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As a geomancer gains experience, she learns a number of tricks that aid her. Starting at 2nd level, the geomancer gains one geomancy trick. She gains an additional geomancy trick for every two levels of geomancer attained after 2nd 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 8, Geomancy class featureA 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.
Arctic Adaptation (Ex)Favored Terrain (cold) class featureThe geomancer treats cold environments as though they were one step less severe than they normally are. Additionally, she gains a +2 bonus on Perception checks against creatures that gain a racial bonus on Stealth checks in snowy conditions, and she gains a +4 bonus on saving throws and checks to avoid becoming blinded or dazzled by ice or snow glare.
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.
Desert Dweller (Ex)Favored Terrain (desert) class featureThe geomancer treats hot environments as though they were one step less severe; if she has a similar ability from another class feature, the benefits stack and she treats hot conditions as if they were two steps less severe. She needs to consume only half the normal amount of water for a creature of her size, and she gains a +4 bonus on Constitution checks to resist the effects of thirst. She also gains a +4 bonus on saving throws and checks to avoid becoming blinded or dazzled by glare or being deceived by a desert mirage.
Earth Magic (Ex)Favored Terrain class featureWhile the geomancer is in her favored terrain, her effective caster level increases by 1 for the purpose of improving spell effects dependent on caster level. This increase in effective caster level doesn’t grant her access to more spells.
Easy Terrain (Ex)Geomancer 6While in a favored terrain, the geomancer gains a +10 movement bonus to base land speed.
Elemental Blessing (Su)Geomancer 6The geomancer casts any elemental spells that appear on both the black mage and geomancer spell lists at +1 caster level and with +1 to the save DC.
Enhanced Geomancy (Ex)The geomancer chooses 1 geomancy power (for example: Pitfall, Water Ball or Blizzard) and increase damage dice to d8’s. The geomancer can select this trick multiple times, but she must select a different Geomancy Power.
Extra Favored Terrain (Ex)Favored Terrain class feature, Two favored terrainsThe geomancer gains an additional favored terrain that she don’t already have.
Extra Leylines (Ex)Two leylinesThe geomancer gains an additional leyline that she don’t already have.
Forester (Ex)Favored Terrain (forests) class featureThe geomancer ignores difficult terrain created by light or heavy undergrowth, and she ignores increased DCs for Acrobatics and Stealth checks in light or heavy undergrowth. In addition, she can use trees to shield herself from attacks, gaining a +1 cover bonus to her AC whenever she is adjacent to a tree (including while climbing). If she is adjacent to two or more trees simultaneously, she gains a +2 cover bonus to her AC and a +1 bonus on Reflex saving throws.
Geomancy Burst (Su)Geomancy class featureA 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 trick, Geomancy class featureA 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 trick, Geomancy class featureWhile 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.
Ice Climber (Ex)Arctic Adaptation or Mountaineer geomancy trick; Climb 2 ranks.When moving across a slippery surface (including but not limited to icy surfaces), the geomancer gains a +5 bonus on Climb checks and on Acrobatics checks to maintain her balance. If she fails a Climb check, she falls only if she fails the check by 10 or more. She also gains a +5 bonus on Perception checks to notice an avalanche and a +2 circumstance bonus on Reflex saves to avoid an avalanche.
Improved Easy Terrain (Ex)Easy Terrain geomancy trickAllies within line of sight of the geomancer gain a +10 movement bonus to base land speed while in one of her favored terrains.
Improved Geomancy (Su)Geomancer 6, Geomancy class featureWhile 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.
Improved The Air Sings (Ex)The Air Sings abilityThe geomancer increases the range of The Air Sings by 30 feet.
Improved The Earth Speaks (Ex)The Earth Speaks abilityThe geomancer increases the range of The Earth Speaks ability by 30 feet.
Improved The Echoes Dance (Ex)The Echoes Dance abilityThe geomancer increases the range of The Echoes Dance by 30 feet.
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 geomancer level, she treats that terrain as if it were one of her favored terrains.
Jungle Survivalist (Ex)Favored Terrain (jungle) class featureThe geomancer gains a +2 bonus on saving throws against diseases, poisons, and the distraction ability of creatures with the swarm subtype. She also gains a +2 bonus on Acrobatics and Climb checks when climbing trees and a +2 bonus on Perception checks against creatures that gain a racial bonus on Stealth checks in vegetation.
