Eidolons | Geomancer

Geomancer

Geomancer

Practitioners of geomancy manipulate the course of events within the recent past. They are able to alter reality to match the end results of a possible action, without having actually taken that action. The less probable the event, the more difficult it is to manifest its results.

Mechanically, geomancers receive a mixture of spells, mystic magic, and spell-like abilities according to their chosen bloodline (as Pathfinder sorcerer).

Paths: Geomancy effects are divided into three categories, more commonly referred to as paths by their practitioners:

  • The Path of Fate is the power to remake history according to the Geomancer's design.  Much like the Flow, he can, with few limitations, undo the consequences of others' actions within a limited time frame.  These powers universally have a Quake component.
  • The Path of Purity is the power to change the flows of energy that wind their way through the world and its denizens.  These powers allow Geomancers to channel positive energy from the land to restore the health of themselves and others, cure ailments, and infuse power into objects, creating temporary and permanent magical items.  These powers always have a Ley Line or Nexus component.
  • The Path of Prophecy is the power to see and affect the future.  These powers allow the Geomancer to see what can be, and some believe that through interpretation of Prophecy one can change the outcome.  While some Prophecy powers have a smaller scope and predict the immediate future with great clarity, most Prophecy powers require significant time, energy, and interpretation to understand and make use of.  These more arduous powers of Prophecy require a Nexus component.

Component Types:  All Geomancy powers require one of three components. Additional components may in some cases make the effect easier. 

  • Quake:  Powers requiring a Quake component will cause a localized Event that will be felt by all present.  These powers cannot be used within the Empire at all.
  • Ley Line:  Powers requiring a Ley Line component can only be used when the character is within 30' of a Ley Line that has not been depleted.
  • Nexus:  Powers requiring a Nexus component can only be performed when immersed within a Nexus.  Most powers of Prophecy, and some of the more difficult powers of Purity fall into this category.

Power Levels: Geomancy powers fall into distinct categories, with associated titles for those Geomancers who attain them:  Apprentice, AdeptMaster, and Luminary.

In the world, there are sources of power that are commonly used by all people outside of the Empire to refresh their lives.  For Geomancers, these power sources are even more important, as they can draw directly upon the Essence of these places in order to power their more potent magic.  Essence drawn fully replenishes each day.

Ley Lines tend to be categorized into weak, medium and strong lines.  Weak Ley Lines tend to be found in desolate areas, such as the deep Wastes, and often have between 10 and 30 Essence.  They tend to be easy to find, due to the lines of cactuses that flourish along them.  Medium-strength Ley Lines tend to be found in the grasslands.  They are also more common in such areas, and tend to store between 30 and 100 Essence, with most having around 50.  Strong Ley Lines tend to be found only within forested areas.  Such Ley Lines are very rare elsewhere, and generally have between 100 and 250 Essence, with most leaning more on the side of 200-250.

Nexuses are found all over the world, but are more commonplace in more heavily wooded areas or other places of significant verdant growth, such as the Jungle.  No nexus has been found that has less than 50 Essence, and even in grassland areas, few have less than 200.  In wooded areas, they tend to have 500 or more, and there are rumors of larger Nexuses in the Jungle that are theorized to have as much as 1,000 or more.

The Empire: It is also important to note that it is commonly believed that Geomancy becomes much more difficult within the Empire.  Quake effects are from all accounts entirely impossible, and Ley Line effects tend to have unexpected side effects.  Nexus effects have never been attempted within the Empire, as all of their Nexuses are carefully guarded and locked away.

The Withering: Also important is how Geomancy works on the Withered.  It doesn't.  Geomancy simply does not affect them at all.  Positive energy channeled into them does not disperse them, negative energy does not heal them.  Quake effects do not change them.  In short, melee weapons such as axes and hammers are the best way to deal with this kind of menace.

