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Geomancer

Geomancers hold the power of nature and the elements. Geomancy is the art of channeling magical energy from many sources through the land itself. In the area she calls home (be it high on a mountain, deep in a forest, or even beneath an ocean) she weaves ley lines—powerful connections to the land itself. The spells she casts through these connections with the earth are reflections of her own strength of will. 
Role: Unmatched in the mastery of the terrain, geomancers use the terrain to inflict powerful elements and status effects upon their enemies and provide support to her allies.
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The geomancer’s class skills are Climb (Str), Craft (Int), Fly (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier

Table: Geomancer

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMPSpell Level
Type3/4GoodBadGood
1st+0+2+0+2Geomancy (1d6), Nature Sense, Cantrips, Limit Breaks11st
2nd+1+3+0+3Ley Lines, Elemental Resistance 221st
3rd+2+3+1+3Favored Terrain42nd
4th+3+4+1+4Geomancy (2d6), Movement Power72nd
5th+3+4+1+4Geosynchronous, Endure Elements103rd
6th+4+5+2+5Ley Lines, Elemental Resistance 4153rd
7th+5+5+2+5Geomancy (3d6), Favored Terrain204th
8th+6/+1+6+2+6Movement Power274th
9th+6/+1+6+3+6The Earth Speaks345th
10th+7/+2+7+3+7Clear Mind, Geomancy (4d6), Ley Lines, Elemental Resistance 6435th
11th+8/+3+7+3+7Favored Terrain526th
12th+9/+4+8+4+8Movement Power636th
13th+9/+4+8+4+8Geomancy (5d6), The Air Sings747th
14th+10/+5+9+4+9Ley Lines, Elemental Resistance 8877th
15th+11/+6/+1+9+5+9Favored Terrain1008th
16th+12/+7/+2+10+5+10Geomancy (6d6), Movement Power1158th
17th+12/+7/+2+10+5+10The Echoes Dance1309th
18th+13/+8/+3+11+6+11Ley Lines, Elemental Resistance 101479th
19th+14/+9/+4+11+6+11Geomancy (7d6), Favored Terrain, Planar Acclimation1639th
20th+15/+10/+5+12+6+12Movement Power, Geostep, Earthen Ascension1809th

Class Features

All of the following are class features of the geomancer.

Weapon and Armor Proficiency

Geomancers are proficient with the following weapons: battleaxe, club, dagger, dart, longsword, quarterstaff, scimitar, scythe, sickle, shortspear, shortsword, sling, and spear. Geomancers are also proficient in light armor as well as shields (except tower shields).

Limit Breaks (Su)

At 1st level, the geomancer receives the Limit Breaks (Elemental Torrent and Geocache).

Elemental Torrent (Su): This Limit Break produces a vertical column of random elements roaring downward upon an area within 60 ft. The area of effect is cylindrical (15-ft.-radius., 40-ft.-high). Enemies within the area of effect take 2d6 points of non-elemental damage + an additional 2d6 per four geomancer levels after 1st, a Reflex save (DC 10 + half of the geomancer’s level + her Wisdom modifier). Those who fail the Reflex must make a Fortitude save for each status effect (DC 10 + half of the geomancer’s level + her Wisdom modifier) or be inflicted with Blind, Confuse, Curse, Petrify, Silence, and Slow status for 1 round + 1 round per four geomancer levels after 1st.

Geocache (Su): This Limit Break allows the geomancer to change the terrain to suit her needs. For a duration of 1 round + 1 round per four geomancer levels after 1st, the geomancer can choose a terrain (under Geomancy) and it converts the terrain around the geomancer in a 30-ft.-radius. The geomancer can change the terrain once per round as a free action. This limit break requires only a swift action.

Spells

A geomancer casts geomancy spells which are drawn from the geomancer spell list. A geomancer begins play with 2 1st level geomancy spells of her choice. At each new geomancer level, she gains one new spell of any spell level or levels that she can cast (based on her new geomancer level). Like most mages, a geomancer can find or purchase scrolls with spells to add to her repertoire.

To learn or cast a spell, the geomancer must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a geomancer’s spell is 10 + the spell level + the geomancer’s Wisdom modifier. In addition, a geomancer gains additional MP for having a high attribute (Wisdom—see Table: Bonus MP per Day (by Spell Level) on the MP System page).

Geomancy (Su)

Starting at 1st level, a geomancer draws upon the power of the terrain she stands upon to defeat his foes. However, it takes time to master the energies of a given place; a geomancer begins only knowing one geomancy power and learns an additional geomancy power every odd level thereafter. The geomancer can use this ability a number of times per day equal to her class level + her Wisdom modifier. Which geomancy power a geomancer may use depends upon what type of terrain he is standing on, as noted in the table below. What terrain type the geomancer is standing on is up to the final determination of the DM. Geomancy is a standard action, usable at will. The range of geomancy is 25 feet plus 5 feet every two geomancer levels, and requires a ranged touch attack to strike a target. If the attack hits, it deals 1d6 damage (of an elemental type, see below) plus her Wisdom modifier plus an additional 1d6 per three geomancer levels after 1st to a 15-foot radius burst, centered on the target. Any creature, other than the target, within this radius (five feet around the target on all sides, if the target is a Medium creature) can make a Reflex save (DC 10 + half of the geomancer’s level + her Wisdom modifier) to take half damage. Any creatures struck by the effect must make another save (DC 10 + half of the geomancer’s level + her Wisdom modifier). If the creature fails this save it takes a secondary effect based on the attack used. This secondary effect has a duration of 3 rounds plus the geomancer’s Wisdom modifier, unless otherwise noted. A geomancer’s class level is considered to be her caster level.

Table: Geomancy

PowerTerrainSpecialSaveElemental Damage
PitfallPacked or loose dirt, including roadsImmoblilizeWillNon-Elemental
Water BallWaterFrogFortWater
Hell IvyGrasses and other small plant growthParalyzeFortNon-Elemental
Carve ModelLoose rack or worked stone outdoorsPetrifyFortEarth
Local QuakeUnworked StoneConfusionWillEarth
KamaitachiMan-made structures not otherwise specifiedDisableWillWind
Demon FireWorked stone, wooden, and other floors indoorsSleepWillFire
QuicksandSwamp, deep mud, and marshlandCountdownWillWater
Sand StormSandy groundBlindnessFortWind
BlizzardSnow, ice, and cold tundraSilenceWillIce
Gusty WindFlying or standing at the very edge of a high place SlowWillWind
Lava BallLava or fire2d6 fire damage per 2 levels; save for half damageFortFire
Short CircuitLarge Machines or mechanical structuresStunnedWillLightning
Leaf FallLarge plant growth: forest, tree canopyNauseatedWillNon-Elemental

Nature Sense (Ex)

A geomancer gains a +2 bonus on Knowledge (nature) and Survival checks.

Cantrips

Geomancers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Geomancers begin with 4 0-level spells and gain an additional 0-level spell every three levels after 1st level.

Ley Lines (Su)

At 2nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains. In that terrain, the geomancer’s effective caster level for all spells increases by +1. At 6th level and every 4 levels thereafter, the character may either choose a new terrain in which to receive the benefit (at +1), or increase her effective caster level in a previously chosen terrain by an additional +1.

Elemental Resistance (Ex)

Starting at 2nd level, geomancers gain an elemental resistance of 2 to earth, fire, ice, lightning, water, and wind. This resistance increases by 2 every four levels after 2nd level.

Favored Terrain (Ex)

Starting at 3rd level, a geomancer may select a type of terrain from Table: Favored Terrains. The geomancer gains a +2 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A geomancer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 7th level and every four levels thereafter, the geomancer may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the geomancer’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Favored Terrains

Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Movement Powers (Su)

Starting at 4th level and every 4 levels thereafter, a geomancer gains a movement power that allows the geomancer to harness the power of the elements to traverse terrains easily. Each movement power can be used as a swift action, and lasts for a duration of 1 round per geomancer level. The geomancer can use this ability a number of times per day equal to 3 + her Wisdom’s modifier.

  • Burrow: A geomancer can tunnel through dirt, but not through rock. A geomancer cannot charge or run while burrowing. Geomancers can burrow at a speed of 10 ft. per four geomancer levels.
  • Climb: A geomancer has a +8 racial bonus on all Climb checks. The geomancer must make a Climb check to climb any wall or slope with a DC of more than 0, but he can always choose to take 10, even if rushed or threatened while climbing. The geomancer climbs at the given speed while climbing. If he chooses an accelerated climb, he moves at double the given climb speed and makes a single Climb check at a –5 penalty. A geomancer cannot run while climbing. He retains his Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a geomancer. Geomancers can climb at a speed of 10 ft. per four geomancer levels.
  • Float: A geomancer can traverse any terrain that would normally impede movement (water, lava, ice, etc.) without any problems. A geomancer floats 5 ft. off the ground and gently floats downward if off the ground more than 5 ft. Geomancers moves at half his own base land speed while floating.
  • Fly: A geomancer can move through the air at the indicated speed if carrying no more than a light load. Geomancers has a +8 racial bonus on all Fly checks and can fly (perfect) at a speed of 20 ft. per four geomancer levels.
  • Swim: A geomancer can move through water at its swim speed without making Swim checks. He has a +8 circumstance bonus on any Swim checks to perform some special action or avoid a hazard. The geomancer can always can choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. Geomancers can swim at a speed of 10 ft. per four geomancer levels.

