SangoProduction
2023-07-20, 05:47 AM
I read a few of the nature sphere feats, and found them interesting. I don't remember if I covered them in my Spheres in Review or not, but I am looking for busy work until I can finally collapse into a pile of sleep.
Ratings:
0) Amazing. Top tier.
1) Good. You'd like it.
2) Not Good. Might take it.
3) Bad. Probably won't take it.
Formulae Geomancing (0): Wait what? This just gives you the Alchemist spell list? As a single feat? What? I'm reading this wrong, right?
Fertilize Nature (0): Most Plant and earth geomancing really love your concentration. Letting them freely persist for much of a combat is really nice.
Wildspeaker (0): Be able to speak with animals as a constant effect. And then gain 3 bonus abilities based on your other spheres. Entreat the Animals is really quite incredible. Alpha Presence can make trips through the woods substantially safer (in addition to being able to speak with animals), and Nature's Messenger is pretty cool.
Alloy Telekinesis (1): It gives a bonus attack (with recovered ore, which sucks) for just a +1 step to casting time, while also giving effective full BAB and CAM to damage.
Coastal Infusion (1): Assume that you are reliably near both land and a substantial body of water (...which is one hell of an assumption) and you get +2 CL to both water and earth geomancing.
Hemothermia (1): Smoldering Hemogloben does almost nothing. And its scaling is based on create, not alter - very different to fan the flame. Freeze Veins on the other hand causes them to be staggered, and take extra damage from falling prone, falling, or being hit by bludgeoning damage. And they can't take a 5 ft step. Nice.
Imbue With Nature (1): Spell Resistance getting you down? Well, blast away with 100% natural destructive blasts. Order now for a life time supply of essential oils.
Luminous Flame (1): Huh. This lets you maintain Affect Fire and a Bright Glow light effect as the same action... I may be wrong but that sounds build-enabling.
Mage of Ice and Rime (1): Each of the altered effects are relative bangers, in addition to cold resistance. Especially when you're actually in an icy campaign.
Primal Blast (1): Single-stats your destructive blasts (aka uses only casting ability modifier, not Dex), with some bonus damage sprinkled in as well. The best shapes don't use attack rolls though... Ignore that!
Sylvan Necromancy (1): Thematically? I love raising dead plants to fight for you. And you can probably find those a lot easier and with less controversy than a bunch of zombies. And if given reasonable care, the walking dead trees can look practically like treants without leaves, which are not uncommon depictions.
World In Miniature (1): Effectively the Create Element talent, but uses casting time instead of spell points. But they also make your extradimensional pockets better defined.
Alloy Creation (2): If Creation was your off-sphere, and Nature (metal) was your primary... first off, what's wrong with you, but it might work.
Alloy Enhancement (2): Action economy in exchange for 1 spell point. Neat. Now you just need a metal geomancing that you actually care about.
Fan the Flames (2) Does nothing until caster level 3. But from that point on, every about 2.5 levels adds +1d6 damage to the blast... around 1 bonus damage per level. Potentially an additional bonus damage per level, per round, for a spell point. Meh.
Smolder Resin (2): Teeny bit of bonus fire damage on pummel.
Spirit Form (2): Given that you've got 2 decently long-duration effects in the Spirit and the shapeshift... the action economy efficiency wouldn't seem to matter?
Terrain Strider (2): +4 to save against nature sphere abilities from a package you possess. Honestly, really specific. Especially if the campaign is not expressly Spheres of Power.
Steam Geomancing (3): Fire / Cold damage deals half one and half the other... That's unironically interesting, even if underwhelming. (This just isn't the damage sphere.)
Supernatural Elements (3): Lets you change the damage type of the sphere's damage... Again, not a particularly damaging sphere.
Material Infusion (3): Lets you blast silver spoons at your werewolf. Why wouldn't you just use this feat to grab a better destructive blast? No idea. I don't know how metal package manages to disappoint at every turn.
Terrain Focus (3): It's the Favored Enemy type of deal, where it's nice (in fact very nice) if you know that your campaign is super specific to a type of terrain. Oh and it requires Terrain Casting, which I despise on an RP grounds.
Water Manipulator (3): I see actually no point to the Water Creature fey blessing. And thus this feat. I don't think this feat actually really does anything to it, with similar durations and all.
March of the Treants (?): Letting trees uproot and move? Completely indeterminant value. Legitimately. For Pummel's purposes maybe good, not necessary, or even outright detrimental, depending on circumstances and DMs. Moving trees around is fun though, on an RP side.
