Geomancer

**Role:** Geomancers are masters of earth and world manipulation, and can contort and shif the battlefield it's self into various new shapes to hinder their foes and aid comrades. Geomancers worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity or Overlord, though Geomancers are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

**Alignment:** Any neutral

**Hit Die: d8**

**Starting Wealth:** 2d6 × 10 hl (average 70 hl.) In addition, each character begins play with an outfit worth 10 hl or less.

**Class Skills**

The Geomancer’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Martial Knowledge (Monk/Close) (Int), Martial Knowledge (Blades, Heavy) (Int), Martial Knowledge (Bows) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

**Table: Geomancer**

**Class Features**

All of the following are class features of the Geomancer.

**Evility: Geo Energy** A number of times per day equal to your Wisdom modifier, You can choose to increase one of your ability scores by +1 for every two Geo symbols within 30 feet of you. This ability lasts a number of rounds equal to your level. Activating this ability is a swift action.

**Weapon and Armor Proficiency**

Geomancers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, bows and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Geo Change (see below).

Geomancers are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A Geomancer may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Geomancers are proficient with shields (except tower shields) but must use only wooden ones.

A Geomancer who wears prohibited armor or uses a prohibited shield is unable to cast Geomancer spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

#### Martial Techniques

A Geomancer gains a number of martial techniques he can utilize in battle. A geomancer can qualify for bonus martial techniques from a high wisdom score in the same way a Geomancer can. Unlike with spells, technique saving throws depend on the type of weapon wielded. A Druid can use these slots to cast it's powerful spells as well.

**Spells and techniques**

A Geomancer casts divine spells, which are drawn from the Geomancer spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A Geomancer must choose and prepare her spells in advance.

To prepare or cast a spell, the Geomancer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Geomancer’s spell is 10 + the spell level + the Geomancer’s Wisdom modifier.

Like other spellcasters, a Geomancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on **Table: Geomancer**. In addition, she receives bonus spells per day if she has a high Wisdom score.

A Geomancer must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A Geomancer may prepare and cast any spell on the Geomancer spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

A Geomancer can also learn to perform a number of martial techniques he can utilize in battle. A Geomancer can qualify for bonus martial techniques from a high wisdom score in the same way it can with spells. Unlike with spells however, technique saving throws depend on the type of weapon wielded, listed in the technique's description.

Very few classes gain martial techniques for free, they must train to learn how to utilize the techniques. However this also means there is truly no limit to the number of martial techniques one can learn. Martial Techniques need not be prepared beforehand, they can be performed so long as you have uses left in the day.

Learning martial techniques is described in the Skills Section of this system.

**Spontaneous Casting**

A Geomancer can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

**Chaotic, Evil, Good, and Lawful Spells**

A Geomancer can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

**Orisons (Sp)**

Geomancers can prepare a number of orisons, or 0-level spells, each day, as noted on **Table: Geomancer** under “**Spells per Day**.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

**Bonus Languages**

A Geomancer’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A Geomancer also knows Druidic, a secret language known only to Geomancers and Druids, which she learns upon becoming a 1st-level Geomancer. Geomanceric is a free language for a Geomancer; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Geomancers are forbidden to teach this language to nonGeomancers.

Druidic has its own alphabet.

### **Nature Bond (Ex)**

At 1st level, a Geomancer forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the Geomancer one of the following Geomancer domains: Air, Animal, Earth, Fire, Ice,  Plant, Star, Water, or Weather. When determining the powers and bonus spells granted by this domain, the Geomancer's effective Geomancer level is equal to her Geomancer level. A Geomancer that selects this option also receives additional domain spell slots, just like a Geomancer. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A Geomancer may begin play with a **Geo Beast**. This animal is a loyal companion that accompanies the Geomancer on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the Geomancer advances in level. If a character receives an animal companion from more than one source, her effective Geomancer levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their Geomancer reaches 4th or 7th level, depending on the companion. If a Geomancer releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Rules for this are found on the Geomancer Animal Companion page.

### **Greensight (Sp)**

At 1st level, a Geomancer is always effected by a Greensight spell. At 4th level the Geomancer is no longer hindered by wood and can see through it as if it were transparent. At 8th level the geomancer is unimpeded by unworked stone, and at 12th level the Geomancer is unimpeded by hewn stone. At 16th level the geomancer is no longer impeded by metal.

### **Wild Empathy (Ex)**

At 1st level, a Geomancer can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Geomancer rolls 1d20 and adds her Geomancer level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Geomancer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Geomancer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

### **Geo Change (Su)**

At 1st level, A number of times per day equal to his level +3, a Geomancer gains the ability to Alter the terrain around them to suit their needs and to alter the structures known as Geo symbols and geo panels around them, or can alter the earth around them. This can be done in the following ways.

***Chaotic Shift (Su):*** As a Standard action, the Geomancer can alter a number of 5 foot squares of land within 100 feet of himself equal to the Geomancer’s wisdom modifier. The Geomancer can alter an additional two 5 foot squares for every Geomancer level he possesses. If there is a Geo panel within this area, or a Geo Symbol, the Geomancer will alter them, changing the panels at random into other geo panels and symbols through the random geo panel charts on the Geo Symbols Page. If there are Geo Beasts connected to the geo panels, the Geo Beast gains a fortitude save DC: 10 + ½ Geomancer level + Wisdom modifier to resist the effect.

***Leyline Transmogrification (Su):*** Alternatively the Geomancer can choose to select up to 1 five foot square per geomancer level within 60 feet of himself. These squares become any geo panel color of your choosing, selecting from the options of Red, Green, Blue, Yellow, Purple, or Cyan. If the squares you select are already geo  panels of a different color, you alter them to be the color of your choosing. This does not alter the color of any Geo Symbols within the area.

***Shape Earth (Sp):*** As a full round action, the Geomancer replicates the effects of an Expeditious Excavation and a Wood Shape spell as his Geomancer level. This effects up to one 5 foot square per 4 levels and can be placed anywhere within 100 feet of the Geomancer that the Geomancer can see for the Expeditious Excavation and follows the normal rules of casting Wood Shape.

At 2nd level, and every even level afterward (Levels 4, 6, 8, 10, 12, 14, 16, 18, and 20) the Geomancer can select a Geo Change from the following list. If the Geo change possesses a saving throw DC, the DC is always 10+1/2 Geomancer level+ Wisdom modifier. Some of these geo change abilities alter the way the Geo Change abilities work, and some grant the Geomancer other earth or nature related abilities. If the ability is one that applies to a use of Geo Change without any additional cost, the Geomancer can apply a number of the abilities to a single use of Geo Change equal to ½ of the Geomancer’s level.

*Improved Shape Earth (Sp):* When a Geomancer uses Geo Change to shape Earth, they also cast a Soften Earth and Stone spell. In addition the Geomancer can choose to effect the area of effect with a Diminish Plants or Plant Growth spell.

*Greater Shape Earth (Sp):* When a Geomancer uses Geo Change to Shape Earth, they also cast a Move Earth spell. This also alters the Geomancer’s shape earth ability to effect the range and area of effect. Using this is a full round action per 150 square feet altered through the move earth spell. This does not require any spell components. In addition to the earth, the Geomancer can grow trees and plants in the areas, growing and altering trees by expending the same amount of square feet the Geomancer wishes the tree’s height to be. The Geomancer must possess the seeds to grow said trees in this manner, and they can be easily reshaped such as through transforming a tree into a fence or a humanlike shape. The Geomancer must possess Improved Shape Earth to select this ability.

*Paragon Shape Earth (Sp):* When a Geomancer uses Geo Change to alter the terrain, The casting time becomes 1 standard action for every 150 foot square up to 10 feet deep that you effect with Shape Earth. Activating the spell hey can also create a Rampart of hard-packed earth and stone 5 feet thick, 10 feet high. The Rampart appears In a line up to 10 feet long per two levels or as a circle with a radius of up to 3 feet +1 foot per level. The *rampart* cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the *rampart* has hardness 0 and 180 hit points. A section of the *rampart* whose hit points drop to 0 is breached. If a creature tries to break through the *rampart* with a single attack, the DC for the Strength check is 60. A creature can climb over the *rampart* with a DC 20 Climb check.

