Job Information
Main Abilities
Innate Ability: Geotrance
There are twelve types of terrain in all: Plains, Town, Forest, Mountains, Desert, Swamp, Water, Underground, Snow, Blight, Lava, and Cosmic. The Geomancer may usually only use the Geotrance abilities of the current terrain the party is on – sometimes this can be two or more different types, in which case they may choose from either list. (Such as Town and Forest, for example.) Each terrain type has three different Geotrance effects – an offensive, a defensive, and a Maelstrom effect.
Activating Geotrance is a Slow action; in order to use it, first choose whether you’d like to use its Offensive or Defensive function.
Offensive geotrances are always Medium-Range magical attacks that require an attack roll and have bonus effects. Such Geotrances cannot be critical hits; if the attack roll for the Geotrance results in a pair of 6s on the roll, then the Maelstrom attack must be used in place of the normal Offensive ability. When an attack can deal one or more types of damage – such as non-elemental or Earth, for example – the Geomancer may choose which type is used.
Defensive geotrances are reliable methods of supporting your allies regardless of your Geomancer’s physical abilities. This includes everything from healing and protecting abilities, to keeping your enemies trapped in place.
Maelstroms are flashy topographical outbursts that call upon the full power of the local landscape, which often include Elemental Fields or Difficult Terrain. In some rare cases these effects can even be dangerous for the Geomancer and his allies.
All other terrain effects are based on abilities the Geomancer may choose.
Geotrance effects that state they last ‘until the end of combat’ or cause Elemental Field effects end when the Geomancer is knocked Unconscious. And finally, although the Geomancer is not a true caster in the traditional sense, a character with the Geotrance ability may perform Intuitive Magic to perform mundane tasks outside of combat, everything from coercing trees to ‘bend’ over and bridge a chasm to creating a pocket of shelter in a desert sandstorm.
Defining Ability: Beastmaster
A character with this ability is capable of turning even the most bloodthirsty of foes into reluctant allies with the power of persuasion alone. Beastmasters may attempt to persuade defeated foes to join them for a time – or at least coerce general cooperation – with a successful Negotiation check or Nature check of appropriate difficulty. Only the natural denizens of the world can be tamed, restricting the usage of this ability to Aerial, Aquatic, Beast, and Insect-category monsters. Upon persuading a monster to assist the party, the creature has its disposition changed to Friendly and the Beastmaster may request the monster fight on the party’s behalf. A monster tamed with Beastmaster retains the same attacks, spells and abilities listed in their Bestiary entry, and will generally not leave the Beastmaster unless it is treated unkindly or reduced to such low health in combat that it needs to flee for survival. With a Standard action once per round, the Beastmaster may have the monster use any single attack or spell from its list, keeping the same accuracy and damage scores.
Notorious Monsters and Bosses cannot be affected with this ability, and the Geomancer may only have one enemy tamed at a time.
Defining Ability: Gaia
By spending three points of Destiny when using Geotrance the Geomancer may choose any effect from the list; including Maelstrom abilities or effects from an entirely different terrain. Furthermore, a Geotrance used in this manner cannot miss. Using Gaia permanently alters the terrain of an area and creates unusual landscape features, such as causing a forest to spring up at the bottom of the ocean or permanently saturating a bustling urban city with a few meters of desert sand.
Defining Ability: Home Terrain
Choose one type of terrain. The Geomancer is always considered as being on that terrain, in addition to the terrain they are actually on. This benefit applies to both Geotrance and the other abilities of the Geomancer.
Ultimate Ability: Weight of the World
The Geomancer may spend a point of Destiny as a Slow action to use their current terrain’s Maelstrom effect.
There are twelve types of terrain in all: Plains, Town, Forest, Mountains, Desert, Swamp, Water, Underground, Snow, Blight, Lava, and Cosmic. The Geomancer may usually only use the Geotrance abilities of the current terrain the party is on – sometimes this can be two or more different types, in which case they may choose from either list. (Such as Town and Forest, for example.) Each terrain type has three different Geotrance effects – an offensive, a defensive, and a Maelstrom effect.
Activating Geotrance is a Slow action; in order to use it, first choose whether you’d like to use its Offensive or Defensive function.
Offensive geotrances are always Medium-Range magical attacks that require an attack roll and have bonus effects. Such Geotrances cannot be critical hits; if the attack roll for the Geotrance results in a pair of 6s on the roll, then the Maelstrom attack must be used in place of the normal Offensive ability. When an attack can deal one or more types of damage – such as non-elemental or Earth, for example – the Geomancer may choose which type is used.
Defensive geotrances are reliable methods of supporting your allies regardless of your Geomancer’s physical abilities. This includes everything from healing and protecting abilities, to keeping your enemies trapped in place.
