Geomancer


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Dang. I knew there would be something somewhere, just didn't see it in what I had. Now I just need to go out and get it... the snow is 23" deep, so it should be interesting wading to my car.
Thanks
 

If it's any consolation, like most PrC's, it's incredibly broken.

Whoohoo! A 17th-level wizard in full-plate armour with hoopy supernatural abilities, excellent saves, and a good BAB! Yay!

That, and it really doesn't have anything even remotely to do with it's concept. I mean... it's SUPPOSED to be about ley-lines and the attuning of the body, spirit and mind to the earth and yet all it really does is break the rules and give you lots of powers wholly unrelated to ley-lines.

But then... I'd say 9 out of 10 PrC's are like that, sigh.

Show us yours in the rules forum or whereever you're supposed to post those things... I'm betting you could do better...
 

DDK said:
If it's any consolation, like most PrC's, it's incredibly broken.

Whoohoo! A 17th-level wizard in full-plate armour with hoopy supernatural abilities, excellent saves, and a good BAB! Yay!

That, and it really doesn't have anything even remotely to do with it's concept. I mean... it's SUPPOSED to be about ley-lines and the attuning of the body, spirit and mind to the earth and yet all it really does is break the rules and give you lots of powers wholly unrelated to ley-lines.

But then... I'd say 9 out of 10 PrC's are like that, sigh.

Show us yours in the rules forum or whereever you're supposed to post those things... I'm betting you could do better...

Uh, did you even stop to think on this before you began ranting? Multi-classing, even minor multi-classing as this prc requrires, is much weaker than specialization, even when it comes to spellcasting. Neither this classes BAB/hp or spellcasting will be up to par by the 20th level scenario you suggested. And the AC bonus is piddly at that. Compare that to the proposition of several more 7th, 8th, and 9th level spells that a straight wizard or druid would have.

Plus you have to go through 6 levels of painful multispellcaster progression in which you are guaranteed to underperform relative to single-classed characters.
 

Err... in a slightly less inflammatory tone....

While I agree that the geomancer PrC falls short of the mark as being close to a ley-line/places of power sort of class (at least for me), and is just plain wierd, I wouldnt necessarily say it was seriously broken.

IIRC, the spellcasting in armour that the geomancer gets is still limited (the spell level they can cast?), and certainly the multiclassing aspect seriously downpowers it.

A bit dopey? yup.
Do I wanna play it? nah.
Is it in my game? yeh right.
Seriously broken? i dont think so.

cheers
 


jasamcarl said:
Uh, did you even stop to think on this before you began ranting?
Heh, yes, this was one of those rare moments when I actually did :)

jasamcarl said:
Multi-classing, even minor multi-classing as this prc requrires, is much weaker

-snip-

underperform relative to single-classed characters.
Here's something I cooked up before the show :)

Human Male (Alienist 2, Cleric 3, Conjurer 5, Geomancer 10)

SPECIAL• +1 caster level whilst in a forest setting; +1 caster level whilst in a mountainous area; +1 caster level whilst on plains; +10-ft. base speed; alien blessing; can breathe water; can pounce (full-attack action after a move action); charge at up to ten times normal movement 1/hour; divine focus used in lieu of arcane material components; freedom of movement 3 rounds/day; grapplers or those using natural weapons suffer 1d3 points of damage and own unarmed attacks cause piercing damage; low-light vision; no arcane spell-failure chance; reroll any one dice roll 1/day; spontaneous casting of any arcane spell of 2nd-level or lower as a cure spell; spontaneous casting of any arcane spell as an inflict spell; tremorsense out to 30-ft.; turn undead 8/day (3rd level cleric).

AC 50 MOVEMENT 40-ft. HIT POINTS 226

FORT +30 REF +22 WILL +34

FEATS• Augment Summoning (3rd), Conjure Mastery (9th), Craft Magic Arms & Armour (5th, wizard bonus), Craft Rod (12th), Craft Wondrous Items (6th), Magical Artisan (rods) (15th), Forge Ring (18th), Quicken Spell (1st, wizard bonus), Repeat Spell (1st), Spell-casting Prodigy (wizard) (human bonus).

SPELLS• Cleric:- Domains: Luck, Travel. DC = 27 + spell level. Spells Per Day:- Orisons: 4 - detect magic, detect poison, purify food and drink, read magic; 1st: 4+1 - comprehend languages, detect undead, divine favour, sanctuary + expeditious retreat; 2nd: 3+1 - delay poison, lesser restoration, remove paralysis + aid.

