Do Geomancer's suck? And what to do about it.

Psion

Adventurer
I always thought the geomancer was a weak class.

Mystic theurge sort of drives that thought home. Splitting your casting levels two ways really stinks, even given their drift and spell versatily abilities.

Yet, the 3.5 geomancer is almost unchanged from 3.0.

I have a new player (yay me) who is planning on playing one, and I thought about beefing it up. But before I do, does anyone out their have any insight on what I am missing when it comes to the playability of this class?
 

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Well, the fact that they cast all of their spells using the best combination of components is pretty powerful. Meaning, they can ignore arcane spell failure, ignore non-divine focuses and material components, etc.

Calypso
 


Now, if I'm remembering it correctly, you can only up one spellcaster level per level(either arcane or divine, but not both). This happens to be the real weakness in the class, where they lose all the spellcasting levels. Since the geomancer build has to be split arcane/divine right from the start, this makes them even weaker. What could be done, and this is contigent on the fact that I'm remembering this correctly, is that you could increase Both at every level. This ends up with two classes on one character casting mid-range spells since they lose a few levels to split up the spell casting in order to get the prc.

I made a geomancer, and at level 8 for the build he only had level 3 spells, which made him really weak. Even taking practiced spellcaster only helped minimally - wooh, fireball does more damage....

I'm not sure if this change could break the class. Perhaps play around with it. Something like both classes get +1 caster level at every other level 1, 3, 5, 7, 9 while at level 2, 4, 6, 8, 10 you pick one class to get hte +1 c.l. bonus.

Good luck.
 

You can cast arcane spells in heavy armor. What's not to like? Seriously, though, it's just a matter of keeping your Spell Versatility in line with the maximum level of spell you can cast... and that means Mystic Theurge levels. Alternate them, and you wind up with a fairly decent build... although naturally, it's a case of the raw power of focus being diluted in favor of versatility.
 

Viashimo said:
Now, if I'm remembering it correctly, you can only up one spellcaster level per level(either arcane or divine, but not both).

My point exactly. Mystic theurge makes this look rather paltry.

What could be done, and this is contigent on the fact that I'm remembering this correctly, is that you could increase Both at every level. This ends up with two classes on one character casting mid-range spells since they lose a few levels to split up the spell casting in order to get the prc.

That would be too much. I was thinking give them +2 caster levels (1 each arcane and divine) at levels 1, 4, 7, and 10, and make their ley line casting level bonus cumulative (i.e., at 10th level, they have 1 +3 terrain, 1 +2 terrain, and 1 +1 terrain.)
 

Their Drifts are quite cool at higher levels, and their flexability is very usefull. But a few levels of MT can help balance out the character as well.

I think it's fine as is. It lets you let one of the mental stats go in favor for the other stat (So you can focus your level up bonuses on one stat). Casting in armor is nice, and the ability to swap spells between casters is increadably usefull as well. I think they're balanced quite well. And remember, if you want, you can be a Cleric 3, Wizard 3, Geomancer 10, and be CL13 in Wizard, but get the flexability to use some cleric spells, cast in armor, and even spontaniously cast some healing spells.

I'd try it out as is. Caster level isn't everything, and there is something to be said about the increadable flexability.
 

Bront said:
Caster level isn't everything,

Oh, I don't know if I can get on board with that notion. ;)

and there is something to be said about the increadable flexability.

Sure there is. But a MT has it all over geomancer in the flexibility department.

Anyways, I am pushing forward with the changes (he made the character last night and ran it); I consider them pretty modest.
 

If you're going into epic levels, Wizard 5/Rainbow Servant 10/Geomancer 10 is quite nice. Even Wizard 5/Rainbow Servant 10/Geomancer 5 isn't bad at level 20.
 

Change the name.

Drop Drift.

Drop Ley Lines

Increase casting to +1 Arcane / +1 Divine for 7 out of 10 levels (2, 3, 4, 6, 7, 8, 10?)

And wa-la, you have the Red Wizard (cheater class!) from Final Fantasy. lol

Thats what I'm doing IMC :P
 

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