Build Idea [Archive] - Wizards Community

Post/Author/DateTimePost
Grand1

09-30-04, 11:04 AM
this is just a build idea if any can see any decent feats plz let me know

01.Cleric (1 domain must be spells)
02.clr
03.clr
04.clr
05.clr
06.sorcerer
07.geomancer
(+1 clr spell caster level for all geo)
(spells domain's anyspell counts as casting 2nd level arcane spells)
08.geo
09.geo
10.geo
11.geo
12.geo
13.geo
14.geo
15.geo
16.geo
17.clr
18.clr
19.clr
20.clr

i can spontainalusly cast as a sorcerer, sorcerer's arcane spells cast w/o arcane spell failure and DC is wis based, but where bonus spells based on wis as well?
any recommended spells? or feats?
Thorak

09-30-04, 12:02 PM
And you'll end up a 20th level caster unable to cast higher than 5th level spells in either class. And a poor BAB. IMHO, the large diversity of spells you'd be able to cast in no way offsets these two issues; you'd be a poor caster, and a poor fighter. And Geomancer won't help save it.
Kingside_Bishop

09-30-04, 06:45 PM
Are you looking at a different geomancer than I am? The one I have comes from Masters of the Wild, and I don't know anything about the "spells" domain. So, I'm going to go off the assumption that you can get into the MotW version of the Geomancer.

You still get bonus spells using the respective classes' ability scores. So for sorcerer you get bonus spells from charisma only, while a cleric only gets bonus spells from wisdom.

You will only be able to spontaneously cast your sorcerer spells - casting spontaneity doesn't cross over with geomancers (except in the case of cure conversions with a cleric). You still prepare spells normally, but you can now substitute your 1st level sorcerer spells for cure spells, in addition to using wisdom for your saves and not suffering arcane spell failure. But you can only cast 1st level sorcerer spells, so all of this is practically useless since you're casting at 19th level as a cleric.

Try this build:
1 Clr
2 Wiz
3 Clr
4 Clr
5 Wiz
6 Wiz
7 Geo (Clr)
8 Geo (Clr)
9 Geo (Clr)
10 Geo (Clr)
11 Geo (Clr)
12 MThg
13 MThg
14 MThg
15 MThg
16 MThg
17 MThg
18 MThg
19 MThg
20 MThg
Caster Levels: Cleric 17 / Wizard 12

The five levels of geomancer allow you to sub your wizard spells for cure spells, then you go into Mystic Theurge to boost both wizard and cleric caster levels. You end up being able to cast 9th level cleric spells and 6th level wizard spells -- with the progressions staggered so you get a new level of spells every character level starting at 12th, either cleric or wizard.
Dave1001

09-30-04, 07:58 PM
The anyspell may allow you to cast any spell (including an arcane one), however it's still a divine spell. It's the source. And in this case the source is divine magic. That means to meet the prereqs you need to be a 3rd level wizard or 4th level sorcerer.
shift244

10-01-04, 01:38 AM
off topic.. but personally, I'd allow the Geomancer with the Druid only. Or at least require the Cleric to have a Plant/Animal Domain if not both. Else it just doesn't seem to fit the lay-line and Shift theme...

on topic.. the build is bacially a Cleric with reduced Domain spells and turning ability. the "meager" number of spells you get from one sorcerer level ould likely remain unused most of the time, with your Cleric spells firing and very likely melee charges. You'd still play very much like a "full" Cleric. This is a totally non-"optimized character" view. If you want it optimized, I suggest the optimization thread.... wherever it is now. Sorry I'm not running the search for you.