Geomancer question

ShadowMaster

First Post
1) If I understand correctly a Cleric3/Conjurer3/Gomancer2 can cast Arcane spell with an armor without rolling for a spell check failure! is that right?

2) I don't have my book with me and I would like to know the amount of money does a lvl 8 character start with!

thanks!
 

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1) Yes, but only 0 and 1st level arcane spells. His 2nd lvl ones will have full arcane failure rates.
2) Dont have my books with me either.
 



Vaxalon said:
Yes, Geomancer is good, but he's going to have a hard time getting a seat at the bar.

I doubt it. The drifts can cause significant physical changes in the Geomancer, but many appear to have no obvious physical effect, even the Stage 5 drifts. Growing a stinger is likely to make you stand out in a crowd, but gaining the reflexes of a cat seems like it would be pretty unobtrusive.
 

Storm Raven said:


I doubt it. The drifts can cause significant physical changes in the Geomancer, but many appear to have no obvious physical effect, even the Stage 5 drifts.

Well, except for all the Stage 1 drifts, which are just physical and obvous ones...

J
 

drnuncheon said:
Well, except for all the Stage 1 drifts, which are just physical and obvous ones...

One of the Stage 1 drifts has no obvious physical effect (I can't remember which one), and several others can be easily concealed or minimized with minor effort (for example one makes your hair turn into leaves/vines; just shave your head, no obvious effect ensues).
 

Of course there is still the question of what makes this PrC useful.

You are at least 3 levels behind in spell progression in your primary spellcasting class, and for what benefits?

ley lines: Only useful if you happen to be in your chosen terrain. Good for NPCs I guess.

Spell Versatility: Most obvious utility is for those wishing to continue adding spell levels to their arcane casting class, and want to wear armor.

Of course the lack of armor check penalty doesn't really get realized until around 11th level when you finally have enough geomancer levels to cast your highest lvl arcane spells with no armor check penalty.

I'm also not sure what wizards or sorcerers are really worried about needing to wear heavy armor after 11th level anyway, with AC boosting magic items and mage armor and shield, etc.

Drifts: Cool for flavor...which ones are useful to a caster? I'll have to look.

d6 hit dice: Cool for arcane-inclined casters, bad for clerics.

Flavor: Cool idea in the class. Nice specialization for someone looking for that sort of earth magi.

Now someone just explain to me how I'm wrong and there are enough benefits to justify it from the cost-benefits point of view.

Thanks!
Skaros
 

Skaros said:
Now someone just explain to me how I'm wrong and there are enough benefits to justify it from the cost-benefits point of view.

Well, okay, so you give up three caster levels in your primary spellcasting class, but in return you get Spell Versatility and the Drifts.

Think of a Cleric3/Wizard3/Geomancer10. He put all of his +1 caster levels into Wizard, so he's a 13th level arcane caster instead of a 16th level arcane caster. But he has ten drifts to help him out that probably offset that. Even if you go with a set of ten drifts with the idea that you want to avoid obvious physical effects he can gain:

Drift 1: Hair a tangle of short vines.
Drift 1: Touch causes flowers to wilt.

Drift 2: Swift as an elk, +5 movement.
Drift 2: Comely as a dryad, +4 to Diplomacy checks.

Drift 3: Eyes sharp as an eagle, +5 daylight Spot checks.
Drift 3: Eyes sharp as an owl, +5 dusk/darkness Spot checks.

Drift 4: Nose sensitive as a hound, gain Scent.
Drift 4: Boar's ferocity, continue to act without penalty when disabled or dying.

Drift 5: Tremorsense of an earthworm, 30 foot range.
Drift 5: Senses of a bat, gain Blindsight feat.


So, for three caster levels you gain +5 to movement, +4 to Diplomacy checks, +5 to Spot checks, Scent, Ferocity, Tremorsense and Blindsight. And armored casting. That seems like a decent tradeoff.
 
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And the three levels of cleric give the equivalent of a Great Fortitude Feat, two Toughness feats on average, two domain powers, and (assuming 14+ Wis) 5 1st-and-2nd-level clerical spells (e.g. up to 7d8 + 15 of healing (7d8 +20 with the Healing domain), or access to spells like Augur that can be useful even at high levels...)

Seems like a good deal to me...

Also, the ability to turn, even though the turning level is terrible, gives access to the divine feats in Defenders of the Faith.
 

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