Maelstroms are flashy topographical outbursts that call upon the full power of the local landscape, which often include Elemental Fields or Difficult Terrain. In some rare cases these effects can even be dangerous for the Geomancer and his allies.
All other terrain effects are based on abilities the Geomancer may choose.
Geotrance effects that state they last ‘until the end of combat’ or cause Elemental Field effects end when the Geomancer is knocked Unconscious. And finally, although the Geomancer is not a true caster in the traditional sense, a character with the Geotrance ability may perform Intuitive Magic to perform mundane tasks outside of combat, everything from coercing trees to ‘bend’ over and bridge a chasm to creating a pocket of shelter in a desert sandstorm.
Defining Ability: Beastmaster
A character with this ability is capable of turning even the most bloodthirsty of foes into reluctant allies with the power of persuasion alone. Beastmasters may attempt to persuade defeated foes to join them for a time – or at least coerce general cooperation – with a successful Negotiation check or Nature check of appropriate difficulty. Only the natural denizens of the world can be tamed, restricting the usage of this ability to Aerial, Aquatic, Beast, and Insect-category monsters. Upon persuading a monster to assist the party, the creature has its disposition changed to Friendly and the Beastmaster may request the monster fight on the party’s behalf. A monster tamed with Beastmaster retains the same attacks, spells and abilities listed in their Bestiary entry, and will generally not leave the Beastmaster unless it is treated unkindly or reduced to such low health in combat that it needs to flee for survival. With a Standard action once per round, the Beastmaster may have the monster use any single attack or spell from its list, keeping the same accuracy and damage scores.
Notorious Monsters and Bosses cannot be affected with this ability, and the Geomancer may only have one enemy tamed at a time.
Defining Ability: Gaia
By spending three points of Destiny when using Geotrance the Geomancer may choose any effect from the list; including Maelstrom abilities or effects from an entirely different terrain. Furthermore, a Geotrance used in this manner cannot miss. Using Gaia permanently alters the terrain of an area and creates unusual landscape features, such as causing a forest to spring up at the bottom of the ocean or permanently saturating a bustling urban city with a few meters of desert sand.
Defining Ability: Home Terrain
Choose one type of terrain. The Geomancer is always considered as being on that terrain, in addition to the terrain they are actually on. This benefit applies to both Geotrance and the other abilities of the Geomancer.
Ultimate Ability: Weight of the World
The Geomancer may spend a point of Destiny as a Slow action to use their current terrain’s Maelstrom effect.
Terrain Types
Blight
Cosmic
Desert
Forest
Lava
Mountains
Plains
Swamp
Town
Underground
Water
- Offensive Geotrance: Will-o'-the-Wisp-An ethereal flame attacks a single enemy, dealing (PWR x Half-Level) + 2d6 magical fire damage. If the target is vulnerable to the shadow element, this deals shadow damage instead.
- Defensive Geotrance: Twilight Requiem-A single ally gains Shell.
- Maelstrom Geotrance: Death’s Embrace-Deadly energy drags creatures closer to the grave, dealing (PWR x Twice Level) + 2d6 magical shadow damage to them. Enemies struck by this have a -2 to opposed rolls against status effects until the end of the current combat. Furthermore, the Elemental Field becomes Shadow until the end of the current combat.
- Terrain Magic: 3-6 casts Hex; 7-9 casts Drain; 10-11 casts Scourge; 12 casts Doomsday
- Nature’s Truth: Sanctified- The Geomancer is immune to the Curse status effect and is not considered Weak to the Shadow element.
- Critter Called: Raven- All allies gain the Flight status effect.
- Augment Skill Bonus: Healing
Cosmic
- Offensive Geotrance: Ecliptic Attrition- Cosmic energy surrounds the target, eclipsing them in a bubble that deals (PWR x Half-Level) + 2d6 magical Non-elemental damage. This attack also reduces the target’s MP by an amount equal to the Geomancer’s level.
- Defensive Geotrance: Radical Arcana-A single ally does two additional steps of damage whenever they inflict magical damage for the next 4 rounds.
- Maelstrom Geotrance: Shining Flare-A burst of heavenly light sear all enemies, dealing (PWR x Twice Level) + 2d6 magical holy damage to them and inflicting Blind. Furthermore, the Elemental Field becomes Holy until the end of the current combat.
- Terrain Magic: 3-6 casts Meteorite; 7-9 casts Gravity; 10-11 casts Comet; 12 casts Gravija
- Nature’s Truth: Empty Mind- The Geomancer is immune to the Magic Break, Sleep, and Fear status effects.
- Critter Called: PuPu- All allies have their MP fully restored.
