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Geomancer is an Archetype of the Sorcerer class in Pathfinder: Wrath of the Righteous.

Description[]

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.

Differences from Sorcerer class:

Features added Features removed

Gameplay[]

Progression Table[]

Level BAB Fort Ref Will Features Spells per day by spell level
1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Bloodline,
Sorcerer Bonus Feat,
Cantrips,
Detect Magic,
Bloodline Ability,
Geomancy
3 - - - - - - - -
2 +1 +0 +0 +3 4 - - - - - - - -
3 +1 +1 +1 +3 Bloodline Ability 5 - - - - - - - -
4 +2 +1 +1 +4 6 3 - - - - - - -
5 +2 +1 +1 +4 6 4 - - - - - - -
6 +3 +2 +2 +5 6 5 3 - - - - - -
7 +3 +2 +2 +5 Favored Terrain (1st terrain) 6 6 4 - - - - - -
8 +4 +2 +2 +6 6 6 5 3 - - - - -
9 +4 +3 +3 +6 Bloodline Ability 6 6 6 4 - - - - -
10 +5 +3 +3 +7 6 6 6 5 3 - - - -
11 +5 +3 +3 +7 6 6 6 6 4 - - - -
12 +6/+1 +4 +4 +8 6 6 6 6 5 3 - - -
13 +6/+1 +4 +4 +8 Favored Terrain (2nd terrain) 6 6 6 6 6 4 - - -
14 +7/+2 +4 +4 +9 6 6 6 6 6 5 3 - -
15 +7/+2 +5 +5 +9 Bloodline Ability 6 6 6 6 6 6 4 - -
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3 -
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 4 -
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 Favored Terrain (3rd terrain) 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 Bloodline Ability 6 6 6 6 6 6 6 6 6


Spells Known per Level[]

Level Spells Known
1 2 3 4 5 6 7 8 9
1 2 - - - - - - - -
2 2 - - - - - - - -
3 3 - - - - - - - -
4 3 1 - - - - - - -
5 4 2 - - - - - - -
6 4 2 1 - - - - - -
7 5 3 2 - - - - - -
8 5 3 2 1 - - - - -
9 5 4 3 2 - - - - -
10 5 4 3 2 1 - - - -
11 5 5 4 3 2 - - - -
12 5 5 4 3 2 1 - - -
13 5 5 4 4 3 2 - - -
14 5 5 4 4 3 2 1 - -
15 5 5 4 4 4 3 2 - -
16 5 5 4 4 4 3 2 1 -
17 5 5 4 4 4 3 3 2 -
18 5 5 4 4 4 3 3 2 1
19 5 5 4 4 4 3 3 3 2
20 5 5 4 4 4 3 3 3 3


Base Features[]

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:

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.




Selectable Features[]

Geomancy benefits[]

Abyss

The dark energies of the Abyss corrupt your foes. All enemies within 30 feet take 1d6 damage per spell level and must succeed at a Fortitude saving throw or become corrupted.

Creatures corrupted this way suffer a -2 penalty on attack rolls, damage rolls, and the save DCs of their spells and abilities.

This is a curse effect.




Desert

A brutal sandstorm ravages your foes. All enemies within 30 feet take 1d6 slashing damage per spell level and must succeed at a Reflex saving throw or become blinded for 1d4 rounds.




Forest

The lush canopies and the pulsing vitality of the woods fill you with vigor. Both you and all allies within 30 feet regain 1d6 hit points per spell level.




Highlands

The rugged endurance of the mountain protects you from harm. For 1 round, both you and all allies within 30 feet gain DR N/-, where N is equal to twice the spell's level.




Underground

Stalagmites and stalactites assail your enemies, pinning them to the ground. All enemies within 30 feet take 1d6 piercing damage per spell level and must succeed at a Reflex saving throw or lose their ability to move for 1 round.

Pinned: This creature is unable to move.




Urban

Your foes are harried by a hail of urban debris such as bricks or roof tiles. All enemies within 30 feet take 1d6 bludgeoning damage per spell level and must succeed at a Fortitude saving throw or become stunned for 1 round.




Hints & Tips[]