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View Full Version : Gestalt Optimization - Geomancer



Rebel7284
2015-05-28, 10:36 AM
So recently, I have been thinking of some interesting ways in which gestalt can allow otherwise mediocre prestige classes to shine, and the Geomancer prestige class seems to offer many possibilities with its spell versatility class feature.

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.

While spellcasting parameters are never strictly defined, based on the examples, it seems that you are allowed to treat your spells as belonging to any of your spellcasting classes whenever beneficial (even multiple classes at the same time.)

Below I am including some builds based on this idea. Please take a look and let me know if I am missing any other classes that I can use with Spell Versatility.


LG Azurin
Worship Mystra (Rune and Magic Domains)
Alternate Class features/sub levels:
- Abrupt Jaunt
- Martial Wizard
- Azurin Cleric: Turn Essentia
- Cloistered Cleric
- Paladin: Rebuke Dragons
- Skilled City Dweller (Ride->Tumble)

Stub:
Conjurer 3/Geomancer 10/Dweomerkeeper 4/Sacred Exorcist 1/Death Delver 1/Suel Arcanamach 1 //
Cleric 3/Paladin 4/Factotum 8/Warmage 1/Marshal 1/Warblade 1/Conjurer 2

Level breakdown
01. Conjurer // Cleric - F: Knowledge Devotion[B], Improved Initiative[B], Scribe Scroll[B], Extend Spell[H], Persistent Spell
02. Conjurer // Cleric
03. Conjurer // Cleric - F: Divine Metamagic [Persistent Spell], Iron Will [Location]
04. Geomancer // Paladin
05. Geomancer // Paladin
06. Geomancer // Paladin - F: Initiate of Mystra
07. Geomancer // Paladin
08. Geomancer // Factotum
09. Geomancer // Factotum - Battle Blessing
10. Sacred Exorcist // Factotum
11. Geomancer // Factotum
12. Death Delver // Conjurer - Extra Turning
13. Geomancer // Factotum
14. Dweomerkeeper // Factotum
15. Geomancer // Factotum - Extra Turning
16. Dweomekeeper // Factotum
17. Geomancer // Warmage
18. Dweomerkeeper // Marshal - Combat Casting, Skill Focus Diplomacy [B]
19. Dweomerkeeper // Warblade
20. Suel Arcanamach // Conjurer - Domain Granted Power OR Fighter Feat OR Spontaneous Divination


Benefits of that build:
- Full Wizard Casting in heavy armor/shield.
- All spells are quickened due to Battle Blessing.
- All eligible spells can be DMM Persisted using the 4(!) turning pools available.
- All spells get Int bonus to damage due to Warmage Edge.
- All spell get +6 against dispel due to Suel Arcanamach's tenacious magic.
- Factotum's extra actions and Int to everything.
- Divine Grace and charisma to whatever minor aura you take with Marshal.
- Can cast in Antimagic Field/Dead Magic zone due to Initiate of Mystra.
- Supernatural Spell 1/day.
- one 7th and one 9th level spell can be cast spontaneously.
- Warblade Maneuvers up to 5th level.


These are classes that I considered but did not use but:

- Ruby Knight Vindicator 7 for extra swift actions.
- Incanatrix 4 for ridiculousness.
- Silver Pyromancer 1 for access to actual paladin spells.
- Paladin of Freedom/Tyranny/Slaughter for different alignment.
- Dread Necromancer for rebuke undead on evil base.
- Battle Dancer for Cha to AC on a chaotic base.

Flickerdart
2015-05-28, 10:39 AM
While spellcasting parameters are never strictly defined, based on the examples, it seems that you are allowed to treat your spells as belonging to any of your spellcasting classes whenever beneficial (even multiple classes at the same time.)
There is no indication that those are examples; it is an exhaustive list of everything the Geomancer can do and "treat the spell as if it were from every class you have" is not on that list.