- Augment Skill Bonus: All Lore Skills
Desert
- Offensive Geotrance: Quicksand- Quicksand surrounds a single enemy, dealing (PWR x Half-Level) + 2d6 magical earth damage to them. After being hit by this ability a creature makes an opposed roll, becoming submerged and not being able to rise until the end of their next turn if they fail.
- Defensive Geotrance: Antlion-Submerge a single ally for the next 4 rounds. They may use an Instant action to reemerge earlier.
- Maelstrom Geotrance: Sandstorm-A huge sandstorm whips up and batters every enemy, dealing (PWR x Twice Level) + 2d6 Non-elemental damage and inflicting the Blind status effect.
- For the rest of the current combat the sandstorm continues, removing the effects of Flight for allies and enemies alike.
- Terrain Magic: 3-6 casts Sleep; 7-9 casts Helios; 10-11 casts Sleepaga; 12 casts Vanish
- Nature’s Truth: Hydrated- The Geomancer never suffers from the harshness of the desert and cannot become exhausted. In addition they regain HP and MP equal to half their level at the start of each round.
- Critter Called: Meerkat-All allies gain the Haste status effect.
- Augment Skill Bonuses: All Gathering Skills
Forest
- Offensive Geotrance: Tanglevine- A vine tangles the legs of a single enemy, dealing (PWR x Half-Level) + 2d6 magical Non-elemental damage to them and inflicting Stop.
- Defensive Geotrance: Leaf Swirl-Leaves swirl around a single ally, granting them +4 AVD against the next two attacks made against them.
- Maelstrom Geotrance: Hell Ivy- Thick-vined ivy with sharp, barbed thorns sprouts up all over the battlefield and strike at every opponent standing in Medium range. The vines deal (PWR x Twice Level) + 2d6 Non-elemental damage to all foes and transform the current area into Difficult Terrain, causing all enemies and allies who are susceptible to Earth damage to suffer the effects of Speed Break for the remainder of the battle.
- Terrain Magic: 3-6 casts Cure; 7-9 casts Cura; 10-11 casts Curaga; 12 casts Curaja
- Nature’s Truth: Limber- The Geomancer gains a +2 bonus to Athletics and is immune to Stop and Stun.
- Critter Called: Tapir-All enemies are inflicted with Sleep.
- Augment Skill Bonus: Nature
Lava
- Offensive Geotrance: Lava Ball- A ball of magma scorches a single enemy, dealing (PWR x Half-Level) + 2d6 magical fire damage. This damage ignores M.ARM.
- Defensive Geotrance: Sun Bath-A single ally gains Regen.
- Maelstrom Geotrance: Magma Surge-A wave of magma washes over the battlefield, dealing (PWR x Twice Level) + 2d6 magical fire damage to all enemies and inflicting Armor Break and Power Break until the end of the current combat as the magma melts away their equipment. Furthermore, the Elemental Field becomes Fire until the end of the current combat.
- Terrain Magic: 3-6 casts Fire; 7-9 casts Fira; 10-11 casts Firaga; 12 casts Flare
- Nature’s Truth: Heatproof- The Geomancer gains resistance to the Fire element.
- Critter Called: Cockatrice-All enemies are inflicted with Petrify.
- Augment Skill Bonus: Synthesis
Mountains
- Offensive Geotrance: Plasma- The air around a single enemy becomes supercharged with energy. The next time that character moves or takes damage they immediately take (PWR x Half-Level) + 2d6 magical lightning damage. This attack can be used cumulatively on the same target with each instance of Plasma doing its own damage.
- Defensive Geotrance: Carve Model-A single ally gains Protect.
- Maelstrom Geotrance: Landslide-Mud and rock falls upon all enemies, dealing (PWR x Twice Level) + 2d6 magical earth damage to them and inflicting Stun on them for the next round. Furthermore, the Elemental Field becomes Earth until the end of the current combat.
- Terrain Magic: 3-6 casts Thunder; 7-9 casts Thundara; 10-11 casts Thundaga; 12 casts Thunderstorm
- Nature’s Truth: Wings-The Geomancer passively gains the Flight status effect while within this terrain.
- Critter Called: Boar- All enemies lose Nul, Protect, Reflect, and Shell. They are also treated as not having the Unusual Defense ability for the remainder of combat.
- Augment Skill Bonus: Athletics
Plains
- Offensive Geotrance: Air Blade- A gale of wind is launched at a single enemy, dealing (PWR x Half-Level) + 2d6 magical wind damage and causing that target to suffer a short-range knockback.
- Defensive Geotrance: Wind Rhapsody-A single ally regains (MND x Half-Level) + 2d6 HP.
- Maelstrom Geotrance: Tempest-A deadly storm appears in the sky, electrocuting all enemies for (PWR x Twice Level) + 2d6 magical lightning damage. The storm continues, dealing 2d6 Lightning damage to each creature at the start of their turns for the rest of the current combat. Furthermore, the Elemental Field becomes Lightning until the end of the current combat.
