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Spont casters, stay put or evolve to prestige?
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<blockquote data-quote="RUMBLETiGER" data-source="post: 5808417" data-attributes="member: 6674868"><p>First off, I completely agree that there are better PrC's. Second, to each his own I guess.</p><p> </p><p>In defense of the single level Sandshaper Dip, some useful things you get:</p><p>-The <em>Bull's Strength</em> and other animal-named, physical stat boosting spells as 1st level spells instead of second. Slightly nifty. </p><p>-<em>Speak with Animals</em>, which is usually a Bard or divine only spell. </p><p>-<em>Dominate Animal</em> as an arcane spell.</p><p>-<em>Summon Desert Ally</em> spells, which are normally Druid/Ranger spells as an Arcane caster. Construct versions of various animals and creatures. That's a full 9 <em>summon </em>spells for all 9 levels. </p><p>-<em>Awaken Sand</em> spell as a level 6 spell, which is normaly a Druid or Cleric Domain only spell. Create your own Ooze-like constructs that follow your commands for 1 day of casting and 500 xp? Yes please. The Desert itself shall be my army!</p><p> </p><p>Just having the 6 stat boosting spells and 9 levels of summon spells is great for a Sorcerer, freeing him up to spend his limited sorcerer selection on more specific spells. <em>Awaken Sand</em> is, IMHO, awesome. 43 extra spells for someone with a limited class list is pretty nice. The fact that it grants a Warmage, Dread Necromancer or Beguiler spells they will never see on their class list makes it even more useful for them than the straight Sorcerer.</p><p> </p><p>...so yes, Nothing gamebreaking, but still useful for a single level dip. Shoving 15 lbs of sand in your bag of holding seems a worthwhile price to pay to maintain your caster level. Especially since you can make things out of it with your other first level class ability.</p></blockquote><p></p>
[QUOTE="RUMBLETiGER, post: 5808417, member: 6674868"] First off, I completely agree that there are better PrC's. Second, to each his own I guess. In defense of the single level Sandshaper Dip, some useful things you get: -The [I]Bull's Strength[/I] and other animal-named, physical stat boosting spells as 1st level spells instead of second. Slightly nifty. -[I]Speak with Animals[/I], which is usually a Bard or divine only spell. -[I]Dominate Animal[/I] as an arcane spell. -[I]Summon Desert Ally[/I] spells, which are normally Druid/Ranger spells as an Arcane caster. Construct versions of various animals and creatures. That's a full 9 [I]summon [/I]spells for all 9 levels. -[I]Awaken Sand[/I] spell as a level 6 spell, which is normaly a Druid or Cleric Domain only spell. Create your own Ooze-like constructs that follow your commands for 1 day of casting and 500 xp? Yes please. The Desert itself shall be my army! Just having the 6 stat boosting spells and 9 levels of summon spells is great for a Sorcerer, freeing him up to spend his limited sorcerer selection on more specific spells. [I]Awaken Sand[/I] is, IMHO, awesome. 43 extra spells for someone with a limited class list is pretty nice. The fact that it grants a Warmage, Dread Necromancer or Beguiler spells they will never see on their class list makes it even more useful for them than the straight Sorcerer. ...so yes, Nothing gamebreaking, but still useful for a single level dip. Shoving 15 lbs of sand in your bag of holding seems a worthwhile price to pay to maintain your caster level. Especially since you can make things out of it with your other first level class ability. [/QUOTE]
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