User talk:Jota/Geomancer (3.5e Class)

My take on the FFT geomancer. It's really pretty open to critique, as I didn't really bounce ideas off of anyone for this one. I did geomancy as it is because with the spell effects I didn't think I could give every ability at first level (and you have to pay for them anyway, so this sort of replicates that). I realize the key item/terrain may be a little convoluted and might be worth ripping out entirely, but given the generic and unspecified nature of most terrain in D&D, this allowed me to preserve some of the original while giving full access to all abilities. Lastly, I sort of based this on the Tome Warlock and the Fire Mage in terms of balance, so I hope it's alright, but I've been wrong before. -- Jota 03:21, 27 August 2009 (UTC)

Balance
With all the save-or-dies at will, I'd say this was more wizard-level than rogue-level... --Ghostwheel 02:34, November 7, 2009 (UTC)

Prestige Class Variant
Note: Class as a whole can be made more balanced by changing geomancy to require a:
 * 1) Ranged attack (reduces hit chance)
 * 2) Melee attack (still functions at range, just less MAD, thus more powerful than above)

Entry: Level 7 (BAB 7 or Knowledge [Nature]/Survival 10 ranks)

Full BAB, same saves.


 * 1 - Any Ground, Geomancy, Lesser Geomancy (1)
 * 2 - Lesser Geomancies (2)
 * 3 - Counter Flood, Lesser Geomancy (1)
 * 4 - Lesser Geomancy (1)
 * 5 - Ignore Terrain, Lesser Geomancy (1)
 * 6 - Greater Geomancy (1)
 * 7 - Attack Up, Greater Geomancy (1)
 * 8 - Greater Geomancy (1)
 * 9 - Greater Geomancies (2)
 * 10 - Greater Geomancy (1), Nature's Wrath

Notes:
 * Geomancy damage work like initiator levels. Classes 7/Geomancer 3 would be 6d6.
 * Any Ground is now 3 * Class Level
 * Lesser Geomancies: Up to Local Quake.
 * Greater Geomancies: Water Ball and on.

-- Jota 17:18, January 22, 2010 (UTC)