 

The geomancer

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells
Known
Max
Geomancer
Spell
Level

Max
Runemage/
Cleric/
Druid
Spell
Level

Max
Bard
Spell
Level
Max
Champion/
Ranger
Spell
Level
1st +0 +0 +0 +2 Apprentice spells,
Improvisation,
Revitalize,
Bloodline Arcana
1 Apprentice 1st 1st -
2nd +1 +0 +0 +3 Bloodline power (1st) 2 Apprentice 1st 1st -
3rd +1 +1 +1 +3 Bloodline SLA* (max 2nd) 2 Apprentice 1st 1st -
4th +2 +1 +1 +4 Bloodline power (3rd) 3 Apprentice 1st 1st -
5th +2 +1 +1 +4 1st Path focus 3 Apprentice 1st 1st -
6th +3 +2 +2 +5 Adept spells 4 Adept 2nd 2nd 1st
7th +3 +2 +2 +5 Bloodline feat (7th) 4 Adept 2nd 2nd 1st
8th +4 +2 +2 +6 2nd Path focus 5 Adept 2nd 2nd 1st
9th +4 +3 +3 +6 Bloodline SLA (max 4th) 5 Adept 2nd 2nd 1st
10th +5 +3 +3 +7 Bloodline power (9th) 6 Adept 2nd 2nd 1st
11th +5 +3 +3 +7 Master spells,
3rd Path focus
7 Master 3rd 4th 3th
12th +6/+1 +4 +4 +8 Bloodline SLA (max 5th) 7 Master 3rd 4th 3th
13th +6/+1 +4 +4 +8 Bloodline feat (13th) 8 Master 3rd 4th 3th
14th +7/+2 +4 +4 +9 4th Path focus 8 Master 3rd 4th 3th
15th +7/+2 +5 +5 +9 Bloodline power (15th) 9 Master 3rd 4th 3th
16th +8/+3 +5 +5 +10 Luminary spells 10 Luminary 4th 6th 4th
17th +8/+3 +5 +5 +10 5th Path focus 10 Luminary 4th 6th 4th
18th +9/+4 +6 +6 +11 Bloodline SLA (max 6th) 11 Luminary 4th 6th 4th
19th +9/+4 +6 +6 +11 Bloodline feat (19th) 11 Luminary 4th 6th 4th
20th +10/+5 +6 +6 +12 Bloodline power (20th),
6th Path focus
12 Luminary 4th 6th 4th

*SLA = spell-like ability—choose one of the bloodline spell-like abilities with a spell level up to the maximum listed. This ability can be used at-will, with a vitality cost equal to the normal vitality cost for that spell (e.g., for sor/wiz spells: 1st=1, 2nd=5, 3rd=9, 4th=13, 5th=17, 6th=21).

 

Geomancers have the following class features:

Weapon and Armor proficiency: Geomancers are proficient in simple weapons and no armor.  Geomancers do not suffer from arcane spell failure, as their magic comes from the ambient magic of the land.  Instead, they are restricted in types of armor they can wear as per the Druid class.  Any augmentation that would permit a Druid to wear other types of armor will apply to a Geomancer as well.

Spells:  Similar to warlock invocations, geomancers learn a small number of spells over the course of their advancement. Geomancers may choose their spells from any spell list (including the geomancer spell list), so long as the spell in question fits into one of the categories of magic covered above. Please provide a list of any spells chosen for the GMs to approve; we welcome and encourage explanations of why you feel each spell is appropriate.

The maximum spell level for a newly chosen spell is given in the table above. At 6th, 11th, and 16th level, the Geomancer re-evaluates the spell level maximum for spells he may choose from.

When casting a spell, the geomancer must pay the same amount of vitality as would normally be required with the spell's associated class. For example, if a geomancer takes a 2nd level bard spell as an Adept, he must pay 4vp each time he casts it. For custom geomancer spells (i.e., spells on the geomancer spell list), he must pay 2vp for Apprentice, 6vp for Adept, 12vp for Master, and 20vp for Luminary level spells.

A geomancer's caster level is half his class level, rounded up (e.g., a 17th level geomancer has a caster level of 9).

Improvisation:  Geomancers have an incredible ability to affect the world around them.  This ability requires significant strain on the part of the Geomancer, as he literally compels a small quake to alter his current circumstances in his favor.  Using this ability is a full-round action that provokes attacks of opportunity.

