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A wee bit of PC design...
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4998866" data-attributes="member: 19675"><p>I'm considering retiring my original PC from a recently reactivated campaign in favor of something new.</p><p></p><p>The party was notoriously low on healing- no permanent party members with more than 2nd level divine spells- so much of the party gold was spent on potions, etc. I'm considering filling that gap.</p><p></p><p>But instead of a straight Clc or Drd, I want to do something a bit different.</p><p></p><p>I'm thinking: Clc of Obad-Hai/Specialist Wizard/Geomancer, mixing in elements of Merlin & Swamp Thing.</p><p></p><p><u><strong>1) </strong></u>Geomancer gets me Drift (how cool is that?!) and spell versatility. The latter gets me limited armored spellcasting and the ability to freely mix & match my spellcasting. It also grants a bonus based on a chosen environment, but I don't see that being a crucial issue. Still, given the nature of this concept, I'd probably go "Forest."</p><p></p><p>As for Drift, I'd probably go either with emphasizing the "planty" changes, or finding a nifty mix of animal attributes.</p><p></p><p><u><strong>2) </strong></u>Cleric gets me spontaneous healing- one of the main reasons I'm going this route. Coupled with Geomancer, I'll even be able to convert some arcane spells to heals. As for Domains, I'm thinking Animal & Plant, with an overall emphasis on making this PC a summoner of some kind.</p><p></p><p><u><strong>3) </strong></u>SpecWiz gets me bonus feats and nearly as many spell slots as the Sorcerer, plus a faster progression. Still haven't figured out whether to go with Transmuter, Conjurer, Necromancer or Enchanter. If I go with a summoning build, I'll probably go with Conj. Enchanter is if I go more "Merlinesque." Necromancer is if I want to help embody death as a part of the circle of life. Transmuter is if I want to go with the adaptive quality of nature.</p><p></p><p><u><strong>4) </strong></u>Sourcebooks available: 3Ed PHB, the softcover splatbooks, CompWar. Others possible upon request.</p><p></p><p><u><strong>5) </strong></u>Races: PHB only</p><p></p><p><u><strong>6) </strong></u>Level: 12 I'm leaning towards Clc3/Wiz3/Geo6. Since we have a single-classed mage, I'm leaning towards an unbalanced spellcasting progression from Geo- probably a Clc4/Wiz2 split. This would make the PC effectively a Divine caster 7/Arcane Caster5. All of the PC's arcane spells would be castable in armor.</p><p></p><p>Suggestions? Ideas? Equipment? Refinements? All of this is just my first impression of the character. I'm still open minded about where to go with it.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4998866, member: 19675"] I'm considering retiring my original PC from a recently reactivated campaign in favor of something new. The party was notoriously low on healing- no permanent party members with more than 2nd level divine spells- so much of the party gold was spent on potions, etc. I'm considering filling that gap. But instead of a straight Clc or Drd, I want to do something a bit different. I'm thinking: Clc of Obad-Hai/Specialist Wizard/Geomancer, mixing in elements of Merlin & Swamp Thing. [U][B]1) [/B][/U]Geomancer gets me Drift (how cool is that?!) and spell versatility. The latter gets me limited armored spellcasting and the ability to freely mix & match my spellcasting. It also grants a bonus based on a chosen environment, but I don't see that being a crucial issue. Still, given the nature of this concept, I'd probably go "Forest." As for Drift, I'd probably go either with emphasizing the "planty" changes, or finding a nifty mix of animal attributes. [U][B]2) [/B][/U]Cleric gets me spontaneous healing- one of the main reasons I'm going this route. Coupled with Geomancer, I'll even be able to convert some arcane spells to heals. As for Domains, I'm thinking Animal & Plant, with an overall emphasis on making this PC a summoner of some kind. [U][B]3) [/B][/U]SpecWiz gets me bonus feats and nearly as many spell slots as the Sorcerer, plus a faster progression. Still haven't figured out whether to go with Transmuter, Conjurer, Necromancer or Enchanter. If I go with a summoning build, I'll probably go with Conj. Enchanter is if I go more "Merlinesque." Necromancer is if I want to help embody death as a part of the circle of life. Transmuter is if I want to go with the adaptive quality of nature. [U][B]4) [/B][/U]Sourcebooks available: 3Ed PHB, the softcover splatbooks, CompWar. Others possible upon request. [U][B]5) [/B][/U]Races: PHB only [U][B]6) [/B][/U]Level: 12 I'm leaning towards Clc3/Wiz3/Geo6. Since we have a single-classed mage, I'm leaning towards an unbalanced spellcasting progression from Geo- probably a Clc4/Wiz2 split. This would make the PC effectively a Divine caster 7/Arcane Caster5. All of the PC's arcane spells would be castable in armor. Suggestions? Ideas? Equipment? Refinements? All of this is just my first impression of the character. I'm still open minded about where to go with it. [/QUOTE]
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