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Overview Edit

The Geomancer is a hybrid class, combining the abilities of an arcane and divine spellcaster, and gets the best of both, but sacrificing their humanity in the process, becoming more animal-like.

Class FeaturesEdit

RequirementsEdit

Knowledge (Nature) Knowledge (Arcana)

Able to cast 2nd level Arcane spells & 2nd level Divine spells.

Min lvl: Wizard-3, or Cleric-3.

Class SkillsEdit

  • Climb
  • Swin
  • Craft
  • Knowledge (Arcana)
  • Knowledge (Geography)
  • Knowledge (Nature)
  • Spellcraft
  • Heal
  • Survival
  • Diplomacy
  • Handle Animal

Class FeaturesEdit

All of the following are class features of the geomancer.

+1 Caster Level to one of your spellcasting classes. Spell Versatility 0 – you may blend Arcane & Divine aspects of your 0th level spells on-the-fly, such as no longer having an Arcane Failure chance, using the best of your appropriate ability bonuses on the spell’s save DC, converting Arcane spells in for healing (assuming your Divine class is Cleric), etc. Drift (stage 1) – gain a minor, non-game effecting animal trait, such as a tail, fur, scales, feathers, etc.

+1 Caster Level to one of your spellcasting classes. Spell Versatility 1 – you may blend Arcane & Divine aspects of your 1st level spells on-the-fly. Ley Lines +1 – Choose one of the following terrains: aquatic, desert, forest, hills, marsh, mountains, or plains. When in that terrain, your effective caster level for all spells is at +1. Drift (stage 1) – gain another minor trait.