*Create Pit (Sp):* When a Geomancer uses geo Change to Shape Earth, they also create the effects of a Create Pit spell somewhere within the area of the Geo change’s effect. This can create a second pit at 8th level, and a third pit at 14th level. This does not require any spell components.

*Hungry Pit (Sp):* Whenever a Geomancer uses Geo Change to Shape Earth, they also cast a Hungry Pit spell. At 14th level this creates a second pit. The Geomancer must possess the Create Pit ability to select this.

*Shape Stone and Snow (Sp):* The Geomancer can replicate a Stone Shape and Snow Shape spell when using the Shape Earth ability.

*Warp Steel (Sp):* When a Geomancer uses Geo Change to Shape Earth, the Geomancer can also cast a Warp Metal and Warp wood spell along with the usual effect. If the Geomancer possesses Improved, Greater, and Paragon Shape Earth abilities, they can also shape wood and metal in the same way they can alter earth and stone.

*Fabricate (Sp):* When using Geo Change to shape Earth, you can also cast a Fabricate spell in the area as well, following the usual rules for the fabricate spell, however the fabricated items can be any material that’s being altered with the Shape Earth effect if you can effect other materials. You must possess shape stone and snow to select this.

*Create Water (Sp):* When using Geo Change to shape Earth, you can also cast a Create water spell and a shape water spell as part of the action. You can alternatively cast a destroy water spell. You must possess the Improved Earth shape ability to select this.

*Day and Night (Sp):* When using your Geo Change ability, you can create the effects of a Daylight spell, or a Darkness spell that effects the entire location of your Geo Change for 10 minutes per Geomancer level. Unlike with the usual spell, this changes the location’s light level regardless of what the natural light level is. This can be switched to the other as a standard action (I.e. From light to dark or vice versa). At 8th level the area increases by 2 steps darker or lighter, and at 14th level it increases by 3 steps darker or lighter. This effect can be made permanent with use of the permanency spell. The Geomancer must be at least 4th level to select this ability.

*Greater Day and Night (Sp):* When using Geo Change and utilizing the Day and Night ability, you can expend an additional use of Geo Change while activating it to create the effects of a Deeper Darkness spell if choosing dark. A number of allies determined by your wisdom modifier, are immune to this darkness. If choosing light it creates a Morning Sun spell. The light created by this spell is treated as daylight for the purpose of damaging creatures that take damage from sunlight. The Geomancer must be at least 10th level to select this ability.

*Rough Terrain (Su):* When using the Geo Change effect to Shape Earth, you can choose for any of the squares to be considered rough terrain.

*Environmental Shift (Su):* The area you effect with your Geo Change is treated as an environment of your choosing. You select an environment from the list of Favored terrains that you possess to determine this environment. This lasts for 1 round per level.

*Greater Environmental Shift (Sp):* The Temperature becomes extremely hot or extremely cold when using environmental shift. All creatures within the area are effected by a Frostbite spell, or a Heatstroke spell. Creatures must make this saving throw every three rounds that the temperature remains lowered like this. Spells like planar adaptation protect a creature from these effects. The caster is never effected by this. You must possess the Environmental Shift ability to select this.

*Paragon Environmental Shift (Sp):* When using Environmental shift, the Geomancer can effect the area with a Control weather spell. The weather is altered only in the area of the Geo Change, and the casting time is altered so that the effects activate immediately. The DC of any environmental hazards uses the save DC of your Geo Change instead of the usual change, and if it is not a saving throw but an ability check DC, it increases by an amount equal to the Geomancer’s Wisdom score. The Geomancer must be at least level 12 to select this ability and must possess the Greater Environmental Shift ability to select this.

*Violent Environmental Shift (Sp):* When using Geo Change to change the environment, you can choose to create one of the following effects based on the location you select. The area must have the proper features (Such as buildings or water) for it to take effect. The Geomancer must be at least 14th level to select this, and the Geomancer must possess the Greater Environmental Shift ability to select this. The effect lasts for 1 round per level.