Much of this ability is represented using the Mystic System.  A Geomancer begins play with one point in the following Spheres:

  • For Purification: Healing, Transmutation, Pyrotechnics
  • For Prophecy: Divination, Illusion, Mind Control
  • For Fate: Enhancement, Creation, Displacement, Kinetics
  • For Corruption: Destruction, Transmutation, Pyrotechnics
  • For Balance: Healing, Destruction, Pyrotechnics

The geomancer may never have more than one of Purification, Corruption or Balance.

These sphere levels will go up one per level to a maximum of 5 at 5th level. The Path Focus feature can raise these spheres higher; however, it should be noted that to perform an effect higher than 5, you must be within 30' of a ley line, and to perform an effect higher than 10, you must be at a Nexus. Effects of level 6 or higher (i.e., those requiring a Ley Line or Nexus) also cost a number of Essence equal to the sphere level of the effect used. In addition, any such effect regardless of level costs one point of Vitality per sphere level used in the effect.

The most important factor when attempting to Improvise is the amount of time that the Geomancer can affect.  An Apprentice Geomancer has the ability to use Improvisation only upon effects that occured within the last round. At higher levels, the Geomancer may affect more distant times, causing effects to be undone farther back, seeing things farther into the future, or giving himself or his allies a greater ability to affect what is happening. At 6th level, the Geomancer can affect events up to one minute away. At 11th level, the Geomancer can affect events up to one hour away, and at 16th level, the Geomancer can affect events up to one day away.

Affecting events becomes more difficult the more time has passed, the farther ahead the Geomancer wishes to predict, or the longer he wishes to try to sway fate.  Anything more than an hour distant will cause an intense quake that can be felt many miles away.

In addition to all of these abilities, the following are also possible using Improvisation:

  • Create a nonmagical item temporarily.  The item must be no larger than a small creature, and will remain for at least as long as the Geomancer has strength of Improvisation (1 round, 1 minute, 1 hour, or 1 day).  After that it is likely to be reabsorbed by the next quake.  The character must make any applicable Craft check to understand the item well enough to call it into being, but this power is otherwise largely unrestricted.  No item of higher value than ten gold.
  • Transform an item. A Geomancer can 'swap out' a piece of equipment for another of roughly equal value.  This does not include magical items until the Geomancer is of Master level or higher.
  • Relocate.  A Geomancer can re-choose a single movement taken by a creature so that they are up to that creature's base movement away from where they are currently.  This power cannot give the creature movement modes it does not have (it cannot be 30' up if it cannot fly or jump that high, it cannot be across a chasm it cannot jump across, etc.)
  • Other Stuff.  Many things cannot be covered even by the rules as listed, so if there is something else in particular you would like your Geomancer to be able to do, we are willing to discuss it.

Revitalize: Like clerics and paladins, geomancers have the ability to transfer vitality from themselves to a willing subject. They can choose any amount of vitality to transfer, and can sense how many points of vitality the target is missing upon initially touching the subject. Note that those who specialize in the Purity Path (see below) gain additional powers with their Revitalize ability.

Bloodline: Like sorcerers, geomancers receive the benefits of a bloodline. However, the levels at which geomancers receive the bloodline benefits are different from sorcerers—see the table above for details. Also, instead of bonus spells, the geomancer receives each bonus spell listed as a spell-like ability usable at will for a vitality cost. (The only exception is planar travel spells such as plane shift and gate—these spells are not allowed; if you choose a bloodline that would gain one of these spells as a spell-like ability, choose something else appropriate instead, subject to our approval.)

Path Focus: Geomancers tend to focus on one of the three paths of Geomancy.  Many focus on one to the exclusion of the others, but some choose to have a broader repertoire.

At 5th level, and every three levels thereafter (8th, 11th, etc.) the character chooses a Path Focus.  This signifies the Geomancer's dedication to unlocking the secrets of one of the three paths of mastery, and conveys certain benefits.  A character will gain different special abilities that significantly augment the chosen path.  Powers must be taken in order.

