GeomancerSorcerer Archetype |
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Fortitude Low |
Will High |
Reflex Low |
Base Attack Bonus Low |
HP per level 4/ Level |
HP 6 |
Max level of Spells 10 |
Caster ability Charisma |
Caster type Casting Spontaneously |
Class Initial Features |
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Class Skills |
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Geomancer is a sub-class in Pathfinder: Wrath of the Righteous. Sorceres use spells in battle. These spells are learned when leveling up and don't need to be prepared, allowing for frequent use. They can also choose a bloodline granting additional power to their spells.
"There are sorcerers who draw power from the land around them by attuning their magic to match its mystical properties. These geomancers can spill their own blood on the ground at their feet to gain special benefits."
Geomancer Information
- Base class: Sorcerer
- Knowledge (Arcana)
- Persuasion
- Use Magic Device
- Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages.
- As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook.
- Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.
Geomancer Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | 0 | 0 | 0 | +2 | Geomancy, Sorcerer Bonus Feat, Sorcerer Proficiencies, Cantrips, Bloodline |
Level 2 | +1 | 0 | 0 | +3 | |
Level 3 | +1 | +1 | +1 | +3 | |
Level 4 | +2 | +1 | +1 | +4 | |
Level 5 | +2 | +1 | +1 | +4 | |
Level 6 | +3 | +2 | +2 | +5 | |
Level 7 | +3 | +2 | +2 | +5 | Favored Terrain |
Level 8 | +4 | +2 | +2 | +6 | |
Level 9 | +5 | +3 | +3 | +6 | |
Level 10 | +5 | +3 | +3 | +7 | |
Level 11 | +5 | +3 | +3 | +7 | |
Level 12 | +6/+1 | +4 | +4 | +8 | |
Level 13 | +6/+1 | +4 | +4 | +8 | Favored Terrain, Favored Terrain |
Level 14 | +7+2 | +4 | +4 | +9 | |
Level 15 | +7/+2 | +5 | +5 | +9 | |
Level 16 | +8+3 | +5 | +5 | +10 | |
Level 17 | +8/+3 | +5 | +5 | +10 | |
Level 18 | +9/+4 | +6 | +6 | +11 | |
Level 19 | +9/+4 | +6 | +6 | +12 | Favored Terrain, Favored Terrain |
Level 20 | +10/+5 | +6 | +6 | +12 |
Geomancer Abilities
Geomancy
The next spell the geomancer casts deals 1d8 direct damage to the geomancer himself. In exchange for this sacrifice, either the geomancer and his allies within 30 feet gain special benefits, or the geomancer's enemies within 30 feet suffer special drawbacks. The exact effect depends on the terrain that surrounds the geomancer the Abyss, desert, forest, highlands, underground, or urban. If this ability causes an enemy to make a saving throw, the DC of that saving throw becomes equal to the DC of the spell cast by the geomancer. Activating or disabling this effect is a free action. Geomancy has an effect only if the triggering spell targets at least one
creature.
This replaces all bonus spells gained as part of a bloodline.
Favored Terrain
At 7th level, a geomancer may select a type of terrain. The geomancer gains a +2 bonus on initiative checks and Lore (nature), Perception, and Stealth skill checks when he is in this terrain.
At 13th and 19th levels, the geomancer may select an additional favored terrain. In addition, at each of these levels, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired) increases by +2.
This replaces bloodline bonus feats.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |