I've been musing over the Geomancer lately after my entry in
Iron Chef #4. Spell versatility really seems like something that can be taken advantage of, but I haven't seen much mention of it. Ambiguity comes in the interpretation of what a spellcasting "parameter" is. In my contest entry (in the spoiler below), I entered using a base of Nentyar Hunter and Suel Arcanamach. These are the "parameters" that I finagled with:
- caster level - used the higher CL of Suel to cast my NH spells
- "class" - considered my NH spells as Suel in order to get extended spell strength
- arcane/divine - cast my arcane Suel spells in armor
- save DC - I didn't actually have any spells in my build that required saves, but if I did I would use whichever stat was better
So I'm wondering if there are any other kinds of "parameters" that we can abuse? If we start considering class as a parameter, I think this opens up some options (although I will admit that this starts to enter the fuzzy realm of RAW/RAI/TO).
The best I can think of right now is Battle Blessing (Complete Champion) which decreases the casting time of paladin spells from std-->swift, and full-->std. With Geomancer, you can consider all your spells as paladin spells and, well, you get the idea. With the right spell selection you're basically slinging double spells a turn. A dip into Silver Pyromancer (Eb: Five Nations) will add the paladin spells to your arcane list.
Another random thing of note: Geomancer drifts are technically class abilities, so you keep them when you polymorph. Yeah, good times. I didn't even mention that in my contest entry because of my hatred for all things polymorph.
[spoiler]Name: Peasmiil
Illumian Totemist 6/Nentyar Hunter 3/Suel Arcanamach 3/Geomancer 8
***No gear, no buffs, no soulmelds ||| with minimal gear/buffs/soulmelds***
Medium Humanoid
Hit Dice: 6d8 + 3d6 + 3d8 + 8d6 + Con = 81 + 60 -20 (quick) = 121 hp ||| 201 hp
Initiative: +1 ||| +4
Speed: 55' ||| 85'
Armor Class: 11, Touch: 11, Flat-footed: 10 ||| AC = 31 = 10 + 10 (armor) + 4 (Dex) + +5 (barkskin) +2 (RM)
Base Attack/Grapple/Trip: 15/19/19 ||| 15/ 33 / 35
Attack: +15 ||| +29
Full Attack: 2 claws, 1 bite, 1 stinger ||| plus whatever else you get with soulmelds
Space/Reach: 5'/5' ||| 10'/10'
Special Abilities/Qualities: always literate, wild empathy, woodland stride, swift tracker, swiftness of the stag, tenacious spells, dispelling strike, extended spellstrength, ignore ASF 5%, drift 4, spell versatility 7, ley lines +2
Saves: base 11/9/9 ||| 24/19/19
Abilities: Str 16 (21 w/levels), Dex 12, Con 16, Int 12, Wis 10, Cha 10 ||| Str 36, Dex 18, Con 24, Int 18, Wis 16, Cha 16
Skills: (4+1)*23 = 115 total;
Feats: see below
Flaws/Traits: Shaky, Vulnerable, Quick, Detached
Environment: forest
Alignment: non-evil
Languages Spoken:
Level Adjustment: +0
Feats:
F: track (prereq)
F: ? open
otyugh hole: iron will (prereq)
1 alertness (prereq)
3 combat casting (prereq)
6 multiattack
9 open
12 open lesser chakra - retrain to practiced spellcaster when we can cast the spell
15 battle jump
18 ?open greater chakra
Skill Tricks:
any relevant movement ones (climb, jump, charge, etc)
Possessions:
Mithril Breastplate +5
Cloak of Resistance +6
Belt of Magnificence +6
a couple Metamagic Rods of Extend
Necklace of Natural Weapons +1 Valorous for ? weapons
Manual of Gainful Exercise +5
Soulmelds:
Sphinx Claws (hands) - for pounce
Girallon Arms (totem) - 4 claws
whatever
Buffs active in stat block above:
Barkskin
Righteous Might
Expeditious Retreat
Drifts
stage 1: doesn't matter
stage 2: swift as elk (+5' speed), lizard feet (+5 climb)