 

Prophecy Path Abilities

Divination Focus

  • The character continues to gain sphere levels in Divination, Illusion and Mind Control, up to a maximum of 10.  Note that any effect of more than level 5 requires a Ley Line and costs Essence equal to the level of the effect in addition to the vitality cost.
  • In addition to the normal effects of a divination, the character always receives a brief image of what he has foreseen.

Divination Mastery

  • The character continues to gain sphere levels in Divination, Illusion and Mind Control, up to a maximum of 15.  Note that any effect of more than level 10 requires a Nexus and costs Essence equal to the level of the effect in addition to the vitality cost.
  • The character may predict the outcome of an action taken, and by doing so change his mind about whether he attempts it.  In effect, the character can take back a single action taken during the round, causing him to revert to whatever state he was in before he did it, with none of the effects of that action having occured.  Use of this power is very draining, and the Geomancer is reduced to one point of Vitality and is Fatigued.  If the character is already Fatigued, they become Exhausted.  If the character is already Exhausted, they fall unconscious until they are forced awake or they are fully rested.  The Geomancer must in any case have at least 20 Vitality to activate this ability.

Oracle

  • The character continues to gain sphere levels in Divination, Illusion and Mind Control, up to a maximum of 20.
  • The character benefits from Foresight.  This power is always active.  Additionally, the character may select up to one ally per point of Intelligence bonus that he may also affect with this power.  It is still incumbent on the Oracle to notify affected allies of imminent danger.

 

Fate Path Abilities

Fate Focus

  • The character continues to gain sphere levels in Enhancement, Creation, Displacement and Kinetics, up to a maximum of 10.  Note that any effect of more than level 5 requires a Ley Line and costs Essence equal to the level of the effect in addition to the vitality cost.
  • The character may grant an ally within 30' a +4 luck bonus to an attack roll or saving throw after the roll has been made but before success has been determined. This is an immediate action, and costs the character 10 Vitality.

Fate Mastery

  • The character continues to gain sphere levels in Enhancement, Creation, Displacement and Kinetics, up to a maximum of 15.  Note that any effect of more than level 10 requires a Nexus and costs Essence equal to the level of the effect in addition to the vitality cost.
  • The character may cause himself or an ally within 30' to reroll a single attack roll or saving throw.  This is an immediate action, and costs the character 20 Vitality.  If the Geomancer also has the power Destined One, this power may be combined with the power of Fate Focus to grant a +4 luck bonus to the reroll, but this causes the Geomancer to expend 30 Vitality.

Destined One

  • The character continues to gain sphere levels in Enhancement, Creation, Displacement and Kinetics, up to a maximum of 20.
  • The Geomancer may focus his power to obtain a shard of fate he can use to change the flow of battle.  The Geomancer chooses to spend a full-round action, and voluntarily sacrifices all of his Vitality (he must be at full), dropping his Vitality score to one.  He then feels the power to affect fate enter him, and may release this power as an immediate action at any time.  The Geomancer must spend his Swift action to retain this focus each round, or the shard of fate is lost and he must go through the trouble to regain it again.  As an immediate action, the Geomancer may declare a single die roll he or an ally just made to be a 20. This can be an attack roll, a saving throw, or a skill check occurring over the course of a single round, such as tumbling or feinting. Alternately, you can force an enemy to treat an attack he just made as a natural 1.

 

Purity Path Abilities

Purity Focus

  • The character continues to gain sphere levels in Healing, Transmutation and Pyrotechnics, up to a maximum of 10.  Note that any effect of more than level 5 requires a Ley Line and costs Essence equal to the level of the effect in addition to the vitality cost.
  • A character who focuses on the pure energies of ley lines and nexuses are immune to all natural poisons and diseases.  Additionally, the Geomancer may use their Revitalize power to cure disease or poison in an ally with a touch at the cost of 10 Vitality.

