Malhavoc_Black
2011-09-09, 03:47 AM
It's some time I'm tinkering with a Geomancer build.. most people on the web think this PrC is not particularly strong.. and that's probably true, but I think I've found a build that at least clearly outshines any other Wizard/Fighter build.
The build just uses core feats and items from 3.0, nothing too fancy or exotic... I think I've found a very nice build, but I'm posting this not to show off anything, but to get feedback and suggestions on how to improve it.
Pro of the build:
Casting in full armor with no spell failure
Better caster level than an average W/F (at 17th it's 14 c.l, even higher in certain terrains thanks to leylines)
A huge amount of attacks (3 swords attacks + 4 natural attacks at full BAB)
Divine might lets you add up to 10 points of damage to each of your attacks (improving the otherwise low damage of natural attacks), that's why sorcerer was prefered instead of wizard
A vast amount of interesting additional perks, like wolf automatic trip and blindsight
Can convert sorcerer slots into cure light/medium wound (I fear that caster level is cleric's, not sorcerer's, and only cleric spells actually known, so no more than 2d8+4..but that's not bad to get back in shape after a fight)
Very high spell DCs, cause Charisma is your defining abilities (thanks to divine might putting your charisma into attacks)
Cons of the build:
Slightly less HP (2d6 are a bit less than d4+d10: around 1 less HP every two levels)
This builds shines from level 12/13th onwards, when it lets you cast every spell you have in full armor, and you get your first natural attacks. Before that it's quite bad. Excellent for high-level campaigns then.
A bit less skill points than a Fighter / Wizard due to the lower int, but Geomancers get 4 + int, and you are human too, so it's not that bad after all
Here's the build:
Human
Familiar: Toad (for the +2 Con)
Cleric Domains:
Healing (+1 healing spells)
War (Sword Proficiency + Weapon Focus)
Hypotetical Stats array (just for reference)
Str 16
Dex 12
Con 16
Int 8
Wis 12
Cha 16
Build level by level (C stands for cleric, S for Sorcerer and G for Geomancer)
Abilities in [] are feats, those in {} are Geomancer's abilities (X.Y stands for Yth drift from those of Xth level)
1 C [Power Attack][Divine Might]
2 C
3 C [Spell Penetration]
4 S (+1Cha)
5 S
6 S [Greater Spell Penetration]
7 S
8 G (+1Cha)
9 G [Empower Spell]
10 G {2.9: lowlight vision}
11 G {2.4: +5 feet movement}
12 G [Multiattack] (+1Cha) {3.9: bite d6} ---Sorcerer's polymorph lets you qualify for this before you get 3 "real" natural attacks
13 G {3.10: 2xclaws d3}
14 G {4.1 stinger: 2d4}
15 G [Improved Multiattack] {4.2: Wolf trip}
16 G (+1Cha) {5.2: Gore d8}
17 G {5.10: Blindsight}
Now you have:
BAB: 11/6/1 (natural attacks at full BAB thanks to improved multiattack)
Base Saves: +12 / +5 / +12
HD: 3d8 + 4d4 + 10d6 (with a +6 Con item it would be an average of 178 HP)
Attacks:
Sword (base +12/+7/+2 thanks to weapon focus) d8+Str
claw d3 + Str/2
bite d6 + Str/2
stinger 2d4 + Str/2
Gore d8 + Str/2
Let's make an example: +6 ability items on strength and Charisma, +4 Tome on Charisma, chained greater magic weapon on swords and natural weapons (using metamagic rod) or some monk's amulet to improve natural attacks, and divine might activated:
Sword +23/+18/+13, d8+21 (plus maybe some d6s from elemental abilities)
claw +22, d3+18
bite +22, d6+18
stinger +22, 2d4+18
Gore +22 d8+18
Nice perks:
Casts in full armour without arcane failure
7th level spells
Thanks to spell penetration feats, spell resistances are as "easy" to pass as for an average wizard of the same level
7 attacks, 5 of which at full BAB
Each natural attack gives you a free trip attempt without possibility of being tripped back in case of failure
Blindsight (very good together with Cleric's Darkness spell)
Ability to convert any sorcerer slot into a d8+4 or 2d8+4 cure spell
+3 caster level in chosen enviroment (or +1 in three different ones)
Can use Charisma as defining ability for the few offensive Cleric spells he casts (such as Hold Person, Sanctuary, Hide from Undead)
And here a selection of spell known I considered valuable. For fighting in melee spells such as shield, mirror image, fire shield, bigby's interposing hand and contingency are particularly worth it. There rest are good complements to take enemies from afar or kill them quickly with save or die spells. Note that you can Empower Fire shield for a really big damage payback
1) 5
Shield
Magic Missile
Feather Fall
Protection from Evil
Enlarge
2) 5
Protection from Arrows
Mirror Image
Alter Self
Web
Control Undead
3) 4
Protection from Elements
Vampiric Touch
Fireball
Greater Magic Weapon
4) 4
Fire Shield
Improved Invisibility
Polymorph Self
Otiluke's Resilient Sphere
5) 3
Bigby's Interposing Hand
Teleport
Hold Monster
6) 2
Disintegrate
Contingency / Imbue Familiar with Spell Ability (I LOVE this spell, it's basically free quickened spells)
7) 1
Delayed Blast Fireball / Limited Wish
..and so that's it. Later levels should be from some other PrC in the Wizard/Fighter theme.. maybe one level of Paladin for a huge +10 to saves could also be worth it, even if that would mean losing one caster level.
