What do you expect of a Theurge?


Pathfinder First Edition General Discussion


Other than being hopelessly behind on spell levels.

I guess, to clarify, when you contemplate the idea of a caster that has mastery over most kinds of magic, what would you want a Theurge-like character to actually do?


If starting from scratch I'd say a wizard with a domain instead of a school and the important or iconic non-gish divine spells on his list.

A theurge is a wizard that is also a cleric, but his primary role should be wizard like the paladin's primary role is fighter.


I think the point of the Theurge is that you can't possibly know what to expect.
Yes, they are two steps behind on the cutting edge firepower, but they have a whole lot of spells per day, and a wide variety of spells available. I suspect they will love to try out different spell combinations just to see what happens, kind of spell tinkers.

I wonder how many threads in these forums would give you good, and hilariously bad ideas to try.


I don't think it's a class worth playing without early entry and they took that away with the SLA rulling.

I played one with early entry and it was overpowered. I played a Sorcerer/Oracle as mostly a sorcerer. Now I would just play some kind of Oracle and get some wizard spells through feats, archtypes or mysteries.


Since the whole idea is about mixing different casting classes, I would expect class features that actually do that.
Using up two spells in one cast for example, picking a feature off each to do something new on the fly. That idea would require some pretty good rules how it technically works, but I think it would make the most out of the idea of a combined caster.


Pounce wrote:

Other than being hopelessly behind on spell levels.

I guess, to clarify, when you contemplate the idea of a caster that has mastery over most kinds of magic, what would you want a Theurge-like character to actually do?

I'd turn the question around. What can YOU do as a Theurge to sell yourself to a group?


I'd add the ability to help them burn some of those spell slots a bit more strategically. It would be something designed to change and alter the spells to a slight degree.

Something like...

******************************************

In addition to "+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class" every level...

1st: Combine Spells (1st level)
2nd: Casting Knowledge +1
3rd: Quick Spell (1/day)
4th: Combine Spells (2nd level)
5th: Casting Knowledge +2
6th: Quick Spell (2/day)
7th: Combine Spells (3rd level)
8th: Casting Knowledge +3
9th: Quick Spell (3/day)
10th: Combine Spells (4th level)

Combine Spells: When casting a spell, as a swift action, a mystic theurge may spontaneously sacrifice a second spell (prepared spell or spell slot) to increase the DC of the cast spell, give a bonus to caster level, or give a bonus to concentration checks by +1 per level of the spell sacrificed. At 1st level mystic theurge, only a 1st level spell may be sacrificed in this manner. This limit increases by 1 spell level for every three mystic theurge levels thereafter.

Casting Knowledge: The mystic theurge gains +1 to Knowledge Arcane, Religion, and Planes at 2nd level. This ability gains +1 for every 3 levels thereafter.

Quick Spell: A mystic theurge may sacrific two spells of equavalent level (preprared spell or spell slots) to cast one of the spells sacrificed as a swift action. The spell to be cast must have a normal casting time of 1 round or less. The maximum spell level that can be sacrificed by this ability is the same as the level of spell that can be sacrificed by Combine Spells. You can use this ability once per day at 3rd level and one additional time per day for every three levels beyond 3rd.


Lately I have been toying with the idea of a Mystic Theurge Base Class, that would be d6, 1/2 BAB, good Will Save, and dual 6/9 hybrid spontaneous/prepared (Arcanist-style) spellcasting from the Sorcerer/Wizard and Cleric/Oracle spell lists (some archetypes would change one or both of these), intentionally MAD, with something like an Arcane Reservoir or a coarse pool (one of those 3 + ChaMod things) to power additional tricks, including adding Metamagic (eventually including Quicken Spell) on the fly without increasing the level of spell slot expended (or reducing the level increase).

Liberty's Edge

You might check out the New Paths Compendium from Kobold Press. One of the new base classes within is, you guessed it, The Theurge :)

I'd provide a link, but those are a pain to do on a phone


Probably something similar to this feat, but better.

Quote:

Theurgy

You can blend the power of arcane and divine magic.

Prerequisites: Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.

Benefit: You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy.

When casting a divine spell, you may sacrifice an arcane spell slot or arcane prepared spell of that spell's level or higher as a swift action. The caster level for that divine spell increases by +1.

When casting an arcane spell, you may sacrifice a divine spell slot or prepared divine spell of the same or higher level as a swift action. Half the damage dealt by the arcane spell becomes holy (if you channel positive energy) or unholy (if you channel negative energy).

Liberty's Edge

Marc Radle wrote:

You might check out the from Kobold Press. One of the new base classes within is, you guessed it, The Theurge :)

I'd provide a link, but those are a pain to do on a phone

Let's try this again, this time with a link :)

You might check out the New Paths Compendium from Kobold Press. One of the new base classes within is, you guessed it, The Theurge :)

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