- Terrain Magic: 3-6 casts Aero; 7-9 casts Aerora; 10-11 casts Aeroga; 12 casts Tornado
- Nature’s Truth: Heavy-The Geomancer is immune to knockback effects.
- Critter Called: Wombat-All enemies are inflicted with Armor Break.
- Augment Skill Bonus: Escape
- Offensive Geotrance: Snowball- A chilly ball of snow is launched at the face of a single enemy, dealing (PWR x Half-Level) + 2d6 magical ice damage and inflicting Blind.
- Defensive Geotrance: Snowman Jazz-A single ally gains Haste.
- Maelstrom Geotrance: Avalanche-A large amount of ice and snow falls upon all enemies, dealing (PWR x Twice Level) + 2d6 magical ice damage to them and inflicting Stun on them for the next round. Furthermore, the Elemental Field becomes Ice until the end of the current combat.
- Terrain Magic: 3-6 casts Blizzard; 7-9 casts Blizzara; 10-11 casts Blizzaga; 12 casts Freeze
- Nature’s Truth: Fur Coat- The Geomancer gains resistance to the Ice element.
- Critter Called: Arctic Hare-All allies gain the Aura status effect.
- Augment Skill Bonus: Awareness
Swamp
- Offensive Geotrance: Sinkhole-A pool of murky water appears underneath a single target, dealing (PWR x Half-Level) + 2d6 magical water damage to them. After being hit by this ability a creature makes an opposed roll, becoming submerged and not being able to rise until the end of their next turn if they fail. Flying creatures are immune to this Geotrance.
- Defensive Geotrance: Mist Storm-Mist surrounds a single ally, making them Invisible until they attack or use an ability.
- Maelstrom Geotrance: Venom Squall-A storm of toxic water begins to pour over the battlefield, infecting the lungs of all enemies and inflicting them with the Poison, Virus, and Zombie status effects.
- The area is difficult terrain until the end of combat due to the downpour, and any spell or ability that would inflict Poison or Virus deals five additional steps of damage, even if they normally would not inflict damage. Creatures immune to the Poison condition are immune to this effect.
- Terrain Magic: 3-6 casts Poison; 7-9 casts Bio; 10-11 casts Addle; 12 casts Virus
- Nature’s Truth: Antivenom-The Geomancer is immune to Poison, Virus, and any abilities that would absorb their HP or MP.
- Critter Called: Poisonous Frog-All enemies are inflicted with Poison.
- Augment Skill Bonus: Stealth
Town
- Offensive Geotrance: Apparition- A ghostly specter of the past spooks the enemy, inflicting them with the Fear status until the end of their next turn.
- Defensive Geotrance: Artifice’s Embrace-A single ally does two additional steps of damage whenever they inflict physical damage for the next 4 rounds.
- Maelstrom Geotrance: Sonic Boom-A huge explosion of sound erupts, dealing (PWR x Twice Level) + 2d6 magical wind damage to all enemies and knocking them back a medium range. Furthermore, the Elemental Field becomes Wind until the end of the current combat.
- Terrain Magic: 3-6 casts Bind; 7-9 casts Temper; 10-11 casts Reflect; 12 casts Armistice
- Nature’s Truth: Triangulate-The Geomancer may concentrate to better navigate the streets and passways around the area. This effect allows the party to never get lost in the area and allows the party to easily leave combat as if the Geomancer used the Escape white magic spell.
- Critter Called: Raccoon-All allies have any negative status effects removed from them.
- Augment Skill Bonus: Negotiation
Underground
- Offensive Geotrance: Snare- The earth underneath a single target shoots out at them, dealing (PWR x Half-Level) + 2d6 magical earth damage to them with the potential to Disarm them on an opposed roll.
- Defensive Geotrance: Earth Blues-A single ally becomes Petrified. They may remove this at any time with an Instant action.
- Maelstrom Geotrance: Cave In-Large rocks fall upon all enemies, dealing (PWR x Twice Level) + 2d6 magical earth damage to them. Additionally the rocks continue to fall until the end of combat, dealing (PWR x Level) + 2d6 magical earth damage to enemies at the start of each of their turns.
- Terrain Magic: 3-6 casts Stone; 7-9 casts Stonera; 10-11 casts Stonega; 12 casts Quake
- Nature’s Truth: Glisten-The Geomancer sheds light from themselves as though they had the Glowing item property.
- Critter Called: Mole-All enemies are inflicted with Blind.
- Augment Skill Bonus: Thievery
Water
- Offensive Geotrance: Waterspout- Water or a strong current whips at a single target, dealing (PWR x Half-Level) + 2d6 magical water damage. If the Geomancer has the Water Strike or Wind Strike property, this attack deals one additional step of damage.