Purity Mastery

  • The character continues to gain sphere levels in Healing, Transmutation and Pyrotechnics, up to a maximum of 15.  Note that any effect of more than level 10 requires a Nexus and costs Essence equal to the level of the effect in addition to the vitality cost.
  • At this level of mastery, the character may begin drawing Essence from Ley Lines and Nexuses for use later.  The Geomancer may, if within 30' of a Ley Line or Nexus, choose to sacrifice Vitality for Essence on a one for one basis.  This Vitality is not regained by any means until the Essence drawn is spent.  Essence is lost at a rate of one per day, with days where this occurs not counted toward days where the character grows closer to Withering. The Essence may be expended to perform higher-level effects with Improvisation, and is not removed when the Geomancer is struck for Vitality damage.  This makes carrying high amounts of Essence potentially very dangerous. Lastly, using the Revitalize feature, the character can give this Essence to others, granting them the same benefits, but also lowering their current Vitality by the amount of Essence given.  Essence must be willingly accepted by the recipient.

Pure One

  • The character continues to gain sphere levels in Healing, Transmutation and Pyrotechnics, up to a maximum of 20.
  • A Pure One can literally draw the Ley Lines along with him.  The character must have as much Essence within him as the amount the Ley Line can grant when full, and as he travels, the Ley Line travels with him.  So long as the Ley Line is not expended, the Ley Line will continue to follow along in the character's wake.  He may draw freely from the Ley Line, but if all of its Essence is expended, the Ley Line 'snaps' back to its original location.  Ley lines cannot be permanently altered in this way, though it would be possible for a Pure One to reach a second ley line, have the first 'snap back' and continue walking with the new Ley Line following him.  Some Geomancers believe it may be possible to create new Nexuses with this power.

 

Corruption Path

Corruption Focus

  • The character continues to gain sphere levels in Destruction, Transmutation and Pyrotechnics, up to a maximum of 10.  Note that any effect of more than level 10 requires a Nexus and costs Essence equal to the level of the effect in addition to the vitality cost.
  • At this level of mastery, the character may begin drawing Dark Essence from inverted nexuses for use later.  The Geomancer may, if within 30' of an inverted nexus, choose to sacrifice Vitality for Dark Essence on a one for two basis.  This Vitality is not regained by any means until the Essence drawn is spent.  Essence is lost at a rate of one per day, with days where this occurs not counted toward days where the character grows closer to Withering. The Essence may be expended to perform higher-level effects with Improvisation, and is not removed when the Geomancer is struck for Vitality damage.  This makes carrying high amounts of Essence potentially very dangerous. Lastly, using the Revitalize feature, the character can inflict this Essence on others with a touch (Fortitude negates DC 10 + geomancer caster level + Cha modifier). Compatible hosts (those who can refresh at an inverted nexus) store this Dark Essence similarly to the Purity Mastery class feature. Incompatible recipients will have a negative reaction to the Dark Essence.

Corruption Mastery

  • The character continues to gain sphere levels in Destruction, Transmutation and Pyrotechnics, up to a maximum of 15.  Note that any effect of more than level 5 requires a Ley Line and costs Dark Essence equal to the level of the effect in addition to the vitality cost.
  • A character who focuses on the corrupt energies of dark nexuses may use their Revitalize power to inflict disease (as contagion) or poison (as poison) on an enemy with a touch at the cost of ten Vitality.

Corrupted Soul

  • The character continues to gain sphere levels in Destruction, Transmutation and Pyrotechnics, up to a maximum of 20.
  • The character gains the ability to transform a willing target into one of the cursed, allowing him to refresh at inverted nexuses.  It is theorized that it was this ability which originally permitted the human survivors of the War of the Gods to become Tieflings.
  • If the Geomancer is already one of the Cursed, or otherwise able to naturally use dark nexus energy, he may choose instead to focus upon his own power and seek ascension into a higher state of being.  Rather than transforming others into the Cursed, the character gains the intuition necessary to begin work on a dark ritual that allows him to consume the heart of an inverted nexus and transforms himself into a lich thereby.
    • A character who becomes a Lich automatically gains the undead type, and thereafter uses Charisma instead of Constitution to determine wounds and vitality.  His Constitution becomes "-".

