View Full Version : A somewhat better Geomancer

2013-02-21, 09:28 AM
The Geomancer is a PrC from Complete Divine that had a lot of good thematic fluff but never really went anywhere. When first reading its flavor text, most players assume its a sort of improved Mystic Theurge that was connected to nature.

But disappointingly, it only advances one spellcasting class, which sort of beats the purpose of the class who requires you to take more than one spellcasting class. The other class features are also quite flavorful, but sadly sub-par.

It's a very cool class with a lot of potential, but fell short. I am attempting to sort of revamp the PrC a little to make it more accurate to its flavor and make it a better choice for players looking for a druidic equivalent to the Mystic Theurge aside from Arcane Hierophant.

As with all homebrew stuff, I am hoping to get some opinions and advice on the way I am handling things with the Geomancer. Especially if changes are necessary.


The Geomancer

Skills: Knowledge (arcana) 6 ranks, Knowledge (geography) 6 ranks, Knowledge (nature) 6 ranks, Survival 8 ranks
Feats: Magic of the Land
Spells: Able to cast 2nd-level arcane spells and 2nd-level divine spells
Hit Dice: d6

Class Skills: The geomancer has Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Spellcraft, Survival and Swim as class skills.
Skill Points: 4+Int per level

Class Features:
Weapon and Armor Proficiency: The geomancer does not receive any additional proficiencies.

Spells per Day/Spells Known: When a new geomancer level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of geomancer to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.
For example, a 3rd-level cleric/3rd-level wizard who takes a level in geomancer has the same access to spells as a 4th-level cleric and a 4th-level wizard. But he continues to turn undead as a 3rdlevel cleric, and his wizard familiar won’t gain any new abilities.
If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a geomancer, he must decide to which class he adds each level of geomancer for the purpose of determining spells per day.

Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to druid/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom modifier to set the save DC for arcane spells, or his Charisma or Intelligence modifier (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires either an arcane material component or a divine focus, he may use either. A cleric/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.

Wilding (Su): Geomancer class levels stack with druid levels (as well as levels in other prestige classes that allow these abilities to stack) to determine wild shape abilities and for wild empathy checks. For example, a druid 3/wizard 3/ geomancer 5 would be considered an 8th-level druid for purposes of wild shape size, type, and frequency. The geomancer would add +8 for her class levels (instead of +3) for wild empathy checks against animals and certain magical beasts.

Drift: The character slowly becomes closer to nature. At each geomancer level, choose a drift from the appropriate stage (see Drift, below).

Ley Lines: At 2nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains. In that terrain, the geomancer's effective caster level for all spells increases by +1. Each time the geomancer gains another even numbered level, the character may either choose a new terrain in which to receive the benefit (at +1), or increase his effective caster level in a previously chosen terrain by an additional +1.

Knowledge of the Land (Su): At 3rd level, the geomancer can commune with the terrain he or she stands on and draw knowledge from it. The geomancer may choose a bonus feat from the list for the type of terrain he or she is currently on (see below). So long as the geomancer remains on the chosen terrain, the geomancer receives the benefits of his or her chosen feat for a number of rounds equal to his or her geomancer class level. At 6th level, the geomancer may choose two bonus feats, and at 9th level the geomancer may choose three bonus feats. Activating this ability is a full-round action. The character must still meet any prerequisites for these bonus feats.

Lay of the Land (Su): At 1st level, the geomancer gains the ability to cast Lay of the Land as a spell-like ability a number of times per day to 3 + your Wisdom modifier.

Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals and plants as time goes by. Geomancers experience drift at every level. As a variant rule, high-level druids who spend all their lives away from civilization may also experience drift at the Dungeon Master's discretion – perhaps once every ten years. Also, as a good way to add more flavor, the Dungeon Master may add more drift choices that mimic the creatures prevalent in the campaign.
Drift is divided into stages. You must choose one drift from stage 1 the first time you experience the phenomenon. Your second drift must also be from stage 1. Thereafter, you may choose from a higher stage only after you have acquired at least two drifts from the previous stage. For example, a stage 4 drift may be chosen only after you have at least two stage 1 drifts, two stage 2 drifts, and two stage 3 drifts. You may, however, choose drifts from stages below your maximum whenever you wish. For example, you if you have two stage 1 drifts, you may choose a third stage 1 rather than a stage 2, if desired.
Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permanent extraordinary ability. Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid. The damage values given for natural attacks are for Medium creatures. To adjust for Small or Large creatures, use the following table.

Natural Weapon Damage by Size
{table]Small | Medium | Large
1d2 | 1d3 | 1d4
1d3 | 1d4 | 1d6
1d4 | 1d6 | 1d8
1d6 | 1d8 | 2d6
1d6 | 2d4 | 2d6[/table]

