Geomante:
Spoiler:
Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permanent extraordinary ability. Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid. The damage values given for natural attacks are for Medium creatures. To adjust for Small or Large creatures, use the following table.
Natural Weapon Damage by Size
Small Medium Large
1d2 1d3 1d4
1d3 1d4 1d6
1d4 1d6 1d8
1d6 1d8 2d6
1d6 2d4 2d6
Stage 1
— Leopard spots appear on your body.
— You grow a cat's tail.
— You sprout feathers (but not wings).
— Your eyebrows become green and bushy.
— Your hair becomes a tangle of short vines.
— Light, downy fur covers your skin.
— Your skin turns green and scaly.
— Your touch causes flowers to wilt.
— Your voice sounds like a dog's, though it is still intelligible.
— Zebra stripes appear on your body.
Stage 2
— A small camel's hump grows on your back. (You can go without water for up to five days.)
— You grow a coat of white fur like a polar bear's. (You gain a +8 bonus on Hide checks in snowy areas.)
— The pads of your feet become sticky, like those of a lizard. (You gain a +4 bonus on Climb checks.)
— You become as swift as an elk. (Your land speed increases by +5 feet.)
— You become as comely as a dryad. (You gain a +4 bonus on Diplomacy checks.)
— You become as graceful as a cat. (You gain a +4 bonus on Balance checks.)
— You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before.)
— Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or decomposition, affects you is halved.
— Your eyes become as sharp as a rat's. (You gain low-light vision.)
— Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.)
Stage 3
— Deer antlers grow from your forehead. (You gain a gore attack for 1d6 points of damage.)
— Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit.)
— You can constrict like a snake. (You deal 1d3 points of damage with a successful grapple check against a creature of your size category or smaller.)
— You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.)
— You sprout fish gills. (You can breathe both water and air.)
— Your eyes become as sharp as an eagle's. (You gain a +4 bonus on Spot checks in daylight.)
— Your eyes become as sharp as an owl's. (You gain a +4 bonus on Spot checks in dusk and darkness.)
— Your fingers grow hawklike talons. (You gain Weapon Finesse and can make two claw attacks per round for 1d3 points of damage each.)
— Your mouth extends like a crocodile's. (You gain a bite attack for 1d6 points of damage.)
— Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)
Stage 4
— You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.)
— You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action; see the Wolf entry, page 283 of the Monster Manual.)
— You can rage similar to a wolverine. (If you take damage, you rage as a 1st-level barbarian – see Barbarian entry, page 25 of the Player's Handbook – or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage.)
— You gain a boar's ferocity. (You continue to fight without penalty even while disabled or dying.)
— You can grab like a bear. (You gain the improved grab ability as described on page 310 of the Monster Manual.)
— You can pounce like a leopard. (If you leap on a foe in the first round of combat, you can make a full attack action even if you have already taken a move action.)
— Your hands become as strong as a gorilla's. (You gain a +2 bonus on Strength checks to break objects.)
— Your jaw becomes as powerful as a weasel's. (You can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached.)
— You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness.)
— Your nose becomes as sensitive as a hound's. (You gain scent out to a range of 30-ft. Scent is described on page 314 of the Monster Manual.)
Stage 5
— You grow a unicorn horn. (You gain a +4 bonus on Fortitude saves against poison and a gore attack for 1d8 points of damage.)
— Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.)
— You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.)
— You are as graceful as a pixie. (You gain a +2 bonus on Reflex saves.)
— You gain the tremorsense of an earthworm. (You can sense anything in contact with the ground within 30 feet of you.)
— Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)
— Your senses become as sharp as a bat's. (You gain blindsense out to 30 feet, as described on page 306 of the Monster Manual.)
— Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save DC is 10 + 1/2 your character level + your Strength modifier.)
— You can move like a cheetah. (Once per hour, you can take a charge action to move ten times your normal speed.)
— Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)