- Defensive Geotrance: Water Harmony-A single ally regains (MND x Quarter-Level) + 2d6 MP.
- Maelstrom Geotrance: El Niño-The anger of the ocean awakens, dealing (PWR x Twice Level) + 2d6 magical water damage to all enemies and knocking them back a medium range. Furthermore, the Elemental Field becomes Water until the end of the current combat.
- Terrain Magic: 3-6 casts Water; 7-9 casts Watera; 10-11 casts Watega; 12 casts Barrier
- Nature’s Truth: Gills-The Geomancer may breathe and swim underwater with no ill effects.
- Critter Called: Bass-All allies gain the Reflect status effect.
- Augment Skill Bonus: Swimming
Job Abilities
Ability: Absorb Spell
Once per round as an Instant action the Geomancer may choose to absorb magic cast at them, regaining HP from a spell or ability that would normally be reduced by their M. ARM instead of taking damage.
Ability: Augment
Simply having the Augment job ability grants a +2 bonus to all skill checks in a specific skill for the Geomancer and their allies. The skill bonus depends on the natural terrain around the Geomancer and is outlined in the terrain section of the Geotrance ability.
Ability: Bolster
Animal Companions, Luopans summoned with the Geocolure ability, and monsters persuaded with the Beastmaster ability are bolstered by their bond with the Geomancer. This grants benefits based on which other abilities the geomancer has taken:
Ability: Cardinal Chant
The Geomancer's Geotrance is augmented based on where their target is relative to the Geomancer's location:
Ability: Critter Caller
The Geomancer can understand and make themselves understood by animals. The creatures respond with their own postures and/or vocalizations – though this doesn’t make animals smarter, calm or loyal, most recognize a Geomancer by this ability instantly and have enough respect that they’ll hear the character out before defaulting to aggression or panic. Critter Caller allows the Geomancer to hold intense, interesting and logical conversations with creatures normally lacking the intelligence to do so, or who normally could never possess a language. In time, a Geomancer who doesn’t often travel could set up a network of scouts or animal allies to ferry them information.
Small animals will also come to the Geomancer’s aid once per chapter as an Instant action. When they do so they provide support as noted in the critter called section of the terrains in the Geotrance ability, based on one of the terrains available to the Geomancer at the time of calling.
Ability: Emanation
As a Standard action an area within a Short Range of the Geomancer becomes an Elemental Field of an element of their choosing until the end of the next turn.
Ability: Geocolure
Once per combat as an Instant action the Geomancer sacrifices 25% of their maximum HP and mixes their energy with the world’s, creating a construct creature known as a Luopan. The Luopan has ARM and RES equal to the Geomancer’s own, has HP equal to the HP sacrificed, and has no actions. While active, the Luopan grants a temporary buff to all allies or debuff to all enemies while they are within a Short range of it, chosen from the following list:
Ability: Giving Land
Once per chapter the Geomancer may automatically receive a tier-appropriate Component from the terrain around them and immediately make a Synthesis check to craft an object using this component as a Slow action, calling upon the land in their time of need. If the object crafted is a piece of equipment they may also choose to immediately equip that object.
Ability: Heightened Senses
The Geomancer has an acute attunement to the world and creatures around them, allowing their attacks and single-target abilities to still target creatures that are Jumping or Submerged without issue. When attacking a Jumping or Submerged creature with a single-target attack or ability, that attack deals two additional steps of damage.
Furthermore, the character is immune to the negative status effect Blind, and they treat enemies with bonuses to AVD as though they didn’t have any of those bonuses (including bonus AVD from invisibility or flight).
Ability: Hydaelyn’s Cloak
Whenever there is an Elemental Field active, the Geomancer and all of their allies gain resistance to that element until no longer in that Elemental Field.
Ability: Indicolure
As a Slow Action the Geomancer may convert some of the current terrain’s energy into a Spell Plate, a special consumable item that only Geomancers can use. When used as a Standard action the Spell Plate transforms the area within a Short Range of the Geomancer, allowing them to treat that area as the Spell Plate’s terrain type for the next 4 rounds.
These plates require power to maintain; a Geomancer may only have one of these Spell Plates at any given time.
Ability: King’s Yield
The Geomancer gains a +2 bonus to Gathering checks and whenever they spend Destiny to add an additional dice to a Gathering skill roll they gain two bonus dice instead of one.
In addition, the Geomancer may spend a point of Destiny when synthesizing food or consumable items to have that consumable gain an additional property.
Ability: Light Step
The Geomancer no longer takes damage or suffers any negative penalties from Difficult Terrain, nor do they take damage from traps or when stepping on terrain hazards. For example, they may walk over lava without suffering direct damage, walk on a tripwire without activating it, or ignore the harmful liquids in a poisonous swamp.