Ratings:
0) Amazing. Top tier.
1) Good. You'd like it.
2) Not Good. Might take it.
3) Bad. Probably won't take it.
Formulae Geomancing (0): Wait what? This just gives you the Alchemist spell list? As a single feat? What? I'm reading this wrong, right?
Fertilize Nature (0): Most Plant and earth geomancing really love your concentration. Letting them freely persist for much of a combat is really nice.
Wildspeaker (0): Be able to speak with animals as a constant effect. And then gain 3 bonus abilities based on your other spheres. Entreat the Animals is really quite incredible. Alpha Presence can make trips through the woods substantially safer (in addition to being able to speak with animals), and Nature's Messenger is pretty cool.
Alloy Telekinesis (1): It gives a bonus attack (with recovered ore, which sucks) for just a +1 step to casting time, while also giving effective full BAB and CAM to damage.
Coastal Infusion (1): Assume that you are reliably near both land and a substantial body of water (...which is one hell of an assumption) and you get +2 CL to both water and earth geomancing.
Hemothermia (1): Smoldering Hemogloben does almost nothing. And its scaling is based on create, not alter - very different to fan the flame. Freeze Veins on the other hand causes them to be staggered, and take extra damage from falling prone, falling, or being hit by bludgeoning damage. And they can't take a 5 ft step. Nice.
Imbue With Nature (1): Spell Resistance getting you down? Well, blast away with 100% natural destructive blasts. Order now for a life time supply of essential oils.
Luminous Flame (1): Huh. This lets you maintain Affect Fire and a Bright Glow light effect as the same action... I may be wrong but that sounds build-enabling.
Mage of Ice and Rime (1): Each of the altered effects are relative bangers, in addition to cold resistance. Especially when you're actually in an icy campaign.
Primal Blast (1): Single-stats your destructive blasts (aka uses only casting ability modifier, not Dex), with some bonus damage sprinkled in as well. The best shapes don't use attack rolls though... Ignore that!
Sylvan Necromancy (1): Thematically? I love raising dead plants to fight for you. And you can probably find those a lot easier and with less controversy than a bunch of zombies. And if given reasonable care, the walking dead trees can look practically like treants without leaves, which are not uncommon depictions.
World In Miniature (1): Effectively the Create Element talent, but uses casting time instead of spell points. But they also make your extradimensional pockets better defined.
Alloy Creation (2): If Creation was your off-sphere, and Nature (metal) was your primary... first off, what's wrong with you, but it might work.
Alloy Enhancement (2): Action economy in exchange for 1 spell point. Neat. Now you just need a metal geomancing that you actually care about.
Fan the Flames (2) Does nothing until caster level 3. But from that point on, every about 2.5 levels adds +1d6 damage to the blast... around 1 bonus damage per level. Potentially an additional bonus damage per level, per round, for a spell point. Meh.
Smolder Resin (2): Teeny bit of bonus fire damage on pummel.
Spirit Form (2): Given that you've got 2 decently long-duration effects in the Spirit and the shapeshift... the action economy efficiency wouldn't seem to matter?
Terrain Strider (2): +4 to save against nature sphere abilities from a package you possess. Honestly, really specific. Especially if the campaign is not expressly Spheres of Power.
Steam Geomancing (3): Fire / Cold damage deals half one and half the other... That's unironically interesting, even if underwhelming. (This just isn't the damage sphere.)
Supernatural Elements (3): Lets you change the damage type of the sphere's damage... Again, not a particularly damaging sphere.
Material Infusion (3): Lets you blast silver spoons at your werewolf. Why wouldn't you just use this feat to grab a better destructive blast? No idea. I don't know how metal package manages to disappoint at every turn.
Terrain Focus (3): It's the Favored Enemy type of deal, where it's nice (in fact very nice) if you know that your campaign is super specific to a type of terrain. Oh and it requires Terrain Casting, which I despise on an RP grounds.
Water Manipulator (3): I see actually no point to the Water Creature fey blessing. And thus this feat. I don't think this feat actually really does anything to it, with similar durations and all.
March of the Treants (?): Letting trees uproot and move? Completely indeterminant value. Legitimately. For Pummel's purposes maybe good, not necessary, or even outright detrimental, depending on circumstances and DMs. Moving trees around is fun though, on an RP side.