Homebrew Character: Serrica Undermoon - The Geomancer


Homebrew and House Rules


Hey all! I am relatively new to Pathfinder ACG, but so far I'm really enjoying the game. I tried my hand at making my own character and would love some thoughts and feedback from more experienced players.

Link: Serrica Undermoon - Female Elf Geomancer

Thanks, really looking forward to your thoughts!


The cards look really great!

This character will do well with so many spells and the ability to have a ready attack with Fortitude. Maybe switch one of the power feats from bigger hand size to a bump to the Fortitude blast. The other power might need a boost too because putting a blessing out of play (display, then recharge) to just get a +1 seems like it would be seldom used. But maybe it's different enough that it would come in handy, dunno.


My thinking behind the blessing reveal was that the longer she stays at a particular location, being a Geomancer, she starts to "attune" to that location and gets more and more in touch with the area, so she has a better chance to close it. Not having played some of the higher level adventures, I'm grateful for the feedback that her ability is a bit weak there. Could you see a way to revamp that but still keep the "location attuning" theme?

Thanks for the awesome insights so far.


The attuning to the location makes sense. You could try a +2 for a bit more oomph. Consider that if she stays at a location for three turns and displays three blessings for a +3 on the close, that's a lot of deferred benefit of those blessings. Now a +6 would be something great for some of the tougher locations. Of course some of the nastiest locations to close need you to banish a card or take on a tricky henchman, but otherwise I could see this power really shine on some locations.

I will try a scenario or two with your character and report back.


Wow, thanks! I appreciate the playtesting. We had to skip our weekly session, so I wasn't able to play her this week =/


I agree this looks like a very interesting character. I am a bit worried about the power feat to recharge for the Rock Throw. I don't know if I've ever seen a sorceror with a power like that which was able to get that bonus. Now, since you're not using your primary casting stat, that may turn out fine, but it's something to monitor.

I agree with others that the blessing to close is a bit weak.I'd change it to either display any card, or give +2 (an argument could be made for both)

Also, you have 3 d4's. That is a very unbalanced stat display, moreso than I've seen before. You might want to bump something up to a d6, and drop either the d12 or d8 to compensate.


isaic16 wrote:

I agree this looks like a very interesting character. I am a bit worried about the power feat to recharge for the Rock Throw. I don't know if I've ever seen a sorceror with a power like that which was able to get that bonus. Now, since you're not using your primary casting stat, that may turn out fine, but it's something to monitor.

I agree with others that the blessing to close is a bit weak.I'd change it to either display any card, or give +2 (an argument could be made for both)

Also, you have 3 d4's. That is a very unbalanced stat display, moreso than I've seen before. You might want to bump something up to a d6, and drop either the d12 or d8 to compensate.

I thought all of the sorcerers had an ability to discard a card to "cast a spell", much like Seoni... and even for her, its her Arcane skill (d12+2) plus a d6.

I do agree with the 3 separate d4's... that is very painful.


One thing that I'm not grasping intuitively is stat balance. I'm very open to suggestions there regarding how to make her feel balanced while staying true to her Geomancy roots - I was thinking as a Geomancer she'd have a high CON (roughing it and fending for herself in the wild) high WIS (stolen from her Druidic inspiration).

In keeping with that logic, though, I could see her STR bumping up slightly? If we're seeing her as a Druidic loner that spends time in the wild, STR would make sense. Thoughts?

Also, great insight on her attack ability, isaic16 - I had actually thought of it as a spell called "Stone Fist", where she projects a...wait for it...stone fist from the land at a short distance, but it's very reassuring from a design perspective to see that someone else landed in the same headspace with no prompting.


ZenionGames wrote:

One thing that I'm not grasping intuitively is stat balance. I'm very open to suggestions there regarding how to make her feel balanced while staying true to her Geomancy roots - I was thinking as a Geomancer she'd have a high CON (roughing it and fending for herself in the wild) high WIS (stolen from her Druidic inspiration).

In keeping with that logic, though, I could see her STR bumping up slightly? If we're seeing her as a Druidic loner that spends time in the wild, STR would make sense. Thoughts?

Also, great insight on her attack ability, isaic16 - I had actually thought of it as a spell called "Stone Fist", where she projects a...wait for it...stone fist from the land at a short distance, but it's very reassuring from a design perspective to see that someone else landed in the same headspace with no prompting.

Maybe drop her WIS to a d10 and bump her STR to a d6... still having 2 d10's is pretty good.

Also, non gameplay related, you have a couple of grammatical errors on her first role card's flavor text.


Ah, thanks, I'll clean those up.


Raynair wrote:
isaic16 wrote:

I agree this looks like a very interesting character. I am a bit worried about the power feat to recharge for the Rock Throw. I don't know if I've ever seen a sorceror with a power like that which was able to get that bonus. Now, since you're not using your primary casting stat, that may turn out fine, but it's something to monitor.

I agree with others that the blessing to close is a bit weak.I'd change it to either display any card, or give +2 (an argument could be made for both)

Also, you have 3 d4's. That is a very unbalanced stat display, moreso than I've seen before. You might want to bump something up to a d6, and drop either the d12 or d8 to compensate.