Geosynchronous (Su)

Starting at 5th level, while in any favored terrain that the geomancer has chosen, she gains a +1 insight bonus to attack rolls and saving throws against creatures and a +1 insight bonus to all skill checks used in that terrain. These bonuses last as long as she remains in the specific location. These bonuses increase by +1 at every five levels gained after 5th.

Endure Elements (Su)

As per the Endure Elements spell, a geomancer of 5th level is constantly protected against extremes of temperature.

The Earth Speaks (Su)

Starting at 9th level, a geomancer benefits from Tremorsense out to 30 feet in any favored terrain she has chosen. The geomancer automatically senses the location of anything that is in contact with the ground and within range. If her favored terrain is water, she can also sense the location of creatures moving through water. If no straight path exists through the ground from the geomancer to those she is sensing, then the range defines the maximum distance of the shortest indirect path. She must herself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells, they’re considered moving; they don’t have to move from place to place for the geomancer to detect them.

Clear Mind (Ex)

At 10th level, a geomancer can regain her MP quicker. The geomancer must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The geomancer regains MP equaling her Wisdom modifier per hour.

The Air Sings (Su)

Starting at 13th level, a geomancer benefits from Blindsense out to 30 feet while in any favored terrain she has chosen. Blindsense lets the geomancer notice things it cannot see, but without the precision of blindsight. The geomancer with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the geomancer cannot see has total concealment (50% miss chance) against her, and she still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of the geomancer. The geomancer is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.

The Echoes Dance (Su)

Starting at 17th level, a geomancer benefits from Blindsight out to 30 feet while in any favored terrain she has chosen. This ability makes invisibility and concealment (even magical darkness) irrelevant to the geomancer (though she still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object).

  • Blindsight never allows a geomancer to distinguish color or visual contrast. She cannot read with blindsight.
  • Blindsight does not subject a geomancer to gaze attacks (even though darkvision does).
  • Blinding attacks do not penalize a geomancer using her blindsight.
  • Deafening attacks thwart a geomancer’s blindsight.
  • Blindsight works underwater but not in a vacuum.
  • Blindsight negates displacement and blur effects.

Planar Acclimation (Ex)

After attaining 19th level, a geomancer gains great power and manifests a portion of the raw energy of the universe with themselves. As such, they gain great power depending on which elemental plane of existence they choose. Whichever plane they choose, they become completely immune to all of the negative effects of the plane as if they were native to that plane and any spells that would be dampened because of the plane (Water spells in the Fire plane), are cast as normal spells by the geomancer. This ability can be switched, altering which plane the geomancer is acclimated to, every day, but it cannot be changed after she makes her decision for the day. In addition, regardless to which elemental plane the geomancer chooses, she cannot be banished by any means.

Geostep (Su)

At 20th level, a geomancer’s connection with the earth is so great that she is able to move through it with unparalleled ease. In a favored terrain she has chosen, she is able to teleport a distance equal to her movement speed as a move action.

Earthen Ascension (Su)

Also at 20th level, the geomancer transcends her mortal form. She is now considered an outsider and is immune to bleed, paralysis, poison, sleep effects and stunning. The geomancer is no longer subject to critical hits or flanking. Further, the geomancer no longer ages and removes any age related penalties she currently has.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have geomancer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Aegyl: Add +1/2 to wind spell or spell-like ability damage.
  • Dwarf: Add +1/2 to earth spell or spell-like ability damage.
  • Elvaan: Add +1/2 bonus on Knowledge (nature) skill checks.
  • Galka: Add a +1/5 bonus on elemental resistance.
  • Hume: Add one spell known from the geomancer spell list. This spell must be at least one level below the highest spell level the geomancer can cast.
  • Hypello: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
  • Mandragora: Add +1/2 bonus on Knowledge (nature) skill checks.
  • Mithra: Add +1/2 to the bonus on initiative checks the geomancer gains based on favored terrain.
  • Moogle: Add +1/4 to the number of times the geomancer can use the Geomancy ability.
  • SahaginAdd +1/2 to the bonus on initiative checks the geomancer gains based on favored terrain.
  • Tarutaru: Add +1/6 for an additional 1d6 of geomancy damage.

Archetypes