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Geomancers hold the power of nature and the elements. Geomancy is the art of channeling magical energy from many sources through the land itself. In the area she calls home (be it high on a mountain, deep in a forest, or even beneath an ocean) she weaves ley lines—powerful connections to the land itself. The spells she casts through these connections with the earth are reflections of her own strength of will. 

Class Traits

Role: Leader. Your bond with nature allows you to heal and bolster your allies. Depending on your choice of class features and powers, you lean toward either defender or controller as a secondary role.
Power Source: Primal, Limit Break.
Key Abilities: Wisdom, Constitution, Intelligence

Armor Proficiencies: Cloth, Leather, Hide, Chainmail; Light Shield
Weapon Proficiencies: Simple Melee, Axes, Simple Ranged
Implement: Totems
Bonus to Defense: +1 Fortitude, +1 Reflex

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier

Trained Skills: Nature. From the class skills list below, choose three more trained skills at 1st level: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Perception (Wis)

Class Features: Adaptable, Geomancy, nature’s breath, One with Nature.

Class Features

All of the following are class features of the geomancer.

Adaptable

As long as you are standing on a natural terrain, you are not affected by difficult terrain.

Geomancy

You are specialized with nature, enabling you to perform one of the following.

  • Crippling Geomancy: When you use your Nature’s Breath power, one enemy within 5 squares from the target suffers a penalty to his next attack roll equal to your Intelligence modifier.

  • Shielding Geomancy: When you use your Nature’s Breath power, the target also gains temporary hit points equal to your Constitution modifier.

One with Nature

You gain a +1 bonus to every Fortitude, Reflex, and Will defenses.