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Geomancy Tricks

As a geomancer gains experience, she learns a number of tricks that aid her. Starting at 4th level, the geomancer gains one geomancy trick. She gains an additional geomancy trick for every 2 levels of geomancer attained after 4th level. Unless specified otherwise, a geomancer cannot select an individual trick more than once.

Table: Geomancy Tricks

Geomancy TrickPrerequisitesBenefits
Able Explorer (Ex)When making an Acrobatics, Climb, Fly, Ride, or Swim check in any of her favored terrains, a geomancer with this trick can make two skill checks and take the higher.
Adaptable Terrain (Ex)Geomancer 8A geomancer with this trick can adapt and orient herself to new environments and new enemies. She gains a +1 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks whenever she is in a terrain she hasn’t selected as one of her favored terrains. She leaves no trail and can’t be tracked in any such terrain (though she can leave a trail if she so chooses).
Additional Geomancy (Su)Geomancer 8A geomancer with this trick is able to produce an additional geomancy attack at a -5 penalty as part of a full attack.
Advantageous Terrain (Ex)When a geomancer with this trick is within one of her favored terrains, she can spend up to 3 consecutive rounds studying an area of terrain to gain the benefits below. Each round of studying terrain is a standard action. During the first round of studying terrain, the geomancer designates a 60-foot-radius-burst area from a single square within line of sight. Depending on how many rounds the geomancer spends studying the area, she or her allies gain the following benefits for 10 minutes per geomancer level she possesses.

