Geomancers are spirit guides. They are connected to the world via the many spirits that inhabit the world. This connection gives them access to powerful primal magics and a direct bond with one of the spirits around them.
Geomancers seek to follow the spirit's will. Most often this takes the form of protecting the wild areas of the world, or possibly seeking to take down a powerful outsider entity that is disrupting the natural balance of things. A few adventures seek out these spirits power to help right a wrong in their life, making a deal with these spirits, ot possibly dominating their will over theirs.
If you are a primal caster from your combat class, you will want to focus on Endurance to boost your vitality. Most Geomancers also have a high Acuity as they are more observant of nature around them. Most Geomancers started their as Outlanders as the time outside cities led to a bond with nature. Often Folk Heroes might find that their dependence on the land helps to bond to spirits of the land as well. Hermits often find a secret connection to the spirits during their isolation as well.
Starting skills: Survival and choose one from Awareness, Stealth, or Movement
General skills: 2 skill rank per level
Skill boosts: 2 skill boosts per level
Mental skills: 1 skill rank per level
Equipment
You start with the following equipment, in addition to any other starting equipment:
a spiritualist’s pack
herbalism kit
Spellcasting
Your connection to the spirits fuels your magic.
Spellcasting Circles
The Geomancer table shows the highest circle of spells that you can cast.
Spellcasting Resources
Your spells do not use any spellcasting resources, rather they take longer to cast, roughly 30 seconds per spell circle. If you have spellcasting from a combat class, you may cast these spells at combat speeds, but they will cost Vitality and Action Points.
Known or Prepared spells
You have access to all primal non-combat spells from a Spirit's spell lists.
Spirit Guide
You gain the service of a Spirit Guide, a spirit that takes an elemental form you choose: Earth, Air, Fire, Water, Void, Gravity, Ice, or Entropy. You form or contract over the course of 10 minutes with that creature and it is brought to an unoccupied space within 30 feet of you.
Your spirit guide acts independently of you, but it always obeys your commands. A spirit guide can't attack and can't normally interact with the physical world. You share any passive benefits that your spirit guide has.
While your spirit guide is within 100 feet of you, you can communicate with it telepathically. Additionally, you can see through your spirit guide's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit guide has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one spirit guide at a time. You can release your spirit guide and re-form the contract with a new spirit guide. Choose one of the forms from the above list. Your spirit guide now uses the stat block for that creature instead.
While bound to the Spirit Guide, you gain use of the spirit's natural abilities.