I thought all of the sorcerers had an ability to discard a card to "cast a spell", much like Seoni... and even for her, its her Arcane skill (d12+2) plus a d6.

I do agree with the 3 separate d4's... that is very painful.

All but one of them do. I was referring to the power feat that allows a recharge. Everything else about the power is, if anything, underpowered.

And I agree on dropping Wis to bump one of the d4's. I'll leave it to you to determine which makes the most sense as the least bad.

Note, if you don't play the RPG, skip the below paragraph, it won't make much sense:
If you play the RPG, think of d4's as having 9 or less in a skill (d6 is roughly 10-12, d8 is 13-15, d10 is 15-17, d12 is 17-18 from what I've seen). If a player built someone with 18/16/14/8/8/8, they'd be accused of min/maxing. Same principle here. Think of what is an allowable stat array, and try to have something close to that.


Played the first two scenarios of Plunder and Peril with Serrica, in a party with Vika and Seoni. Went with d10 for Wisdom, d6 for Strength and a plus 2 on the closing ability. not a lot of locations called for a straight up check to close but I still used it twice. The geomancer pulls her weight in combat and explorations but struggles on a lot of barriers. So that's balanced, I think.

Got lucky with plunder and got the Amulet of Fortitude. So once Serrica gets that in her hand, she can roll 2d10 + d6 +2 on her attacks. That's not OP yet but with the recharge power feat, it could be.

I might get a chance to play some more this weekend. Thanks for creating this fun character!


Here we are, based on your feedback and jones314, your generous offer to playtest:

Serrica Undermoon - the Geomancer

Thoughts on this version? Is she "balanced"?


This is the version that I used for the first three scenarios now. I think it's important that one of those d4s got boosted. She actually used Strength against the Barroom Brawl. It's sort of weird though when she gets a chance to acquire something with Intelligence and is so terrible at it. And her low Dex is gonna hurt against a lot of traps and ships.

On the upside, she rocks against monsters (get it?). Wisdom and constitution are key stats to have in S & S. In the right situation, her power to boost her closing check will shine. So I think she's balanced except maybe the rock blast recharge. Maybe recharge two cards?

Oh and I think you need another power feat on the base card.


Ya, I think maybe changing her (recharge) power feat to a d6 (or d8 or maybe even 2d4) would be better, like this:

For your combat check, you may discard a card to roll you Fortitude Skill + 1d4 ([]d6) with the attack and magic traits. This counts as playing a spell.

And then, for the fourth power feat on her base card make it:

At the start of your turn, you may display a blessing. Add +2 (+3) to your check to close a location...


Looking again at the Amulet of Fortitude, it's second power lets you recharge to succeed at your Fortitude check. So it can be used to auto-kill any monster that doesn't have immunities to Attack spells or those like trolls that need fire or acid to kill. Very powerful so yeah, I think you gotta change the power feat on it. The Amulet is so good for her that when I played the fourth scenario and beat it, I passed on giving her the Pearl of Wisdom because she can only keep one item.


jones314 wrote:
Looking again at the Amulet of Fortitude, it's second power lets you recharge to succeed at your Fortitude check. So it can be used to auto-kill any monster that doesn't have immunities to Attack spells or those like trolls that need fire or acid to kill. Very powerful so yeah, I think you gotta change the power feat on it. The Amulet is so good for her that when I played the fourth scenario and beat it, I passed on giving her the Pearl of Wisdom because she can only keep one item.

The good thing is that the Amulet has to be recharged, and the character herself has no reliable way to cycle or pull cards from the bottom of her deck.

I like the uniqueness of her rolling her Fort skill as a spell... and it makes sense, thematically, being a Geomancer. Might I suggest either adding a stipulation to the power that says "You may not use items on this check" or dropping the Items she can have in her deck to 0? That is how Seelah was in RotRL and she didn't suffer very much from it.


Seelah has some very useful powers and not having items fits perfectly with her Paladin style - look for these boons later, we gotta defeat some monsters! If you nerf the Geomancer so she can't have items or use it on her signature blast, then you take out some of the fun. With the Amulet you can guarantee passing almost all combat checks, but then yeah, you gotta recharge it. So for a lot of villains (most?) that have two checks you still gotta pass one of them somehow.

The interesting thing will be splitting the skill feats between Wisdom and Constitution...


Is the Amulet from an expansion? I'm only as far as the base set and the Character expansion.


Pathfinder Adventure Path Subscriber

The Amulet of Fortitude is a B card (I believe there's only one...)


Hey Everyone,

Here is what I'm calling the "Beta" version of Serrica Undermoon. I still have to play her a bit and get into one of the Roles, but so far she plays very well with my current playgroup.

Serrica Undermoon - The Geomancer


ZenionGames wrote:

Hey Everyone,

Here is what I'm calling the "Beta" version of Serrica Undermoon. I still have to play her a bit and get into one of the Roles, but so far she plays very well with my current playgroup.

Hmmm, her stats add up to 44.


Dang >.<

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