• 1st Round: Allies within line of sight and that can hear the geomancer gain a +2 bonus on initiative checks while within the advantageous terrain area.
• 2nd Round: Allies within line of sight and that can hear the geomancer gain a +2 on Perception, Stealth, and Survival checks while within the advantageous terrain area.
• 3rd Round: The geomancer’s movement is not hampered by difficult terrain while within the advantageous terrain area. Furthermore, the geomancer can take 10 on Climb and Swim checks and checks to jump while within the area, even when in immediate danger or distracted.
Camouflage (Ex)A geomancer with this trick can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn’t grant cover or concealment.
Geomancy Burst (Su)A geomancer with this trick makes geomancy attacks with a burst, extending from adjacent creatures to 10-ft.-radius burst. This geomancy trick can be selected more than once, increasing the burst radius by 5 feet each time.
Geostep (Su)Geomancer 12A geomancer's connection with the earth is so great that she is able to move through it with unparalleled ease. With this trick, in a favored terrain she has chosen, she is able to teleport a distance equal to her movement speed as a move action.
Greater Additional Geomancy (Su)Geomancer 16, Additional Geomancy geomancy trickA geomancer with this trick is able to produce a third geomancy attack at a -10 penalty, as part of a full-attack.
Greater Geomancy (Su)Geomancer 12, Improved Geomancy geomancy trickWhile in any of her favored terrains, a geomancer with this trick deals an extra 1d6 points of elemental damage when using geomancy. In addition, the DC of her geomancy effect increases by 1. This geomancy trick stacks with improved geomancy.
Hide in Plain Sight (Ex)Geomancer 12, Camouflage geomancy trickWhile in any of her favored terrains, a geomancer with this trick can use the Stealth skill even while being observed.
Improved Geomancy (Su)Geomancer 6While in any of her favored terrains, a geomancer with this trick deals an extra 1d6 points of elemental damage when using geomancy. In addition, the DC of her geomancy effect increases by 1.
Improved Quarry (Ex)Geomancer 16, Track, Swift Tracker, and Quarry geomancy tricksThe geomancer’s ability to hunt her quarry improves. She can now select a quarry as a free action, and can now take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed or dismissed, she can select a new one after 10 minutes have passed.
Improved Stone Scouting (Ex)Stone Scouting geomancy trickA geomancer’s bonus on Perception checks to notice underground environmental hazards increases to +4. Additionally, the geomancer with this trick receives a check to notice these irregularities whenever she passes within 15 feet of them.
Infiltration (Ex)Once per day, a geomancer with this trick can choose a single terrain type that is not her favored terrain. For the next hour per geoamancer level, she treats that terrain as if it were one of her favored terrains.
Live in Comfort (Ex)Geomancer 10A geomancer is truly at home within her favored terrains. She knows all the signs of the wilderness. She rarely gets lost. She can easily live off the land in comfort, and can provide for companions. The geomancer with this trick can take 10 on any Survival check involving any of her favored terrains, even when in immediate danger and distracted. If the geomancer is not in immediate danger and distracted, she can take 20 even if the check has a penalty for failure.
Master Explorer (Ex)Geomancer 10, Adaptable Terrain, Advantageous Terrain, and Subterranean Stride geomancy tricksA geomancer becomes a master explorer. With this trick, she can move through any sort of terrain that impedes movement at her full speed, even if it is enchanted or magically manipulated to impede motion.
Perfect Advantage (Ex)Geomancer 10, Advantageous Terrain and Superior Tactics geomancy tricksWhen using her advantageous terrain ability, a geomancer needs only to study the terrain as a standard action to gain all of the benefits. Furthermore, the area of her advantageous terrain increases to a 1-mile-radius spread from the single square within line of sight.
Precise Geomancy (Su)Geomancy Burst geomancy trickWhenever the geomancer uses geomancy, she can select a number of squares equal to her Wisdom modifier that are not affected by the radius burst damage from her geomancy. If the geomancy misses, this trick has no effect.
Quarry (Ex)Geomancer 8, Track geomancy trickA geomancer with this trick can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a geomancer can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. A geomancer can have no more than one quarry at a time. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the geomancer sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour.
Stone Scouting (Ex)A geomancer with this trick gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A geomancer receives a check to notice these hazards whenever she passes within 10 feet of them, whether or not she is actively looking.
Subterranean Stride (Ex)Geomancer 6A geomancer is never slowed by difficult terrain while underground. However, areas that are enchanted or magically manipulated to impede motion still affect her.
Superior Geomancy (Su)Geomancer 18, Improved Geomancy and Greater Geomancy geomancy tricksWhile in any of her favored terrains, a geomancer with this trick deals an extra 1d6 points of elemental damage when using geomancy. In addition, the DC of her geomancy effect increases by 1. This geomancy trick stacks with improved and advanced geomancy.
Superior Tactics (Ex)Geomancer 6, Advantageous Terrain geomancy trickOnce per day, after a geomancer and her allies roll initiative, the geomancer with this trick can arrange her and her allies’ initiative rolls any way she wishes. If she has already taken 3 rounds to scout out the terrain with her advantageous terrain ability and both she and her allies are within the effect area, they gain a +2 bonus to initiative checks. Using this ability is not an action.
Swift Tracker (Ex)Geomancer 8A geomancer with this trick can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Terrain Bond (Ex)Geomancer 8A geomancer with this trick forms a bond with the land itself, enabling her to direct others in such terrain. When in her favored terrain, the geomancer grants all allies within line of sight and that can hear her a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with her, the geomancer’s allies leave no trail and can’t be tracked. The geomancer can choose for the group to leave a trail, or even for specific members of the group to leave a trail if she so desires.
Track (Ex)A geomancer with this trick adds half her geomancer level to Survival skill checks made to follow tracks.
Trailbreaker (Ex)A geomancer constantly works to obscure her trail. With this trick, she increases the Survival DC to track her, or a group of which she is a part, by an amount equal to half her geomancer level. This does not stack with similar abilities.
Wilderness Whispers (Su)Geomancer 16, Adaptable Terrain, Advantageous Terrain, Subterranean Stride, Master Explorer, Track, and Swift Tracker geomancy tricksA geomancer with this trick cannot be surprised and always acts as if she had rolled a natural 20 on any initiative check while within any of her favored terrains. A geomancer can always move at full speed while using Survival to follow tracks without penalty.