Stage 1
— Leopard spots appear on your body.
— You grow a cat's tail.
— You sprout feathers (but not wings).
— Your eyebrows become green and bushy.
— Your hair becomes a tangle of short vines.
— Light, downy fur covers your skin.
— Your skin turns green and scaly.
— Your touch causes flowers to wilt.
— Your voice sounds like a dog's, though it is still intelligible.
— Zebra stripes appear on your body.
Stage 2
— A small camel's hump grows on your back. (You can go without water for up to five days.)
— You grow a coat of white fur like a polar bear's. (You gain a +8 bonus on Hide checks in snowy areas.)
— The pads of your feet become sticky, like those of a lizard. (You gain a +4 bonus on Climb checks.)
— You become as swift as an elk. (Your land speed increases by +5 feet.)
— You become as comely as a dryad. (You gain a +4 bonus on Diplomacy checks.)
— You become as graceful as a cat. (You gain a +4 bonus on Balance checks.)
— You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before.)
— Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or decomposition, affects you is halved.
— Your eyes become as sharp as a rat's. (You gain low-light vision.)
— Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.)
Stage 3
— Deer antlers grow from your forehead. (You gain a gore attack for 1d6 points of damage.)
— Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit.)
— You can constrict like a snake. (You deal 1d3 points of damage with a successful grapple check against a creature of your size category or smaller.)
— You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.)
— You sprout fish gills. (You can breathe both water and air.)
— Your eyes become as sharp as an eagle's. (You gain a +4 bonus on Spot checks in daylight.)
— Your eyes become as sharp as an owl's. (You gain a +4 bonus on Spot checks in dusk and darkness.)
— Your fingers grow hawklike talons. (You gain Weapon Finesse and can make two claw attacks per round for 1d3 points of damage each.)
— Your mouth extends like a crocodile's. (You gain a bite attack for 1d6 points of damage.)
— Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)
Stage 4
— You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.)
— You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action; see the Wolf entry, page 283 of the Monster Manual.)
— You can rage similar to a wolverine. (If you take damage, you rage as a 1st-level barbarian – see Barbarian entry, page 25 of the Player's Handbook – or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage.)
— You gain a boar's ferocity. (You continue to fight without penalty even while disabled or dying.)
— You can grab like a bear. (You gain the improved grab ability as described on page 310 of the Monster Manual.)
— You can pounce like a leopard. (If you leap on a foe in the first round of combat, you can make a full attack action even if you have already taken a move action.)
— Your hands become as strong as a gorilla's. (You gain a +2 bonus on Strength checks to break objects.)
— Your jaw becomes as powerful as a weasel's. (You can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached.)
— You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness.)
— Your nose becomes as sensitive as a hound's. (You gain scent out to a range of 30-ft. Scent is described on page 314 of the Monster Manual.)
Stage 5
— You grow a unicorn horn. (You gain a +4 bonus on Fortitude saves against poison and a gore attack for 1d8 points of damage.)
— Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.)
— You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.)
— You are as graceful as a pixie. (You gain a +2 bonus on Reflex saves.)
— You gain the tremorsense of an earthworm. (You can sense anything in contact with the ground within 30 feet of you.)
— Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)
— Your senses become as sharp as a bat's. (You gain blindsense out to 30 feet, as described on page 306 of the Monster Manual.)
— Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save DC is 10 + 1/2 your character level + your Strength modifier.)
— You can move like a cheetah. (Once per hour, you can take a charge action to move ten times your normal speed.)
— Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)

Knowledge of the Land-Dependent Features:
Terrain Type: Aquatic
Bonus Feats: Alertness, Blind-Fight, Exotic Weapon Proficiency (net), Silent Spell, Skill Focus (Swim)

Terrain Type: Desert
Bonus Feats: Great Fortitude, Mounted Combat, Run, Skill Focus (Spot), Toughness

Terrain Type: Forest
Bonus Feats: Alertness, Brachiation, Point-Blank Shot, Run, Skill Focus (Climb)

Terrain Type: Hills
Bonus Feats: Alertness, Far Shot, Run, Skill Focus (Climb), Toughness

Terrain Type: Marsh
Bonus Feats: Alertness, Blind-Fight, Great Fortitude, Skill Focus (Swim), Toughness

Terrain Type: Mountains
Bonus Feats: Alertness, Great Fortitude, Skill Focus (Climb), Toughness

Terrain Type: Plains
Bonus Feats: Alertness, Far Shot, Point-Blank Shot, Run, Skill Focus (Move Silently)

{table]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +2 | +0 | +2 | Drift 1, spell versatility 0, wilding | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
2nd | +1 | +3 | +0 | +3 | Drift 1, ley lines +1, spell versatility 1 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
3rd | +1 | +3 | +1 | +3 | Drift 2, knowledge of the land 1, spell versatility 2 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
4th | +2 | +4 | +1 | +4 | Drift 2, ley lines +2 spell versatility 3 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
5th | +2 | +4 | +1 | +4 | Drift 3, lay of the land, spell versatility 4 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
6th | +3 | +5 | +2 | +5 | Drift 3, knowledge of the land 2, ley lines +3, spell versatility 5 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
7th | +3 | +5 | +2 | +5 | Drift 4, spell versatility 6 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
8th | +4 | +6 | +2 | +6 | Drift 4, ley lines +4, spell versatility 7 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
9th | +4 | +6 | +3 | +6 | Drift 5, knowledge of the land 3, spell versatility 8 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
10th | +5 | +7 | +3 | +7 | Drift 5, ley lines +5, spell versatility 9 | +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class[/table]


It's still a work in progress, and I appreciate some help with it. The one I need help with the most is the Knowledge of the Land feats. I am open to any suggestions of changing or adding to this PrC

Edit: Removed something One with the Land, though thematically good, was unnecessary
Edit: Moved Lay of the Land ability to level 5