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Sell me on 5th…
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<blockquote data-quote="Neonchameleon" data-source="post: 9235420" data-attributes="member: 87792"><p>The thing is that there are two different types of character building here. "Can I make this and have it compile?" and "I am supposed to be playing someone who risks their life on a daily basis. Can I make it as a competent adventurer for their level right up the levels?" And when I look at Geomancer builds (unless you're playing games with Ur-Priest) is essentially an adventurer that is all hat and no cattle.</p><p></p><p>Essentially the problem with them is the same as the problem with the Mystic Theurge (unless you're playing games with the Ur-priest) - prerequisite: the ability to cast second level arcane spells and second level divine spells. If you go in through the obvious route that means that at level 7 you're a wizard 3/cleric (or druid) 3/Geomancer 1. At this point you have: BAB +3, the ability to cast second level arcane and divine spells (when the primary casters are on 4th level spells and can cast about as many as you) and only have Spell Versatility 0 so as an arcanist you can only wear armour and cast cantrips. To me it feels as if almost any build is all hat and no cattle unless you're doing something really clever with it - but a lot of that is the difficulty you set the game at. If it's easy it's not a worry,</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9235420, member: 87792"] The thing is that there are two different types of character building here. "Can I make this and have it compile?" and "I am supposed to be playing someone who risks their life on a daily basis. Can I make it as a competent adventurer for their level right up the levels?" And when I look at Geomancer builds (unless you're playing games with Ur-Priest) is essentially an adventurer that is all hat and no cattle. Essentially the problem with them is the same as the problem with the Mystic Theurge (unless you're playing games with the Ur-priest) - prerequisite: the ability to cast second level arcane spells and second level divine spells. If you go in through the obvious route that means that at level 7 you're a wizard 3/cleric (or druid) 3/Geomancer 1. At this point you have: BAB +3, the ability to cast second level arcane and divine spells (when the primary casters are on 4th level spells and can cast about as many as you) and only have Spell Versatility 0 so as an arcanist you can only wear armour and cast cantrips. To me it feels as if almost any build is all hat and no cattle unless you're doing something really clever with it - but a lot of that is the difficulty you set the game at. If it's easy it's not a worry, [/QUOTE]
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