*Negative-Dominant (Su):* You can choose for the area of effect that you target to become a Minor Negative Dominant as per the planar rules. Planes with this trait drain the life out of travelers who tread upon them. They tend to be lonely, haunted planes, drained of color, devoid of plant and animal life, and filled with winds bearing the soft moans of those who died within them. Death ward provides protection from a negative-dominant plane as long as the effect lasts, regardless of the strength of that plane’s negative dominant trait. living creatures take 1d6 points of negative energy damage per round. When this damage reduces a creature to 0 hit points or below, the creature crumbles into ash. Undead on a minor negative-dominant plane instead gain fast healing 2. This lasts for 1 round per Geomancer level. The Geomancer must be at least 8th level to select this ability. A Geomancer cannot use this and any of the positive dominant abilities at the same time.

*Positive-Dominant (Su):* You can choose for the area of effect that you target to become a Minor Positive Dominant as per the planar rules. A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane gain fast healing 2. Undead instead take 1d6 points of positive energy damage per round, and at 0 hit points they crumble to ash. This lasts for 1 round per Geomancer level. The Geomancer must be at least 8th level to select this ability. A Geomancer cannot use this and any of the negative dominant abilities at the same time.

*Greater Negative-Dominant (Su):* The Geomancer must possess Negative Dominant to select this ability. Major negative-dominant planes are even more dangerous to the living. Each round, a living creature on such a plane must succeed at a Fortitude save or incur a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain and becomes a wraith. Undead on a negative-dominant plane gain fast healing 5. The Geomancer must be at least 16th level to select this ability. A Geomancer cannot use this and any of the positive dominant abilities at the same time.

*Greater Positive-Dominant (Su):* The Geomancer must possess Positive Dominant to select this ability. A creature on a major positive-dominant plane must succeed at a Fortitude save or be blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants living creatures fast healing 5. In addition, living creatures at full hit points gain 5 additional temporary hit points per round that last until 1d20 rounds after the creature leaves area. A creature that gains temporary hit points in this way must attempt a Fortitude save each round that its temporary hit points exceed its normal maximum hit point total. Failure results in the creature exploding in a riot of energy, this deals damage equal to ½ of the creature’s total health and exhausts it for 24 hours. Undead on a major positive-dominant plane take 3d6 points of positive energy damage per round and are staggered during each round they take this damage. A Geomancer cannot use this and any of the negative dominant abilities at the same time.

*Impeded Magic (Su):* The Geomancer creates a zone of impeded magic within the effected area of it’s Geo change. The Geomancer can select one spell descriptor per 3 levels. To cast spells with that descriptor, a caster must make a concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. This lasts for 1 round per level.

*Limited Magic (Su):* The Geomancer limits the magic that can be cast within the area of it’s Geo Change effect. The Geomancer selects one school of magic. While within the location of this Geo Change effect, Spells and spell-like abilities of this kind cannot be cast. A Geomancer can expend additional rounds of Geo Change when activating the Geochange ability to select another school of magic for the duration of this ability that cannot be cast. This lasts for 1 round per level. The Geomancer must be at least 12th level to select this, and must possess the Impeded magic ability to select this.

*Dead Magic (Su):* The Geomancer creates a zone of dead magic within the area effected by his Geo Change ability. By spending 2 additional uses of their Geo Change ability when activating this, they can create a magical deadzone. This area has no magic at all. A plane with the dead magic trait functions in all respects like an antimagic field spell. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only exception to the “no magic” rule is permanent planar portals, which still function normally. This lasts for 1 round per level. A Geomancer must be at 18th level to select this ability, and must have selected the Limited magic ability.

*Enhanced Magic (Su):* The Geomancer creates a zone of enhanced magic within the effected area of it’s Geo change. The Geomancer can select one spell descriptor per 3 levels. Spells with that descriptor are cast at +2 to their caster level and the saving throw DC is increased by +2. This lasts for 1 round per level.

*Wild Magic (Su):* The Geomancer creates a zone of wild magic within the effected area of it’s geo change. Any spell or spell-like ability used on a wild magic plane has a chance to go awry. The caster must make a caster level check (DC 15 + the level of the spell or spell-like ability) for the magic to function normally. Failure means that something strange happens, and that the caster must roll on the Wild magic table. The Geomancer must possess the Enhanced magic ability and be at least 12th level to select this. This effect lasts for 1 round per level.