Ability: Master Herbalist
After any battle that yields EXP the Geomancer may automatically gain a tier 1 component of the Berry, Flower, or Fruit type.
Ability: Mineralize
The Geomancer gains two additional points of both ARM and M.ARM for every point of RES they possess. For example, a Geomancer with 12 RES receives a bonus of 24 to their ARM and M.ARM scores.
Furthermore, as a Slow action the character can automatically inflict themselves with the Petrify status if they so choose. This status effect only wears off when the Geomancer chooses to end the effect as an Instant action, and does not wear off in four rounds as normal.
Ability: Mirage
The Geomancer gains a +2 bonus to Stealth checks and whenever they spend Destiny to add an additional dice to an Stealth skill roll they gain two bonus dice instead of one.
The character also gains access to the Illusion and Advanced Illusion spells. They must still spend MP to use them.
Ability: Nature’s Truth
While within a terrain the Geomancer’s body adapts to that environment, gaining benefits to survive in that area without issue. The type of adaptation is outlined in the Nature’s Truth section of each terrain found in the Geotrance ability.
Ability: Sneak
As a Slow action, a Geomancer can gain the effects of the Invisible status. This status effect is lost as soon as the Geomancer takes damage or uses another job ability.
Ability: Pressure Plate
When using Geomancy the Geomancer may choose to transform the ability’s effects into a trap within Medium Range that triggers when a specific condition is met. The condition must be related to some sort of movement, such as opening a door, stepping into a specific location, attempting to climb a wall, or the like.
Ability: Terrain Magic
The Geomancer is attuned to the arcane forces that shape the world, giving them access to spells. As a Slow action they may roll 2d6 and begin casting a spell. The particular spell they attempt to cast is based on their die roll and the terrain they are calling upon, as noted in the Terrain Magic section of each terrain found in the Geotrance ability. This spell still costs MP; if the Geomancer doesn’t have enough MP to cast the spell they may choose to instead cast one of the spells from the same terrain that have a lower die roll number than the one they rolled. In addition if a 2 is rolled, the magic instead backfires, causing the Geomancer to lose 25% of their maximum HP.
Ability: Trained Eye
The Geomancer gains a +2 bonus to Awareness checks and whenever they spend Destiny to add an additional dice to an Awareness skill roll they gain two bonus dice instead of one.
Furthermore, the gentlest touches of displaced air now warn the Geomancer when danger approaches, giving the character and their allies ample time to prepare, making the character’s party treat potentially Pre-emptive attacks as if they were not pre-emptive.
Ability: Tree Whisperer
The Geomancer gains a +2 bonus to Nature checks and whenever they spend Destiny to add an additional dice to a Nature skill roll they gain two bonus dice instead of one.
Furthermore, the Geomancer now knows how to commune with the plants around them, learning all information they may be privy to, such as what caused destruction in the area or what creatures recently passed by.
Ability: Truthstate
After taking a Travel Rest in any area, the Geomancer meditates upon their surroundings and gains the temporary ability to tell the precise location of every physical object within a Long Range of where the meditation took place, from the tiniest pebble to the largest of rampaging monsters. This grants a constant +2 bonus on most applicable skill checks while within the area, such as Stealth, Nature, Climbing, and Awareness.
Truthstate is often accompanied by odd rituals such as tossing handfuls of soil and interpreting meaning from how it settles and lands. Some claim that this is to protect themselves, for some extremely powerful magical items and beings have a dangerous resonance that can actually inflict physical harm upon the meditating Geomancer if his spirit comes into direct contact with it.
Ability: Weather Trance
The Geomancer understands that the weather’s magic can be just as potent a force of nature as the land itself, granting them access to an additional terrain based on what weather is currently influencing the area. Some examples are rainfall giving access to Water terrain, snow granting access to the Snow terrain, fog granting access to Swamp terrain, smog granting access to Town terrain, strong wind granting access to the Mountain terrain, and clear skies granting access to the Plains terrain.
Ability: Widen Compass
The Geomancer can spend 2 points of Destiny to transfer their energy into the earth around them, allowing them to use spells, abilities, and attacks at Long range. In addition anything that would only influence things in a Short range now influences things in a Medium range and anything that influences things in a Medium range now influences them at a Long range. This lasts until the end of the current combat.
Ability: World Forged
Whenever there is an Elemental Field active, the Geomancer can add the same [Element] Strike property to his weapon with an Instant action. For example, a Geomancer could raise their axe like a lightning rod in the middle of a thunderstorm, infusing this weapon with the Lightning Strike property. This lasts until World Forged is used again.
Once per round as an Instant action the Geomancer may choose to absorb magic cast at them, regaining HP from a spell or ability that would normally be reduced by their M. ARM instead of taking damage.
