Geomancer
Geomancers are in tune with the earth itself, able to weild a terrible power upon landbound foes, but also to nurture agricultural pursuits, to shore up foundations, create natural rock havens, erect earthen bulwarks, create paved roadways from mud, and a host of other useful things. Geomancers are usually the most practical and utilitarian of Elementalists, and also the most durable. Many Geomancers prefer to reserve their Magic for truly impressive works, and fight in combat like any armsman, with fist and steel (though likely with a few subtle "enhancements" acheived via Magic). Geomancers in contact with some natural earth or rock are damnably difficult to harm, and fearsomely difficult to deal with.
Geomancer's are fun to play because they are so generally useful, well rounded, and capable. While not as flashy as the Pyromancer or Aeromancer, the Geomancer makes up for their lack of flare with solid determinism.
Cost Ability
55 Elementalist (Prepared) Package (Chosen School: Geomancy; Neutral Schools: Pyromancy, Hydromancy)
or Elementalist (Gestalt) Package
or Elementalist (Spontaneous) Package
23 Geomastery Package
10 Mountain Fighting Package
3 Battle-wise: AF: Choose one: (Light, Medium, or Heavy Armor), Shield
2 Common Melee Weapons
2 +1 OCV w/ Weapon of Choice
95 Total Cost of Abilities
Value Disadvantages
-5 School Ineptitude: Phys Lim: Cannot Learn KS: Aeromancy or use Spellcraft to Circumvent (Infrequently, Limiting)

+90

Total Cost of Package

Basic Package Deals
Elementalist (Prepared)
The Elementalism Magic System is detailed here.
This Package Deal is for Elementalists using the Prepared Model
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters.
Cost Ability
35 Wizard VPP (30 Pool)
19 KS: Element of Choice + 3, KS: First Neutral Element +1, KS: Second Neutral Element +1
1 Literacy with Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17.5 +1 Spell Level (+15 Pool)
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Elementalist Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)

Basic Package Deals
Elementalist (Gestalt)
The Elementalism Magic System is detailed here.
This Package Deal is for Elementalists using the Gestalt Model
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters.
Cost Ability
48 Magni VPP (30 Pool)
6 Any two of the following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS: Pyromancy)
1 FAM with any one of the following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS: Pyromancy)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*24 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Elementalist Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)

Basic Package Deals
Elementalist (Spontaneous)
The Elementalism Magic System is detailed here.
This Package Deal is for Elementalists using the Spontaneous Model
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters.
Cost Ability
6 Elementalist MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
10 Elementalist MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4)
13 Elementalist MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
14 14 points in Spell slots
11 KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element
1 Literacy with Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
+15 Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
+17 Sorcerer MPP 4th Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
2 WF: Elementalist Group (Dagger, Darts, Staff)
+4 Replace (KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element) with Spellcraft 11-
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Geomastery
Some Elementalists develop a close affinity to the earth studying Geomancy, to the point that they take on many of its qualities.
Cost Ability
7 Rooted: Knockback Resistance -6" (12 Active Points); Only While On Rock Or Soil (-1/2), Nonpersistent (-1/4)
16 Skin of Rock: Force Field (7 PD/7 ED), Hardened (x1; +1/4), Reduced Endurance (0 END, +1/2) (24 Active Points); Only While On Rock Or Soil (-1/2)
Value Disadvantages
0 None

+23

Total Cost of Package

Extention Package Deals
Mountain Fighting Skills
Some characters recieve training to improve their ability to fight in Mountain regions, or else originate from a land of dangerous mountains or highlands where they had to fight to survive.
Cost Ability
2 Survival (Mountains)
2 Environmental Movement: Rugged Slopes
1 Climbing; Only in Mountains (-2)
1 Concealment; Only in Mountainous Regions (-2)
1 Stealth; Only in Mountainous Regions (-2)
3 Mountain Fighting: +1 All Combat; Only in Mountainous Regions (-2)
Value Disadvantages
  None

+10

Total Cost of Package