A simpler Geomancer


Homebrew and House Rules


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Boom here it is!

kineticist is great and all, but I wanted something a bit simpler to run. Instead of picking a bunch of different abilities, instead your play style is more defined by stats and feats you use to support your abilities.

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The scope of the class is way too low. Even if it was a 6-level spellcaster class, it would likely still be very underpowered. I recommend just taking another class and swapping out a few class features with geomancer abilities.


you have the makings of a really cool prestige class though. I've always liked the flavor of Geomancers. give it some +! to existing spellcasting class and condense Throw Rock and Mold Earth and Stone into Geomancy


Underpowered is not the critique I expected, but I have heard the scope complaint about this class being very specific thematically and mechanically.

Is that what you are getting at or do you think characters playing this class would have problems contributing?


I like the feel of it, and in fact have been working on something along the same lines, although in a different direction: Instead of summoning, I've always enjoyed the thought of geomancers being the ones that build the large area effects. As in the ones that might well reshape the entire battlefield or (at high levels) even entire areas. As such, I'd been poking around with a mechanic for expanding spell effects.

Mine was based on the Arcanist, and used a mix of time and arcane points for expanding spells. My reason for that is that most geomancers I see in books tend to be the massive build up types: They may take a minute to cast the same "shape stone" spell that the wizard flips off in a few seconds, but the geomancer's reshapes half the mountain instead of just a small ledge.

I used a sliding scale for this: Initially, they could just draw on the earth's power and bump the time to cast up from regular action to full round action for the equivalent benefit of a widen spell. At later levels they could increase that to 2 full rounds for 3x the radius, 3 rounds for 4x the radius, etc. I think I capped it at extending it a maximum of 1 round per 2 caster levels.

On the arcane side, using the arcane points as fuel to allow for greater control over the shape of the spell tied nicely with the time=area mechanic to give some fairly impressive battlefield control abilities.

The downside to being so ground focused, however, is that so much stuff in the game can fly, teleport, or otherwise negate stuff on the battlefield itself. Which is why I resisted the urge to limit the above area expanding effects to earth related spells.

Anyway, I don't know if any of this provides you with some additional ideas or not, but I hope it does. Good luck, and keep up the good work. Looks like it should be a fun class.

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