatures without a functioning anatomy (such as constructs and undead), creatures made entirely of water (such as water elementals), or creatures made entirely of materials other than water (such as most nonaqueous elementals) are immune to rock salt.

Sandstone

Rock Type: Sedimentary
Duration: 1 round + 1 round/level
Appearance: Sandstone is made of a multitude of sandsized particulates held together by a cementing material.

When triggered, sandstone radiates a 20-foot-radius aura of itchiness centered on itself. Allies within this aura deal 1d4 points of piercing damage, plus an additional point of piercing damage for every four geologist levels the geologist possesses, to creatures that strike them in melee.

Schist

Rock Type: Metamorphic
Duration: 1 minute/level
Appearance: Produced by a metamorphic chain that begins with sedimentary rocks and proceeds through the intermediates slate and phyllite, schist is the end result if and only if the compressive forces are insufficient to produce gneiss. As a result, schist represents moderation in metamorphics.

When triggered, schist radiates a 20-foot-radius aura. Creatures within the area of effect of schist take a penalty to their highest physical ability score (Strength, Dexterity, or Constitution) equal to that ability's score's modifier, but also gain a bonus to their lowest physical ability score equal to that penalty. A creature with no physical ability scores greater than 10 is unaffected by schist.

For the purpose of determining a creature's highest and lowest ability scores for use with schist, use the ability scores before schist modifies them. If other bonuses or penalties change which physical ability scores are highest and lowest, then the affected ability scores change immediately.

Scoria

Rock Type: Igneous
Duration: 1 round + 1 round/level
Appearance: Scoria forms a bubbly froth of basaltic rock on top of some cooling lava floes. While not as light as pumice, scoria exhibits the same "bubbly" texture.

When triggered, scoria immediately turns into a small puddle of lava, and a miniature cinder cone volcano appears where the scoria had been placed. Immediately upon being triggered and again at the beginning of each of the geologist's turns, the cinder cone volcano ejects a scoria rock into the air. Make an attack roll against a creature within 60 feet of the volcano, using the geologist's class level + her Wisdom modifier as the attack bonus. On a successful hit, that creature takes 1d3 + the geologist's class level points of bludgeoning damage. Even if no foes are within range of the volcano, the ejected scoria has to target somebody, if possible. (Allies really should beware.) As the originally-placed scoria rock is destroyed by the creation of the resulting volcano, there is no rock to destroy to stop a miniature cinder cone volcano from erupting. It just keeps going until its duration runs out.

Special: Scoria can only be triggered after being placed, and not when in the geologist's inventory. The volcano needs to "root" itself, after all.

Soapstone

Rock Type: Metamorphic
Duration: 1 round + 1 round/level
Appearance: Renowned for its ability to retain and then slowly radiate heat, soapstone is used wherever its high specific heat is an advantage, such as in fireplaces.

When triggered, soapstone grants fire resistance equal to the geologist's class level to all creatures within a 30foot radius. Creatures with an extraordinary or supernatural ability that deals fire damage take 1d6 + 1/2 the geologist's class level points of damage, rounded down, if they begin their turn within the area of effect of soapstone.

Tuff

Rock Type: Igneous
Duration: 1 round + 1 round/level
Appearance: Tuff is a conglomerate of ash, cinders, and former lava, all glommed together into the tapioca of igneous rock.

When triggered, tuff radiates a 20-foot-radius aura centered on itself. Allies that begin their turn in the area of effect of tuff gain 2 temporary hit points, plus an additional temporary hit point for every three geologist levels the geologist possesses. These temporary hit points last for the duration of that ally's tenure within tuff's area of effect, and they stack to a maximum of three times the number of temporary hit points that creature gains from tuff in 1 round. Should an ally gaining benefit from tuff leave its area of effect, all temporary hit points are immediately lost.


So Long, Science

While the geologist tries to track closely to science, the simple fact of the matter is that an accurate model of the natural world would be too much for a mere archetype. (Were this a base class, it may have happened!) Many biomes host multiple types of rock without a problem. In this case, flavor is taking the back seat to the mechanics of a class that existed for years before somebody thought to make a system that was all about plants suddenly start considering rocks, too!

When adding a new biome to your game, simply assign it to one of the three types of rock in Table: Biome/Rock Equivalence.

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