*Spell Trapped Alteration (Su):* By spending 1 additional use of Geo change when using the Geo Change ability, you can cast a spell with a casting time of no more than a standard action along with it. This spell must have an area effect. This spell is placed within the altered land as a series of invisible runes that cannot be detected unless through detect magic or similar abilities. At any point the Geomancer can choose to activate the spell so long as he is within range. This spell remains for 1 minute per Geomancer level, or until it is triggered, whichever comes first. The Geomancer must be at least level 8 to select this ability.

*Aligned Geo Change (Su):* When using Geo Change, the area effected becomes Aligned to a specific alignment of your choosing. It must be a Chaotic, Lawful, Evil, or Good aligned location. It must be an alignment that the Geomancer possesses. Creatures who have an alignment opposite that of the Aligned area take a –2 penalty on all Charisma-based checks. This lasts for 1 minute per level.

*Greater Aligned geo Change (Su):* When using Geo change, the area effected becomes much more heavily aligned than it was prior. In the area effected by the Geo Change, a –2 penalty applies on the Intelligence-, Wisdom-, and Charisma-based checks of all creatures not of the plane’s alignment. The penalties for the moral and ethical components of the alignment trait stack. Now the area can also be selected as a strongly neutral aligned plane. A strongly neutral-aligned plane stands in opposition to or in careful balance between all moral and ethical principles: good, evil, law, and chaos. Such a plane may be more concerned with the balance of the alignments than with accommodating and accepting alternate points of view. In the same fashion as for other strongly aligned planes, strongly neutral-aligned planes impose a –2 penalty on the Intelligence-, Wisdom-, and Charisma-based checks of any creature that isn’t neutral. The penalty is applied separately for neutrality with respect to law and chaos and for neutrality with respect to good and evil; therefore chaotic neutral, lawful neutral, neutral evil, and neutral good creatures take a –2 penalty, and chaotic evil, chaotic good, lawful evil, and lawful good creatures take a –4 penalty. This lasts for 1 round per level, and the creature must possess the Aligned Geo Change ability to select this. The Creature must be at least 8th level to select this ability.

*Bountiful (Su):* The Location effected by your Shape Earth ability of Geo Change gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The location provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the area. The area does not have any animals unless you transport them there, but the ecology can sustain itself for as long as it exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. The Geomancer must possess the Create water and improved shape earth abilities to select this.

*Fire Dominant (Su):* The Location effected by your Geo Change becomes a fire dominant plane of existence. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated. Unprotected flammable materials catch fire almost immediately, and individuals wearing unprotected flammable clothing catch on fire. In addition, all individuals take 3d10 points of fire damage each round while on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes, while those that are made of water take 6d10 points of fire damage from the plane each round, rather than 3d10. This lasts for 1 round per level. A Fire Dominant location can never be Earth, Water, or Air dominant. The Geomancer must possess the Greater Environmental Shift ability to select this and they must be at least 12th level.

*Earth Dominant (Su):* The Location effected by your Geo Change becomes an Earth dominant plane of existence. The area of the Geo Change is targeted by an Entomb spell. Unlike with the normal spell, creatures within the area are treated as being stuck underground such as by a cave in. Creatures in the initial area take 8d6 points of crushing damage, or half that amount if they make a DC Reflex save. They are subsequently buried. Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead. Suffocation rules apply while under the ground. This effect ends as does the entire entombment effect after 1 round per level. An Earth Dominant location can never be Fire, Water, or Air dominant. The Geomancer must possess the Greater Environmental Shift ability to select this and they must be at least 12th level.

