Machiavelli
First Post
You're in for a small story and an insight into how I create character ideas before you hit the meat of this thread. Please bear with me here 
How I thought through the character design: [sblock]
I'm playing in a campaign at the moment, which started at 3rd level and will likely climb to 12th or so. I decided that I'd give the Geomancer PrC (from Complete Divine) a shot, since the Drift class feature is full of juicey, flavorful goodness and offers enormous room for my absolute favorite part of character creation: customization. The Geo requires base divine and arcane spelcasting classes. Given the Geo's explicitely stated ability to funnel arcane spell slots into Spontaneous Cure/Inflict spells, I decided the Cleric was the class for me, and it fit very, very well with the idea I had that this character would be an orphan (dropped on the temple's doorstep in a big city, and quickly thrust into the care of the cleric of Obad-Hai, an ill-thought-of naturalist in a metropolis). Everything was going nicely in my head as I figured how to work the rules my DM told me to follow into and through the coherent, satisfying backstory that I was imagining in parallel to the actual rules. My DM is loose, but prefers to stick to core stuff and sensible, grounded classes/PrCs, and I respect that. I decided this character was starting at Cleric 3, right about the time his mentor at the temple died, and he would be a sorcerer. That meant he would only be a strict cleric (which our party of 5 already has) for a single level, and he wouldn't have to have any formal schooling to develop his arcane skills, so could jump into the party right away without being tied to a fixed location.
I then realized that the other cleric was specializing in turning undead and bluffs. That left me with just healing to be useful to the party until my arcane offensive casting starts kicking into gear, which suits me fine. Having 2 clerics with no particular bend toward healing is more than enough, and later on the Geo levels will have that enormously useful Spontaneous Cure ability. So, that leaves me with turning undead. That's the other cleric's schtick, and I hate stealing thunder from other party members, so what can I do with my turn attempts beyond, well, turning undead? I thought immediately "oh! I can actually use that extra gift of power from Obad-Hai to boost my inherent talents with Divine Metamagic! Brilliant!" Once again a cross-typed divine/arcane caster is integrating his abilities toward a cohesive character concept. This is what I love about character creation!
Then I ran into trouble. I thought I understood the Divine Metamagic feat from reading it over for other campaigns, took it without much thought, and proceeded to start roleplaying. I decided that when the undead charged us, I wouldn't try to turn them: Obad-Hai's blessing graced me in other ways. Hooray for good roleplaying! The other cleric and the party's meat-cleavers handled them fine, anyway. I went to use the Divine Metamagic feat, pulled open the Complete Divine, and found out I was stuck. Of my first 3 feats from the paltry 6 I'll receive during this campaign, none of them can be offensive divine metamagic that will apply nicely to sorcerer spells: I just don't have the spell levels to support an Explosive Sound Burst in anticipation of a later Explosive Fireball. Taking a feat to cast an Explosive Orison (which isn't even possible) is just cheesy. Dammit.[/sblock]
"Okay," I thought, "my DM is flexible, I'll come up with divine metamagic that caps at 9th level and penalizes going too far above the spells you CAN cast, but otherwise doesn't cap at the highest level spell you can cast the way metamagic usually does. That'll work." Unfortunately, it didn't. My DM was okay with it, and you can see the version I submitted to him in this thread, but in the same thread a few quite bright D&D players shot the idea down. For this campaign, I got away with a license to break the game a little, and I'll just have to be careful not to abuse it to the detriment of the party (like that decision not to turn undead). But I'm a guy who likes good, solid rules. The rules I came up with aren't, and that's where you all come in:
What can I do to use my character's Cleric levels to support his advancement in sorcerer power? How can his classes work together to make a believable character with powers enough to compliment those of his companions?

How I thought through the character design: [sblock]
I'm playing in a campaign at the moment, which started at 3rd level and will likely climb to 12th or so. I decided that I'd give the Geomancer PrC (from Complete Divine) a shot, since the Drift class feature is full of juicey, flavorful goodness and offers enormous room for my absolute favorite part of character creation: customization. The Geo requires base divine and arcane spelcasting classes. Given the Geo's explicitely stated ability to funnel arcane spell slots into Spontaneous Cure/Inflict spells, I decided the Cleric was the class for me, and it fit very, very well with the idea I had that this character would be an orphan (dropped on the temple's doorstep in a big city, and quickly thrust into the care of the cleric of Obad-Hai, an ill-thought-of naturalist in a metropolis). Everything was going nicely in my head as I figured how to work the rules my DM told me to follow into and through the coherent, satisfying backstory that I was imagining in parallel to the actual rules. My DM is loose, but prefers to stick to core stuff and sensible, grounded classes/PrCs, and I respect that. I decided this character was starting at Cleric 3, right about the time his mentor at the temple died, and he would be a sorcerer. That meant he would only be a strict cleric (which our party of 5 already has) for a single level, and he wouldn't have to have any formal schooling to develop his arcane skills, so could jump into the party right away without being tied to a fixed location.
I then realized that the other cleric was specializing in turning undead and bluffs. That left me with just healing to be useful to the party until my arcane offensive casting starts kicking into gear, which suits me fine. Having 2 clerics with no particular bend toward healing is more than enough, and later on the Geo levels will have that enormously useful Spontaneous Cure ability. So, that leaves me with turning undead. That's the other cleric's schtick, and I hate stealing thunder from other party members, so what can I do with my turn attempts beyond, well, turning undead? I thought immediately "oh! I can actually use that extra gift of power from Obad-Hai to boost my inherent talents with Divine Metamagic! Brilliant!" Once again a cross-typed divine/arcane caster is integrating his abilities toward a cohesive character concept. This is what I love about character creation!
Then I ran into trouble. I thought I understood the Divine Metamagic feat from reading it over for other campaigns, took it without much thought, and proceeded to start roleplaying. I decided that when the undead charged us, I wouldn't try to turn them: Obad-Hai's blessing graced me in other ways. Hooray for good roleplaying! The other cleric and the party's meat-cleavers handled them fine, anyway. I went to use the Divine Metamagic feat, pulled open the Complete Divine, and found out I was stuck. Of my first 3 feats from the paltry 6 I'll receive during this campaign, none of them can be offensive divine metamagic that will apply nicely to sorcerer spells: I just don't have the spell levels to support an Explosive Sound Burst in anticipation of a later Explosive Fireball. Taking a feat to cast an Explosive Orison (which isn't even possible) is just cheesy. Dammit.[/sblock]
"Okay," I thought, "my DM is flexible, I'll come up with divine metamagic that caps at 9th level and penalizes going too far above the spells you CAN cast, but otherwise doesn't cap at the highest level spell you can cast the way metamagic usually does. That'll work." Unfortunately, it didn't. My DM was okay with it, and you can see the version I submitted to him in this thread, but in the same thread a few quite bright D&D players shot the idea down. For this campaign, I got away with a license to break the game a little, and I'll just have to be careful not to abuse it to the detriment of the party (like that decision not to turn undead). But I'm a guy who likes good, solid rules. The rules I came up with aren't, and that's where you all come in:
What can I do to use my character's Cleric levels to support his advancement in sorcerer power? How can his classes work together to make a believable character with powers enough to compliment those of his companions?