Ability: Augment
Simply having the Augment job ability grants a +2 bonus to all skill checks in a specific skill for the Geomancer and their allies. The skill bonus depends on the natural terrain around the Geomancer and is outlined in the terrain section of the Geotrance ability.
Ability: Bolster
Animal Companions, Luopans summoned with the Geocolure ability, and monsters persuaded with the Beastmaster ability are bolstered by their bond with the Geomancer. This grants benefits based on which other abilities the geomancer has taken:
- Animal Companions may take the attack action one additional time per combat. If they don’t have the Aggressive talent the attack should be made as though they did have it.
- Persuaded monsters’ attacks always deal a minimum amount of damage as though the monster’s attack dealt a number of steps of damage equal to half the Geomancer’s level.
- Luopans may be summoned multiple times in a single combat (though it costs 1/4 of the Geomancer’s HP each time and only one may be active at a time).
Ability: Cardinal Chant
The Geomancer's Geotrance is augmented based on where their target is relative to the Geomancer's location:
- North: Geotrances become their Maelstrom effect on rolls of 11-12.
- South: Status effects the Geomancer attempts to inflict with Geotrance have a +2 bonus to opposed rolls.
- East: Geotrances deal one step of additional damage and healing.
- West: Teamwork attacks done by the Geomancer when using a Geotrance allow the Geomancer's ally to reroll a single die for that attack.
Ability: Critter Caller
The Geomancer can understand and make themselves understood by animals. The creatures respond with their own postures and/or vocalizations – though this doesn’t make animals smarter, calm or loyal, most recognize a Geomancer by this ability instantly and have enough respect that they’ll hear the character out before defaulting to aggression or panic. Critter Caller allows the Geomancer to hold intense, interesting and logical conversations with creatures normally lacking the intelligence to do so, or who normally could never possess a language. In time, a Geomancer who doesn’t often travel could set up a network of scouts or animal allies to ferry them information.
Small animals will also come to the Geomancer’s aid once per chapter as an Instant action. When they do so they provide support as noted in the critter called section of the terrains in the Geotrance ability, based on one of the terrains available to the Geomancer at the time of calling.
Ability: Emanation
As a Standard action an area within a Short Range of the Geomancer becomes an Elemental Field of an element of their choosing until the end of the next turn.
Ability: Geocolure
Once per combat as an Instant action the Geomancer sacrifices 25% of their maximum HP and mixes their energy with the world’s, creating a construct creature known as a Luopan. The Luopan has ARM and RES equal to the Geomancer’s own, has HP equal to the HP sacrificed, and has no actions. While active, the Luopan grants a temporary buff to all allies or debuff to all enemies while they are within a Short range of it, chosen from the following list:
- Grant Shell to allies (except for the Luopan)
- Grant Protect to allies (except for the Luopan)
- Grant all allies one step of additional damage on spells and attacks
- Grant all allies +2 ACC
- Grant Armor Break to enemies
- Grant Power Break to enemies
- Grant Magic Break to enemies
- Grant Speed Break to enemies
Ability: Giving Land
Once per chapter the Geomancer may automatically receive a tier-appropriate Component from the terrain around them and immediately make a Synthesis check to craft an object using this component as a Slow action, calling upon the land in their time of need. If the object crafted is a piece of equipment they may also choose to immediately equip that object.
Ability: Heightened Senses
The Geomancer has an acute attunement to the world and creatures around them, allowing their attacks and single-target abilities to still target creatures that are Jumping or Submerged without issue. When attacking a Jumping or Submerged creature with a single-target attack or ability, that attack deals two additional steps of damage.
Furthermore, the character is immune to the negative status effect Blind, and they treat enemies with bonuses to AVD as though they didn’t have any of those bonuses (including bonus AVD from invisibility or flight).
Ability: Hydaelyn’s Cloak
Whenever there is an Elemental Field active, the Geomancer and all of their allies gain resistance to that element until no longer in that Elemental Field.
Ability: Indicolure
As a Slow Action the Geomancer may convert some of the current terrain’s energy into a Spell Plate, a special consumable item that only Geomancers can use. When used as a Standard action the Spell Plate transforms the area within a Short Range of the Geomancer, allowing them to treat that area as the Spell Plate’s terrain type for the next 4 rounds.
These plates require power to maintain; a Geomancer may only have one of these Spell Plates at any given time.
Ability: King’s Yield
The Geomancer gains a +2 bonus to Gathering checks and whenever they spend Destiny to add an additional dice to a Gathering skill roll they gain two bonus dice instead of one.
In addition, the Geomancer may spend a point of Destiny when synthesizing food or consumable items to have that consumable gain an additional property.