*Water Dominant (Su):* The Location effected by your Geo Change becomes a Water dominant plane of existence. The area of the Geo Change is targeted by an Entomb spell. Unlike with the normal spell, creatures within the area are treated as being stuck under water. Creatures in the initial area take 8d6 points of crushing damage from the water pressure, or half that amount if they make a DC Fortitude save. They are subsequently submerged. Characters take 1d6 points of nonlethal damage per minute while buried. Creatures within this area must hold their breath or begin drowning. If such a character falls unconscious they immediately begin drowning. Creatures that can breathe under water can breathe here. Creatures of the fire subtype are extremely uncomfortable on water-dominant planes, and those made of fire take 1d10 points of damage each round while on a water dominant plane. This effect ends as does the entire entombment effect after 1 round per level. A Water Dominant location can never be Fire, Earth, or Air dominant. The Geomancer must possess the Greater Environmental Shift ability to select this and they must be at least 12th level.

*Air Dominant (Su):* The Location effected by your Geo Change becomes an Air Dominant plane of existence. The area of the geo Change is treated as if it were within a wind wall effect. This causes the area to become a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot move while within the barrier. Loose materials and cloth garments fly upward in the area. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the area has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot move through the area (although it is no barrier to incorporeal creatures). Though most gasses are blown away, the Geomancer can still place any gas or cloud based spell within the area such as acid fog or obscuring mist, and it won’t be blown away by the wind. If any other creature uses such a spell however, it will be dispersed instantly. This lasts for 1 round per level. An air Dominant location can never be Fire, Earth, or Water dominant. The Geomancer must possess the Greater Environmental Shift ability to select this and they must be at least 12th level.

*Heavy Gravity (Su):* The Geomancer can drastically increase the gravity in the area effected by his Geo Change. The gravity within the area is much more intense than usual. As a result, Acrobatics, Climb, Ride, Drive, and Swim checks incur a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s *speed*. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall in a heavy gravity location take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage. This lasts for 1 round per level. The Geomancer must be at least 6th level to select this. An area can only be effected by a single gravity effect at a time.

*Light Gravity (Su):* The Geomancer can drastically decrease the gravity in the area effected by his Geo Change. The gravity within the area is much less intense than usual, as a result, creatures find that they can lift more. Characters in an area with light gravity gain a +2 circumstance bonus on attack rolls and on Acrobatics, drive, and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. Falling characters in a light gravity plane take 1d4 points of damage for each 10 feet fallen (maximum 20d4). This lasts for 1 round per level. The Geomancer must be at least 6th level to select this. An area can only be effected by a single gravity effect at a time.

*No Gravity (Su):* The Geomancer can virtually erase the gravity in the area effected by his Geo Change. The gravity within the area is gone and causes everything within the area to float. Without magical flight, moving in an area with no gravity is difficult. A character with a surface to push off from can move up to half speed in any direction. A double move or charge can be performed this way, but not a run. A character can move at his full climb speed or his full land speed by succeeding at a DC 20 Climb check as long as he remains adjacent to a surface with sufficient handholds. He adds his Dexterity modifier (minimum 0) on this Climb check in addition to his Strength modifier. Once a character starts moving, he continues moving at the same speed in the same direction each round without using an action until he latches onto an object to stop himself, pushes off in another direction, or creates thrust somehow (each of which requires a move action). Creatures with nonmagical means of flight lose the ability to fly for 2d6 rounds after entering a no gravity area. A character in a no gravity environment can lift and carry 10 times his normal limit. Ranged weapons have no maximum range, and their range increment distances are multiplied by 10. If a creature exits from the area of the Geo Change gravity immediately resumes for them, most likely meaning they will begin falling. This effect lasts 1 round per level. The Geomancer must be at least 12th level to select this, and they must possess the Heavy or Light gravity ability to select this. An area can only be effected by a single gravity effect at a time.

*Objective Directional Gravity (Su):* The Geomancer can choose what direction gravity flows when in the area of effect for his Geo Change. The strength of gravity in this area is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the surface of the location itself, or even upward. In addition, the direction of “down” may vary from place to place within the area. The Geomancer can choose at which points the Gravity alters, up to a number of times equal to the Geomancer’s wisdom modifier. This lasts for 1 round per level. This Gravity ability can be combined with No Gravity, Light Gravity, and Heavy Gravity. The Geomancer must be at least 6th level to select this ability.

