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A wee bit of PC design...
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5001276" data-attributes="member: 19675"><p>Hmmm...some interesting suggestions! In no particular order...</p><p></p><p>I'm not too worried about my overall count on high-level spells: I forgot to mention that the party has a single-classed Generalist Wiz. I'm thinking this guy's role is primarily Healer/Buffer, possibly with some summoning thrown in. The one thing I regret about choosing nature-themed Cleric over Druid is that the latter has Summon Nature's Ally. I know they have some overlap w/Summon Monster spells, but I'd love to have had the option...especially since that would expand the breadth of my spell selection.</p><p></p><p>Healing is where the Geomancer's strength will really show. Since I'll have a huge number of spells (just not high-level arcane ones), I'll be able to use Spell Versatility to spontaneously convert my arcane spells to heals. It will almost be like the party's traveling with a mobile hospital! They may not be big heals, but there will be lots of them. And, as of this writing, even my 3rd level spells will be bigger than anything the party has had on a regular basis.</p><p></p><p>On the feats, you've brought up some things I hadn't considered, so obviously, I'll have to do some thinking. </p><p></p><p>Instead of Brew Potion, though, I thought I'd take the very similar Brew Infusion (or whatever its called), mainly for flavor reasons. Instead of tossing someone a beaker, I can just pluck a berry or yank a tuber from my planty-self and say "Eat this!" (Yes, every double entendre you just read was intentional.) Its something Swamp Thing has done from time to time.</p><p></p><p>I'm not sure about other Crafting feats, though. The XP cost could get me in trouble. I was thinking more of Empower (works for healing & attack spells) or Extend (for buffs).</p><p></p><p>Others include possibly taking Reach Spell to heal/stabilize in combat from range (along with the odd attack or so), Improved Familiar to get an Earth Elemental.</p><p></p><p>Arcane Strike! I'd forgotten that one! That might come in handy.</p><p></p><p>Thanks, too, for the reskinnings of the Drift. I had been thinking along similar lines with the thorns & acid, but some of the others I hadn't considered.</p><p></p><p>I'm probably not going to follow the Geomancer path to its terminus. I'm thinking I'm going to want more Clc levels, if for no other reason than to improve my Turning. I'll probably alternate Clc levels with Geo (boosting Arcane & Divine in alternating levels).</p><p></p><p>I don't recognize Divine Power- what is that?</p><p></p><p>Race: Human, Dwarf, or Gnome? H's get the bonus Feat, Dwarves get the benefit of the Con bonus, Darkvision and so forth, Gnomes get some spell-like abilities and an AC bonus.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5001276, member: 19675"] Hmmm...some interesting suggestions! In no particular order... I'm not too worried about my overall count on high-level spells: I forgot to mention that the party has a single-classed Generalist Wiz. I'm thinking this guy's role is primarily Healer/Buffer, possibly with some summoning thrown in. The one thing I regret about choosing nature-themed Cleric over Druid is that the latter has Summon Nature's Ally. I know they have some overlap w/Summon Monster spells, but I'd love to have had the option...especially since that would expand the breadth of my spell selection. Healing is where the Geomancer's strength will really show. Since I'll have a huge number of spells (just not high-level arcane ones), I'll be able to use Spell Versatility to spontaneously convert my arcane spells to heals. It will almost be like the party's traveling with a mobile hospital! They may not be big heals, but there will be lots of them. And, as of this writing, even my 3rd level spells will be bigger than anything the party has had on a regular basis. On the feats, you've brought up some things I hadn't considered, so obviously, I'll have to do some thinking. Instead of Brew Potion, though, I thought I'd take the very similar Brew Infusion (or whatever its called), mainly for flavor reasons. Instead of tossing someone a beaker, I can just pluck a berry or yank a tuber from my planty-self and say "Eat this!" (Yes, every double entendre you just read was intentional.) Its something Swamp Thing has done from time to time. I'm not sure about other Crafting feats, though. The XP cost could get me in trouble. I was thinking more of Empower (works for healing & attack spells) or Extend (for buffs). Others include possibly taking Reach Spell to heal/stabilize in combat from range (along with the odd attack or so), Improved Familiar to get an Earth Elemental. Arcane Strike! I'd forgotten that one! That might come in handy. Thanks, too, for the reskinnings of the Drift. I had been thinking along similar lines with the thorns & acid, but some of the others I hadn't considered. I'm probably not going to follow the Geomancer path to its terminus. I'm thinking I'm going to want more Clc levels, if for no other reason than to improve my Turning. I'll probably alternate Clc levels with Geo (boosting Arcane & Divine in alternating levels). I don't recognize Divine Power- what is that? Race: Human, Dwarf, or Gnome? H's get the bonus Feat, Dwarves get the benefit of the Con bonus, Darkvision and so forth, Gnomes get some spell-like abilities and an AC bonus. [/QUOTE]
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