The build just uses core feats and items from 3.0, nothing too fancy or exotic... I think I've found a very nice build, but I'm posting this not to show off anything, but to get feedback and suggestions on how to improve it.
Pro of the build:
Casting in full armor with no spell failure
Better caster level than an average W/F (at 17th it's 14 c.l, even higher in certain terrains thanks to leylines)
A huge amount of attacks (3 swords attacks + 4 natural attacks at full BAB)
Divine might lets you add up to 10 points of damage to each of your attacks (improving the otherwise low damage of natural attacks), that's why sorcerer was prefered instead of wizard
A vast amount of interesting additional perks, like wolf automatic trip and blindsight
Can convert sorcerer slots into cure light/medium wound (I fear that caster level is cleric's, not sorcerer's, and only cleric spells actually known, so no more than 2d8+4..but that's not bad to get back in shape after a fight)
Very high spell DCs, cause Charisma is your defining abilities (thanks to divine might putting your charisma into attacks)
Cons of the build:
Slightly less HP (2d6 are a bit less than d4+d10: around 1 less HP every two levels)
This builds shines from level 12/13th onwards, when it lets you cast every spell you have in full armor, and you get your first natural attacks. Before that it's quite bad. Excellent for high-level campaigns then.
A bit less skill points than a Fighter / Wizard due to the lower int, but Geomancers get 4 + int, and you are human too, so it's not that bad after all
Here's the build:
Human
Familiar: Toad (for the +2 Con)
Cleric Domains:
Healing (+1 healing spells)
War (Sword Proficiency + Weapon Focus)
Hypotetical Stats array (just for reference)
Str 16
Dex 12
Con 16
Int 8
Wis 12
Cha 16
Build level by level (C stands for cleric, S for Sorcerer and G for Geomancer)
Abilities in [] are feats, those in {} are Geomancer's abilities (X.Y stands for Yth drift from those of Xth level)
1 C [Power Attack][Divine Might]
2 C
3 C [Spell Penetration]
4 S (+1Cha)
5 S
6 S [Greater Spell Penetration]
7 S
8 G (+1Cha)
9 G [Empower Spell]
10 G {2.9: lowlight vision}
11 G {2.4: +5 feet movement}
12 G [Multiattack] (+1Cha) {3.9: bite d6} ---Sorcerer's polymorph lets you qualify for this before you get 3 "real" natural attacks
13 G {3.10: 2xclaws d3}
14 G {4.1 stinger: 2d4}
15 G [Improved Multiattack] {4.2: Wolf trip}
16 G (+1Cha) {5.2: Gore d8}
17 G {5.10: Blindsight}
Now you have:
BAB: 11/6/1 (natural attacks at full BAB thanks to improved multiattack)
Base Saves: +12 / +5 / +12
HD: 3d8 + 4d4 + 10d6 (with a +6 Con item it would be an average of 178 HP)
Attacks:
Sword (base +12/+7/+2 thanks to weapon focus) d8+Str
claw d3 + Str/2
bite d6 + Str/2
stinger 2d4 + Str/2
Gore d8 + Str/2
Let's make an example: +6 ability items on strength and Charisma, +4 Tome on Charisma, chained greater magic weapon on swords and natural weapons (using metamagic rod) or some monk's amulet to improve natural attacks, and divine might activated:
Sword +23/+18/+13, d8+21 (plus maybe some d6s from elemental abilities)
claw +22, d3+18
bite +22, d6+18
stinger +22, 2d4+18
Gore +22 d8+18
Nice perks:
Casts in full armour without arcane failure
7th level spells
Thanks to spell penetration feats, spell resistances are as "easy" to pass as for an average wizard of the same level
7 attacks, 5 of which at full BAB
Each natural attack gives you a free trip attempt without possibility of being tripped back in case of failure
Blindsight (very good together with Cleric's Darkness spell)
Ability to convert any sorcerer slot into a d8+4 or 2d8+4 cure spell
+3 caster level in chosen enviroment (or +1 in three different ones)
Can use Charisma as defining ability for the few offensive Cleric spells he casts (such as Hold Person, Sanctuary, Hide from Undead)
And here a selection of spell known I considered valuable. For fighting in melee spells such as shield, mirror image, fire shield, bigby's interposing hand and contingency are particularly worth it. There rest are good complements to take enemies from afar or kill them quickly with save or die spells. Note that you can Empower Fire shield for a really big damage payback
1) 5
Shield
Magic Missile
Feather Fall
Protection from Evil
Enlarge
2) 5
Protection from Arrows
Mirror Image
Alter Self
Web
Control Undead
3) 4
Protection from Elements
Vampiric Touch
Fireball
Greater Magic Weapon
4) 4
Fire Shield
Improved Invisibility
Polymorph Self
Otiluke's Resilient Sphere
5) 3
Bigby's Interposing Hand
Teleport
Hold Monster
6) 2
Disintegrate
Contingency / Imbue Familiar with Spell Ability (I LOVE this spell, it's basically free quickened spells)
7) 1
Delayed Blast Fireball / Limited Wish
..and so that's it. Later levels should be from some other PrC in the Wizard/Fighter theme.. maybe one level of Paladin for a huge +10 to saves could also be worth it, even if that would mean losing one caster level.