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<blockquote data-quote="Stone Dog" data-source="post: 1512052" data-attributes="member: 16705"><p>Yeah, Geomancy rocks. HA! Get it? Oh I kill me....</p><p></p><p>Seriously though it is cool. They study for most of their spells, but can draw on the power of the earth to power a hand full of low level spells spontaneously. They get bonuses to working with natural rock and earth that are pretty handy it seems. They get an appraise bonus equal to their class level when examining gems. Something to do with ley lines and nodes, but I didn't catch that with the quick read through. The FLGS was TEEMING with WH40K. TEEMING I say! Some big tournement. Rogue Trader or something.</p><p></p><p>I will have to get a friend over once I pick up that book and playtest the health level rules with a sample PC or two.</p><p>Tell me though Mr O'Duffy (and I am sorry that I am about to butcher the terminology for the health level rules), why is the DC for the resistance roll fixed? I didn't see a side bar with the option to flex it about a bit. It looks fine and speedy, but players do love to roll their damage dice. I was thinking 3d6+damage rating? That way it is still mostly around 10+Damage, but the chance of a really good hit or a bad one is still out there. What do you think?</p></blockquote><p></p>
[QUOTE="Stone Dog, post: 1512052, member: 16705"] Yeah, Geomancy rocks. HA! Get it? Oh I kill me.... Seriously though it is cool. They study for most of their spells, but can draw on the power of the earth to power a hand full of low level spells spontaneously. They get bonuses to working with natural rock and earth that are pretty handy it seems. They get an appraise bonus equal to their class level when examining gems. Something to do with ley lines and nodes, but I didn't catch that with the quick read through. The FLGS was TEEMING with WH40K. TEEMING I say! Some big tournement. Rogue Trader or something. I will have to get a friend over once I pick up that book and playtest the health level rules with a sample PC or two. Tell me though Mr O'Duffy (and I am sorry that I am about to butcher the terminology for the health level rules), why is the DC for the resistance roll fixed? I didn't see a side bar with the option to flex it about a bit. It looks fine and speedy, but players do love to roll their damage dice. I was thinking 3d6+damage rating? That way it is still mostly around 10+Damage, but the chance of a really good hit or a bad one is still out there. What do you think? [/QUOTE]
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