 

Balance Path Abilities

Balance Focus

  • The character continues to gain sphere levels in Healing, Destruction and Pyrotechnics, up to a maximum of 10.  Note that any effect of more than level 5 requires a Ley Line and costs Essence equal to the level of the effect in addition to the vitality cost.
  • At this level of mastery, the character may begin drawing Balanced Essence from Ley Lines and Nexuses for use later.  The Geomancer may, if within 30' of a Balanced Nexus, choose to sacrifice Vitality for Essence on a one for one basis.  This Vitality is not regained by any means until the Essence drawn is spent.  Essence is lost at a rate of one per day, with days where this occurs not counted toward days where the character grows closer to Withering. The Essence may be expended to perform higher-level effects with Improvisation, and is not removed when the Geomancer is struck for Vitality damage.  This makes carrying high amounts of Essence potentially very dangerous. Lastly, using the Revitalize feature, the character can give this Essence to others, granting them the same benefits, but also lowering their current Vitality by the amount of Essence given.  Essence must be willingly accepted by the recipient.

Counterbalance

  • The character continues to gain sphere levels in Healing, Destruction and Pyrotechnics, up to a maximum of 15.  Note that any effect of more than level 10 requires a Nexus and costs Essence equal to the level of the effect in addition to the vitality cost.
  • With a touch, the character may alleviate the madness inherent in having too much light or dark essence.  By touching a pseudonatural or demonic being, the character may automatically spend the creature's hit dice in Balanced energy, infusing the creature and restoring them to a natural state at a cost.  The target receives a Will save to prevent the effect (DC:10+Half geomancer level+Geomancer's Charisma modifier).  If the Geomancer is successful, he gains a number of Essence equal to the target's hit dice of whatever sort they possessed (light for pseudonaturals, dark for demons). 
    • If the gained Essence type is incompatible with the Geomancer, he takes 1d6 points of damage per Essence as the energy is dispersed through the unfortunate Geomancer's system; this also causes the loss of the Essence.  If, however, the antithetical energy is also being stored, the energies cancel one another out.  Each hostile essence will remove one opposing Essence, reducing the damage taken by 1d6.  It is possible, therefore, to take no damage if enough of the right kind of Essence is stored.  The cancellation of opposing Essence will occur even if the Geomancer in question can safely use both.

Natural Balance

  • The character continues to gain sphere levels in Healing, Destruction and Pyrotechnics, up to a maximum of 20.
  • The character has mastered the Balanced energy, and can release it to cleanse the area around himself if he is carrying Balanced nexus energy (per the Balance Focus ability).  Doing so is a standard action, and the Geomancer must decide in advance how much of his Balanced Essence he is sacrificing.  The Geomancer creates an area up to five feet in radius per Essence spent.  The burst has several effects:
    • All withered undead in the area with Hit Dice no higher than the amount of Essence spent must make a Will save (10+half Geomancer level + Geomancer's Charisma Modifier) or be destroyed utterly.  Withered who have retained their souls reform as Reborn, retaining the abilities of their undead form but losing the Undead type.
    • If at least five Essence was spent to create the burst, all beings within the area are cured of all natural diseases and poisons.
    • If at least ten Essence was spent to create the burst, all beings within the area are cured of Fatigue and all ability damage is removed.
    • If at least fifteen Essence was spent to create the burst, all beings within the area are cured of magical diseases and poisons, as well as the Exhausted condition.
    • If at least twenty Essence was spent to create the burst, all beings within the area receive the benefit of the Remove Curse spell (curses are automatically removed if the amount of Essence spent exceeds the effective caster level for the curse).  Additionally, all negative levels are removed.
    • If at least twenty-five Essence was spent to create the burst, all beings within the area are cured of all ability drain, as well as the dazed, unconscious and dying conditions (restoring the character to one wound where applicable).
    • If at least thirty Essence was spent to create the burst, all beings within the area are returned to their natural form if they are under the effects of malign shapeshifting magic, including effects such as petrification.  Any creature that died within the last three rounds is brought back to life at one wound and zero vitality, but with no other penalties.