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Class record

Geomaster

Controller / Striker

Tier
3
Difficulty
2 / 5
Main role
Controller
Secondary role
Striker

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Geomancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Medicine, Magic, Religion, History, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The caravan is stopped. The bridge over the ravine is gone, scrap and splinter of it remaining on either side of the more than one hundred twenty foot gap in the earth. Did it collapse from the weather or an earthquake? Or was it deliberately destroyed by Northi sappers, flaunting their new air superiority of Sorthen’s logistical lines? It didn’t matter, the bridge was gone and the evacuation toward Marlone was stopped dead in its tracks. Teyo Lu’Solana scowled at the gap, the earth shivering with each impatient tap of her foot.

The leaders of the caravan were arguing over alternative routes or taking the time to rebuild the bridge. They were assuming General Ar’Golan would be able to hold off the might of the combined Northi-Westria forces. That they had time for “alternative routes” or “bridge building”. Teyo knew if they stayed here, they would be caught against this ravine and slaughtered. And she had been tasked by the General to get this caravan safely to Marlone.

“We’re crossing,” she declared loudly, interrupting the debate.

One of the men nervously looked at his compatriots and then reluctantly stepped forward. “With all due respect, Lady Lu’Solana, the decision hasn’t been made yet. We’ll take your input into consideration as a vote for a bridge, but--”

Teyo scoffed and turned away, walking toward the edge of the ravine. “No, we’re crossing now. We’ve wasted enough time.”

She ignored the indignant officials shouting at her as she plants her feet at the point where stone meets open air. Mana surged through her body, her blood singing, begging to release its shackles. She held that urge back and crossed her arms imperiously. Then, with a stomp of her foot, the earth heaved beneath her and she rode a bridge of earth across the ravine where it anchored solidly with the opposite wall as if it had always been.

The new stone bridge is twenty feet wide and gently arched for support. With a few twists of her feet and guidance from her hands, support pillars rose from the ravine floor to shore up the structure of the bridge and ensure it wouldn’t buckle under the load. Finally, Teyo let a shuddering breath escape her lips but didn’t let the exhaustion of shaping that much earth show. She just stands to the side of the new bridge as the awestruck evacuees trundle past her in wagons and carts. She only followed once the last of the refugees were across and with a violent twist of her feet, the entire bridge collapsed in a roar of falling stone.

They were safe, for now, and free to get to the ships that would take them to Marlone in the Bay.

Tactical guidance

Playing Geomaster

Geomaster is primarily a controller class like the geomancer.

Earthen Divide lets you split up the battlefield by just creating a massive wall. Powerful even outdoors to block ranged attacks, but especially if inside a cave or dungeon of some sort where there might not be a way to get around the wall and enemies have to force their way through.

Wall Ride is a simple mobility tool that lets you reposition after using Mud Wall or Earthen Divide. If you do a very long Earthen Divide, Wall Ride can let you move a super long distance for free.

Pillar of Earth is a manaless construction tool with the limit of having to place it below someone. Apart from creating cover, you can use it to either push up an enemy or an ally to get them out of attack of opportunity range.

Spike Field is a nasty field hazard that will quickly chew through the HP of any grunt or even heroic enemy that simply goes through it at full speed. Be aware that it does affect allies as well.

Finally, Second Tremor gives you increased controlling power against heroics. The only downside of it is that you may struggle to reliably activate it often without the support of allies, but it can be devastating if combined with reliable sources of prone such as leg sweep or wire sweep. As a pure geomancer, you'll most likely activate this purely off earthquake and fissures by yourself.

Geomaster

Class features

Abilities unlocked

Complete rules for every ability granted by Geomaster.

Key ability

Wall Ride

Class feature

Benefit 1

When you create a wall on your turn using your Geomancer or Geomaster abilities, you may move along the wall as it is created. You can jump off at any point of the wall creation, ending in an empty square next to the wall.

3 AP2 MP
Range
5ft
Keywords
Spell,Earth

You create a wall up to 20ft high, 5ft wide and 20ft long in a straight line. Each Segment of the wall has HP equal to 20 + Focus.

Overcharge: You may spend X mana to increase the length by 20 x Xft.

2 AP
Range
60ft
Keywords
Spell,Earth

You create a 5x5, 20ft high pillar below someone. The target may spend 1 RP to step out of the way.

Each block of the pillar has HP equal to 20+Focus and the entire pillar collapses if one block is removed from it.

2 AP1 MP
Range
30ft
Keywords
Spell,Earth,Upkeep

You create a 20x20ft field of spikes. Any creature moving more than 5ft per movement action across it takes full pierce damage equal to your Focus for each 5ft they move across the field.

If the movement through it was forced movement, you only take the damage once.

Lasts until the start of your next turn.

Upkeep: 1 mana, extends the duration of the spike field by 1 turn.

1 RP
Range
120ft
Keywords
Earth

The enemy falls prone and takes Light damage.

Requirements

An enemy stands up from prone or takes falling damage without falling prone.