Ability: Light Step
The Geomancer no longer takes damage or suffers any negative penalties from Difficult Terrain, nor do they take damage from traps or when stepping on terrain hazards. For example, they may walk over lava without suffering direct damage, walk on a tripwire without activating it, or ignore the harmful liquids in a poisonous swamp.
Ability: Master Herbalist
After any battle that yields EXP the Geomancer may automatically gain a tier 1 component of the Berry, Flower, or Fruit type.
Ability: Mineralize
The Geomancer gains two additional points of both ARM and M.ARM for every point of RES they possess. For example, a Geomancer with 12 RES receives a bonus of 24 to their ARM and M.ARM scores.
Furthermore, as a Slow action the character can automatically inflict themselves with the Petrify status if they so choose. This status effect only wears off when the Geomancer chooses to end the effect as an Instant action, and does not wear off in four rounds as normal.
Ability: Mirage
The Geomancer gains a +2 bonus to Stealth checks and whenever they spend Destiny to add an additional dice to an Stealth skill roll they gain two bonus dice instead of one.
The character also gains access to the Illusion and Advanced Illusion spells. They must still spend MP to use them.
Ability: Nature’s Truth
While within a terrain the Geomancer’s body adapts to that environment, gaining benefits to survive in that area without issue. The type of adaptation is outlined in the Nature’s Truth section of each terrain found in the Geotrance ability.
Ability: Sneak
As a Slow action, a Geomancer can gain the effects of the Invisible status. This status effect is lost as soon as the Geomancer takes damage or uses another job ability.
Ability: Pressure Plate
When using Geomancy the Geomancer may choose to transform the ability’s effects into a trap within Medium Range that triggers when a specific condition is met. The condition must be related to some sort of movement, such as opening a door, stepping into a specific location, attempting to climb a wall, or the like.
Ability: Terrain Magic
The Geomancer is attuned to the arcane forces that shape the world, giving them access to spells. As a Slow action they may roll 2d6 and begin casting a spell. The particular spell they attempt to cast is based on their die roll and the terrain they are calling upon, as noted in the Terrain Magic section of each terrain found in the Geotrance ability. This spell still costs MP; if the Geomancer doesn’t have enough MP to cast the spell they may choose to instead cast one of the spells from the same terrain that have a lower die roll number than the one they rolled. In addition if a 2 is rolled, the magic instead backfires, causing the Geomancer to lose 25% of their maximum HP.
Ability: Trained Eye
The Geomancer gains a +2 bonus to Awareness checks and whenever they spend Destiny to add an additional dice to an Awareness skill roll they gain two bonus dice instead of one.
Furthermore, the gentlest touches of displaced air now warn the Geomancer when danger approaches, giving the character and their allies ample time to prepare, making the character’s party treat potentially Pre-emptive attacks as if they were not pre-emptive.
Ability: Tree Whisperer
The Geomancer gains a +2 bonus to Nature checks and whenever they spend Destiny to add an additional dice to a Nature skill roll they gain two bonus dice instead of one.
Furthermore, the Geomancer now knows how to commune with the plants around them, learning all information they may be privy to, such as what caused destruction in the area or what creatures recently passed by.
Ability: Truthstate
After taking a Travel Rest in any area, the Geomancer meditates upon their surroundings and gains the temporary ability to tell the precise location of every physical object within a Long Range of where the meditation took place, from the tiniest pebble to the largest of rampaging monsters. This grants a constant +2 bonus on most applicable skill checks while within the area, such as Stealth, Nature, Climbing, and Awareness.
Truthstate is often accompanied by odd rituals such as tossing handfuls of soil and interpreting meaning from how it settles and lands. Some claim that this is to protect themselves, for some extremely powerful magical items and beings have a dangerous resonance that can actually inflict physical harm upon the meditating Geomancer if his spirit comes into direct contact with it.
Ability: Weather Trance
The Geomancer understands that the weather’s magic can be just as potent a force of nature as the land itself, granting them access to an additional terrain based on what weather is currently influencing the area. Some examples are rainfall giving access to Water terrain, snow granting access to the Snow terrain, fog granting access to Swamp terrain, smog granting access to Town terrain, strong wind granting access to the Mountain terrain, and clear skies granting access to the Plains terrain.
Ability: Widen Compass
The Geomancer can spend 2 points of Destiny to transfer their energy into the earth around them, allowing them to use spells, abilities, and attacks at Long range. In addition anything that would only influence things in a Short range now influences things in a Medium range and anything that influences things in a Medium range now influences them at a Long range. This lasts until the end of the current combat.
Ability: World Forged
Whenever there is an Elemental Field active, the Geomancer can add the same [Element] Strike property to his weapon with an Instant action. For example, a Geomancer could raise their axe like a lightning rod in the middle of a thunderstorm, infusing this weapon with the Lightning Strike property. This lasts until World Forged is used again.