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.
Live Off the Land (Ex)Favored Terrain class featureThe geomancer (and any allies whom she assists with the Survival skill) can move at full speed while using Survival to gather food and water, and she gains a +4 bonus on Survival checks to do so. If she casts create food and drink, create water, or any similar spell that creates edible and potable provisions while she is in her favored terrain, her caster level increases by an amount equal to half her favored terrain bonus.
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.
Mountaineer (Ex)Favored Terrain (mountains) class featureThe geomancer gains a +2 bonus on Climb checks on natural stone surfaces and a +4 bonus on Fortitude saves to avoid high-altitude fatigue and altitude sickness. If she spends 24 hours at a dangerous altitude, she treats that altitude as if it were one category lower. If she spends at least 1 week at that altitude, she is immune to altitude fatigue or sickness. If she goes to a lower altitude for more than 1 week, she loses this acclimation.
Natural Pathseeker (Ex)Favored Terrain class featureWhile the geomancer is in any of her favored terrains, she applies half her favored terrain bonus to Acrobatics, Climb, and Swim skill checks.
One with the Land (Ex)Favored Terrain class featureIn the geomancer's favored terrain, she requires only half the normal amount of food, water, and sleep, and her rate of natural healing is doubled. She adds half her favored terrain bonus as a bonus on saving throws and Constitution checks to stave off the effects of cold exposure, heat exposure, starvation, and thirst in her favored terrain.
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.
Plains Nomad (Ex)Favored Terrain (plains) class featureThe geomancer and a mount she is riding gains a +2 bonus on Constitution checks to avoid damage and fatigue from hustling or a forced march. In plains terrain, this bonus is doubled and also applies on Survival checks to avoid getting lost, to find food and water, to protect herself from severe weather, and to predict the weather.
Planar Hunter (Ex)Favored Terrain class featureWhen the geomancer is on one of the planes she has selected as a favored terrain, she gains a +2 bonus on weapon attack rolls against outsiders native to that plane. She also ignores up to 5 points of damage reduction when making weapon attacks against outsiders native to that plane, except for damage reduction without a type (such as DR 10/—). In addition, she gains this bonus against extraplanar creatures she encounters and identifies as
being from one of her planar favored terrains, such as with a successful Knowledge (planes) check, regardless of what plane she or they are on. The geomancer may select this trick multiple times. Each time she takes it, she applies it to a different qualifying favored terrain.
Precise Geomancy (Su)Geomancy Burst geomancy trick, Geomancy class featureWhenever 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.
Submarine Skirmish (Ex)Favored Terrain (water) class featureWhen the geomancer uses the charge action while swimming, she may choose to negate the normal -2 penalty to her AC for using the charge action. Alternatively, she can accept that penalty in order to take her charge attack at any point during her movement, continuing the remainder of her movement in a straight line after attacking. She must move at least 10 feet before taking her charge attack. If she uses the withdraw action while she is swimming, she may take a single melee attack before beginning her movement.
Superior Geomancy (Su)Geomancer 18, Improved Geomancy and Greater Geomancy geomancy tricks, Geomancy class featureWhile 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.
Surecast (Su)Combat Casting featThe geomancer exercises caution when in danger, casting her spells with more care. While in a threatened square, she may choose to spend a full-round action to cast a spell, with a casting time of standard action or less. Doing so allows her to cast the spell without needing to cast defensively.
Swamper (Ex)Favored Terrain (swamps) class featureThe geomancer gains a +2 bonus on Climb checks, Swim checks, and Acrobatics checks to maintain her balance when moving across a slippery surface, and she can move at full speed through shallow and deep bog terrain. She can see twice as far as normal in fog, mist, murky water, vegetation, and similarly obscuring conditions, and creatures adjacent to her never gain concealment from fog, mist, murky water, or vegetation.
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.
Torrid Tolerance (Ex)Desert Dweller or Jungle Survivalist geomancy trickThe geomancer treats hot environments as though they were one step less severe; if she has a similar ability from another trick (like Desert Dweller), the benefits stack and she treats hot conditions as if they were two steps less severe. She does not take a penalty on Constitution checks for wearing armor in hot climates.
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.