*Unbounded (Su):* The Geomancer alters the boundaries of the geo change so that they warp and fold in on themselves. The borders wrap in on themselves, depositing a traveler who voyages too far onto the other side of the map. Unbounded areas have magical edges that teleport the traveler to the opposite edge when she crosses them. Creatures entering the area will be unable to realize that the area is Unbounded unless they attempt to exit, in which they will appear on the other side of the Geo Changed area. The geomancer can freely ignore this effect and effectively leave. Creatures on the outside of the Unbounded area can see and interact with those on the inside, though creatures within cannot see the creatures within the outside area. This lasts for 1 round per level. The Geomancer must be at least 10th level before selecting this.

*Earthquake (Su):* The Geomancer can spend 3 uses of Geo Change to cast an earthquake spell. The Geomancer cannot select this ability until 12th level.

*Urban Sprawl (Su):* The Geomancer creates a town that springs from the materials around it within the area of the Geo Change effect. By expending two uses of Geo Change, The Geomancer can spend 30 minutes constructing buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a Geomancer must make a DC 18 Concentration check. If it fails, the Geomancer must stop and cannot use this ability for 1 day. Every hour that the Geomancer uses this ability, the Geomancer expends 2 uses of Geo Change and the concentration DC increases by +4. By spending four uses of Geo change, it lowers the time to a full round action equating to 30 minutes of using the ability. The Geomancer must possess Greater Shape Earth to select this ability.

*Great Fortress (Su):* As a full round action, the Geomancer can create a massive fortress. The Geomancer must spend 1 hour and 4 uses of Geo change. Otherwise this effect is identical to an Instant Fortress magic item, however it cannot be deactivated and just becomes a normal fortress. By spending 8 uses instead, the Geomancer can create the fortress as a standard action. The geomancer must be at least 10th level and possess Urban Sprawl to select this ability.

*Ghost Shift (Su):* The area of the Geomancer’s Geo Change is transported to the shadow plane or Ethereal plane. The Geomancer must expend 1 additional use of Geo Change. All creatures, objects, and terrain shift to the Ethereal or shadow plane immediately. The Geomancer must be 14th level or higher to select this.

*Plane Shift (Su):* The area of the Geomancer’s Geo Change is effected by a Plane Shift spell. The Geomancer must expend 3 additional uses of geo change. The Geomancer selects the plane as usual, and all creatures and land within the area are transported there as usual. The Geomancer must possess Ghost Shift to select this ability. The Geomancer cannot select this ability until it reaches 16th level.

*Greater Plane Shift (Su):* The area of the Geomancer’s Geo Change is effected by a Greater Plane Shift spell. This otherwise works identically to the Plane shift Geomancer ability. The Geomancer must possess the Plane Shift ability to select this.

*Eject from Nature (Su):* While within an area you have effected with Geochange, you can spend a standard action to eject a creature from within the area. They may resist with a will saving throw. If they succeed, they take 1d6 damage per 3 levels the Geomancer possesses and can remain within the plane. If they fail, they are ejected from the location. The Geomancer can choose to do so kindly, or violently. If Violently the creature is treated as if it had fallen a number of feet equal to the distance it has traveled from being ejected and takes falling damage normally. The Geomancer can use this ability once per day for every 3 Geomancer levels it possesses. A Geomancer must be at least 4th level to select this ability.

*Geo Effect (Su):* When the Geomancer uses Geo Change to alter geo panels and geo symbols, they can roll twice and take whichever result they prefer for both the color and the geo symbol abilities.

*Geo Master (Su):* The Geomancer deals double damage against Geo Symbols. When a Geo Symbol begins a chain reaction, the Geomancer uses the DC of their geo change ability as the save DC creatures must make to avoid damage from the geo effect. In addition the damage dealt are d10’s instead of d6’s.

*Geometric Permanence (Sp):* The Geomancer can cast the spell permanency by spending a use of Geo Change. The Geomancer can reduces the cost of any permanency spell it performs this way by 500 hl per Geomancer level (Max 10,000 hl). The Geomancer must be at least 8th level to select this.

*Rock Slammer (Ex):* You gain a natural slam attack that deals 1d6 bludgeoning damage. In addition, you are treated as if you were one size category larger for the purpose of throwing and catching rocks. A creature can hurl rocks up to it’s own size category. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments and it's base range is 30 feet. Damage from a thrown rock is generally twice the creature’s base slam damage plus 1-1/2 times its Strength bonus. Rocks of large size increase their base damage by +1d6, Huge by +2d6, Gargantuan by +3d6, and Colossal by +4d6. You also gain the Rock catching ability. You can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt.