Wizard:- DC = 27 + spell level. Banned School: Evocation. Spells Per Day:- Cantrips: 4+1 - acid splash, disrupt undead, mending, mental alarm, open/close; 1st: 8+1 - detect secret doors, feather fall, know protections, mount, shield, spirit worm, summon monster I (2); 2nd: 8+1 - blindness/deafness, choke, death armour, detect thoughts, false life, glitterdust, ice knife, Melf's acid arrow, summon monster II; 3rd: 8+1 - dispel magic, displacement, fly, gaseous form, Mestil's acid breath, protection from elements, slow, stinking cloud, summon monster III; 4th: 7+1 - backlash, confusion, dimensional anchor, dimension door, Evard's black tentacles, improved invisibility, minor globe of invulnerability, summon monster IV; 5th: 7+1 - cloudkill, dismissal, feeblemind, ghostform, Grimwald's greymantle, summon monster V, teleport, wall of stone; 6th: 7+1 - acid fog, disintegrate, fire spiders, globe of invulnerability, greater dispelling, project image, summon monster VI, true seeing; 7th: 6+1 - energy immunity, ethereal jaunt, finger of death, greater ironguard, limited wish, power word: stun, summon monster VII; 8th: 4+1 - discern location, maze, mind blank, power word: blind, summon monster VIII; 9th: 3+1 - foresight, Mordenkainen's disjunction, time stop, summon monster IX.
 


DDK said:

Heh, yes, this was one of those rare moments when I actually did :)


Here's something I cooked up before the show :)

Human Male (Alienist 2, Cleric 3, Conjurer 5, Geomancer 10)

SPECIAL• +1 caster level whilst in a forest setting; +1 caster level whilst in a mountainous area; +1 caster level whilst on plains; +10-ft. base speed; alien blessing; can breathe water; can pounce (full-attack action after a move action); charge at up to ten times normal movement 1/hour; divine focus used in lieu of arcane material components; freedom of movement 3 rounds/day; grapplers or those using natural weapons suffer 1d3 points of damage and own unarmed attacks cause piercing damage; low-light vision; no arcane spell-failure chance; reroll any one dice roll 1/day; spontaneous casting of any arcane spell of 2nd-level or lower as a cure spell; spontaneous casting of any arcane spell as an inflict spell; tremorsense out to 30-ft.; turn undead 8/day (3rd level cleric).

AC 50 MOVEMENT 40-ft. HIT POINTS 226

FORT +30 REF +22 WILL +34

FEATS• Augment Summoning (3rd), Conjure Mastery (9th), Craft Magic Arms & Armour (5th, wizard bonus), Craft Rod (12th), Craft Wondrous Items (6th), Magical Artisan (rods) (15th), Forge Ring (18th), Quicken Spell (1st, wizard bonus), Repeat Spell (1st), Spell-casting Prodigy (wizard) (human bonus).

SPELLS• Cleric:- Domains: Luck, Travel. DC = 27 + spell level. Spells Per Day:- Orisons: 4 - detect magic, detect poison, purify food and drink, read magic; 1st: 4+1 - comprehend languages, detect undead, divine favour, sanctuary + expeditious retreat; 2nd: 3+1 - delay poison, lesser restoration, remove paralysis + aid.

Wizard:- DC = 27 + spell level. Banned School: Evocation. Spells Per Day:- Cantrips: 4+1 - acid splash, disrupt undead, mending, mental alarm, open/close; 1st: 8+1 - detect secret doors, feather fall, know protections, mount, shield, spirit worm, summon monster I (2); 2nd: 8+1 - blindness/deafness, choke, death armour, detect thoughts, false life, glitterdust, ice knife, Melf's acid arrow, summon monster II; 3rd: 8+1 - dispel magic, displacement, fly, gaseous form, Mestil's acid breath, protection from elements, slow, stinking cloud, summon monster III; 4th: 7+1 - backlash, confusion, dimensional anchor, dimension door, Evard's black tentacles, improved invisibility, minor globe of invulnerability, summon monster IV; 5th: 7+1 - cloudkill, dismissal, feeblemind, ghostform, Grimwald's greymantle, summon monster V, teleport, wall of stone; 6th: 7+1 - acid fog, disintegrate, fire spiders, globe of invulnerability, greater dispelling, project image, summon monster VI, true seeing; 7th: 6+1 - energy immunity, ethereal jaunt, finger of death, greater ironguard, limited wish, power word: stun, summon monster VII; 8th: 4+1 - discern location, maze, mind blank, power word: blind, summon monster VIII; 9th: 3+1 - foresight, Mordenkainen's disjunction, time stop, summon monster IX.

Yeah, those special abilities are still nothing at 20th level...i'll get to the rest tommorow.
 

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