Source: Ultimate Spheres of Power
Casting
At 1st level, the geosurveyor may combine spheres and talents to create magical effects. The geosurveyor is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces both the favored enemy and spells class features.
Spell Pool
The geosurveyor gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier. This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
A geosurveyor gains a magic talent at 2nd level and every 2 levels thereafter.
Geomancer
A geosurveyor gains the Nature sphere as a bonus sphere at first level.
This replaces the wild empathy class feature.
Favored Package (Su)
At 3rd level, a geosurveyor chooses one of the packages from the Nature sphere and gains a +2 bonus to his caster level with that package. At 9th level, this bonus improves by an additional +2, and he may choose another package to gain a +2 bonus with. At 15th level, all previously chosen packages increase his caster level by another +2, and the geosurveyor may choose a third package to gain a +2 bonus. These bonuses stack with other class features with the same name.
This replaces the hunter’s bond class feature.
Master of All Lands (Su)
20th level, the geosurveyor becomes familiar with and comfortable in all possible terrains. His terrain bonus in all favored terrains increases by +2, and he treats all other terrains as if they were favored terrains (+2 bonus). If a naturally occurring condition of temperature or weather requires a check or saving throw, he automatically succeeds. All allies within 60 feet of him gain a +2 bonus on these checks and saves.
This replaces the master hunter class feature.
Archived: Original version (from before Ultimate Spheres of Power)