stage 3: 2 claws (1d3), bite (1d6),
stage 4: trip like wolf, stinger (1d4 + 1d4 acid)
Spells known (Nentyar Hunter): **use Geomancer versatility: use Suel parameters, get extended duration and high CL**
1: barkskin, cure light wounds, detect magic, detect poison, entangle, jump, light, pass without trace, magic missile, snare, speak with animals, true strike
2: Aganazzar's Scorcher, blur, cure moderate wounds, gust of wind, moonbeam, neutralize poison, remove disease, resist elements, speak with plants, tree shape
3: cure serious wounds, freedom of movement, greenfire, invisibility, keen edge, moon blade, quench, see invisibility, wind wall
4: break enchantment, commune with nature, control winds, force orb, greater magic weapon, tree stride, wall of thorns
5: find the path, flame strike, healing circle, moon path, righteous might
Spells known (Suel Arcanamach): Caster Level 17 (base 9 + 2 Illumian + 2 ley lines + 4 prac)
1 (4): expeditious retreat, free, free, free
2 (4): heroics, wraithstrike. free, free
3 (3): free, free, free
4 (2): open least chakra, polymorph
5 (2): free, free
Spells per Day: add bonus spells based on Strength (Illumian Aeshkrau sigil)
Nentyar Hunter/Suel Arcanamach
1: 3/4
2: 3/4
3: 2/3
4: 2/2
5: 1/1
Character background:
N/A
Pre-combat:
cast open lesser chakra a couple times (extend to last two or three days), bind whatever you feel like for the day
buff up with long duration spells
Combat:
move, jump, battle jump triggers charge, charge triggers pounce, slashy slashy, every attack trips at +35, can't be tripped in return, valorous doubles damage
standard silliness: heroics for power attack, pounce with wraithstrike with full power attack
assuming conservative 8 attacks, full power attack (15)...
... 1d4 + 13 (str) + 15 (PA) ~ 30 per attack, 8 attacks, valorous & battle jump... ~ 720 without considering anything else
Levels 1-6:
- straight Totemist, nothing overly fancy here
Levels: 7-10:
- grab Nentyar Hunter 2 and Suel Arcanamach 2
- still essentially playing a totemist with a few buffs
Levels 11-20:
- fill out the remainder with Geomancer 8/NH +1/SA +1
- Geomancer's spell versatility now let's us cast in heavier armor for SA spells, and use the higher CL and get extended durations for NH buffs
- alternatively drop NH 3 (which gives +10 speed) for Geomancer 9
- cold potentially drop SA 3 as well, since we're primarily aiming for long duration buffs anyways
- each level essentially brings more spells and natural weapons
- battle jump becomes a reliable way to boost damage when the buffs start spiking the jump check
Other notes:
- Nentyar Hunter fills the weapons prereq for Suel Arcanamach
- Totemist and NH fulfill most of the skill prereqs, use the cityscape web enhancement to get tumble
- buffing jump should be relatively easy: high speed, jump spell, soulmelds, etc
- Illumian: reduced MAD (makes bonus spells based off Str for both NH and SA), remain literate despite Totemist
- haste actually doesn't help that much, and the duration is short
- I absolutely hate dipping Lion-totem barbarian for pounce
- a grappling build is actually feasible here with soulmelds and geomancer (which can get constrict and improved grab), but then that involves mixing grappling rules with natural attacks, which makes the baby Pun-pun cry
- there are two empty feat slots; you can either build towards a lancer (and use heroics to get anything else) or do whatever else you feel like; I'm tempted to do shape soulmeld just for versatility
- extra craziness with polymorph since all the drifts and soulmelds are class abilities so they remain even when you polymorph
[/spoiler]