*Rock Tosser (Ex):* You are treated as one size category larger for the purpose of throwing and catching rocks. Your slam damage from Rock Slammer increases to 2d6. In addition you gain the rock throwing ability. This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. You must possess the Rock Slammer trick to select this ability.

*Greater Rock Tosser (Ex):* Your racial bonus to attack rolls with rocks increases by +1. In addition your slam attack from rock tosser deals 4d6 damage now. When you land a critical hit with a rock, Creatures struck must make a fortitude saving throw or be knocked prone and be Stunned for 1 round. A successful saving throw leaves the enemy staggered instead. The DC to catch a rock thrown by you increases by +2. You must possess Rock Tosser to select this ability.

*Earth Wall (Su):* As an immediate action you can expend a use of Geo Change to create a wall of stone from the ground anywhere you can see within 30 feet. This wall is 1 foot thick, 5 feet tall, and 10 feet wide. The wall has a hardness equal to your Geomancer level and 10 hitpoints per level. If this is used when you are targeted by an attack or caught in an area effect, you can have the attack target the wall instead of someone else, so long as you position it properly. It lasts for 1 minute or until it is destroyed, but can be dismissed as a free action by it’s creator.

*Meld into stone (Su):* The Geomancer can cast the spell Meld into stone at will in an area it has effected with geo change. The Geomancer can meld into stone otherwise by spending 1 use of Geo change. The Geomancer can use this to meld into metal, snow, and wood if it has the ability to manipulate such materials with it’s geo change. The Geomancer must be at least 4th level to select this ability.

*Geo Combat (Su):* The Geomancer always adds it’s base weapon damage to damage dealt any time the Geomancer casts the spells Earthquake Bolt, Earthquake, Earthshatter, Clashing Rocks, and Spike Stones.

### **Favored Terrain (Ex)**

**Table: Geomancer Favored Terrains**

 Water (above and below the surface)

At 3rd level, a Geomancer may select a type of terrain from **Table: Geomancer Favored Terrains**. The Geomancer gains a +2 bonus on initiative checks, Knowledge (geography), Perception, Stealth, and Survival skill checks, as well as a +1 to caster level 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 8th level and every five 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 and the caster level while in those locations increases by +1.

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.

#### **Walk the Lines (Su)**

At 9th level, a Geomancer can use her connection to ley lines to cast transport via plants a number of times per day equal to her Wisdom bonus. The Geomancer can use plants, suitably sized rocks, or bodies of water to teleport. Whatever you choose to enter, you must exit from the same material.

### **Planar Acclimation (Ex)**

After attaining 17th level, A Geomancer gains great power and manifests a portion of the raw energy of the universe with themselves. The Geomancer becomes immune to all planar effects that aren’t beneficial and is treated as a native of a single plane of existence of the Geomancer’s choosing. If casting a spell on a plane where a spell would be dampened because of how the plane works, (Light spells in the Shadow plane), they are cast as normal spells by the Geomancer. This ability can be switched by spending 10 minutes to acclimate to another plane.

### **Homeworld (Su)**

At 20th level, the Geomancer knows every tree, every deer, every blade of grass, and every scuttling beetle of their world. The Geomancer selects a specific netherworld relevant to the campaign. The Geomancer is constantly under the effect of commune with nature with regards to that netherworld and can change the facts that they glean from the spell when it prepares it’s spells each day. In addition, while on their homeworld, the Geomancer gains a +4 bonus to her caster level.

### **Geomancer Spells**

These spells are on the list of spells that a Geomancer can cast, spells from the normal Pathfinder RPG are located on the Druid Spells page of the Pathfinder SRD. There are other various druid spells however here in the Spells section.

# **Ex-Geomancers**

A Geomancer who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-Geomancer loses all spells and Geomancer abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a Geomancer until she atones (see the atonement spell description).

# **Reincarnation**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Geomancer Reincarnation