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Geomancer/Dragon Disciple
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2639699" data-attributes="member: 19675"><p>Yeah, I just noticed that, Krafen- but thanks for the heads-up!</p><p></p><p></p><p></p><p>Well, right now, the concept is 4-6 levels each of the base classes (Cl or Dr/Sorc) plus 4-6 levels of each PrCl. While the Dragon Disciple doesn't add +1lvl spellcasting class like the Geomancer, it still does add bonus spells as if from an ability bonus. Plus, the lightning bolt breath will help me fufill my King Ghidora dreams!</p><p></p><p>As for Geomancer, (unless it has changed in 3.5- someone has borrowed my Complete Arcane book) it allows the PC to mix attributes of arcane and divine spellcasting, including casting certain arcane spells in armor or (if one of the base classes is Cleric) spontaneous casting.</p><p></p><p>Party Role- given the likely armor choice (Spiked Scale Armor) and Weapon (Greatspear), this is a 2nd line fighter, second tier spellslinger with Medium armor and lots of flexibility. The armor/weapon combo means that he'll threaten all of his adjacent spaces and all the spaces 5' away.</p><p></p><p>If the PC is a Cleric of Bahamut, the Domains of Air, Good, Luck, and Protection means he'll probably be more of a buffer, divinely speaking. Sorcery spells would likely be taken largely from Evocation and Transmutation, with a smattering of Conjuration, Illusion, and Divination.</p><p></p><p>Spells likely to be used by this PC - Silence, Lightning Bolt (possibly Innate), Color Spray, Shocking Grasp, Fly, Greater Magic Weapon, Acid Arrow, Burning Hands, True Strike, Flaming Sphere, and some of the Orb spells.</p><p></p><p>Feats under consideration- Improved Unarmed Combat, Combat Casting, Skill Focus (Concentration), XWP Greatspear, Still Spell, Silent Spell, Innate Spell (possibly taken more than once), Energy Substitution, Energy Admixture, Natural Spell (if Druid levels are taken). Any spells made innate or with substituted/mixed energies would be electrical.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2639699, member: 19675"] Yeah, I just noticed that, Krafen- but thanks for the heads-up! Well, right now, the concept is 4-6 levels each of the base classes (Cl or Dr/Sorc) plus 4-6 levels of each PrCl. While the Dragon Disciple doesn't add +1lvl spellcasting class like the Geomancer, it still does add bonus spells as if from an ability bonus. Plus, the lightning bolt breath will help me fufill my King Ghidora dreams! As for Geomancer, (unless it has changed in 3.5- someone has borrowed my Complete Arcane book) it allows the PC to mix attributes of arcane and divine spellcasting, including casting certain arcane spells in armor or (if one of the base classes is Cleric) spontaneous casting. Party Role- given the likely armor choice (Spiked Scale Armor) and Weapon (Greatspear), this is a 2nd line fighter, second tier spellslinger with Medium armor and lots of flexibility. The armor/weapon combo means that he'll threaten all of his adjacent spaces and all the spaces 5' away. If the PC is a Cleric of Bahamut, the Domains of Air, Good, Luck, and Protection means he'll probably be more of a buffer, divinely speaking. Sorcery spells would likely be taken largely from Evocation and Transmutation, with a smattering of Conjuration, Illusion, and Divination. Spells likely to be used by this PC - Silence, Lightning Bolt (possibly Innate), Color Spray, Shocking Grasp, Fly, Greater Magic Weapon, Acid Arrow, Burning Hands, True Strike, Flaming Sphere, and some of the Orb spells. Feats under consideration- Improved Unarmed Combat, Combat Casting, Skill Focus (Concentration), XWP Greatspear, Still Spell, Silent Spell, Innate Spell (possibly taken more than once), Energy Substitution, Energy Admixture, Natural Spell (if Druid levels are taken). Any spells made innate or with substituted/mixed energies would be electrical. [/QUOTE]
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