Durkon Thundershield

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Goblin Squad Member. Organized Play Member. 23 posts (25 including aliases). No reviews. No lists. No wishlists. 2 aliases.



Goblin Squad Member

I know I'm a bit early in this, and I do realize that there is an expected interdependency on resources and other crafting skills. But it seems to me that just to be useful as an iconographer requires significant resource gathering and pursuing levels in not just one crafting skill, but several. And with the increases in the XP cost for these levels, we have ventured into a serious concern.

It's clear that anyone engaging in crafting will not be able to advance a character very far, so almost everyone who is going to be doing any sort of crafting is going to have to either a) utilize the Destiny Twin perk of Kickstarter or b) maintain a second account. I do not believe you can be an effective crafter and adventurer all on one character. At about 6th level for a character, the cost of advancement becomes quite significant, whereas a crafting alt will hit significant xp costs when just trying to advance to 3rd rank.

It could be me, and likely is, but I finally made my first +1 item after four weeks. Granted, others could have helped, but I was trying to see what would happen if I wanted to excel in a single crafting field as an adventurer. I feel that you can't. I'm a rank 3 iconographer, a rank 3 sage, rank 1 in two other crafting/refining skills and have made some +3 components, but am a bit stymied in iconographer. Which makes the required weapons and implements for my class. For example, to be able to make certain 0-level implements, a Golden Crystal is required. That requires Sage 3 to make. Sage 4 if I want a simple +1 crystal. That same implement also requires refined parts from a smelter. So Iconographer 3 + smelter 2 + sage 3 to make a single item that's really of minimal power. Not to mention needing dowsing & mining gathering skills. And we haven't even hit the big time yet. Thats literally THOUSANDS of xp funneled into these skills to make, putting this in carpentry terms, a baseball bat.

Am I alone in thinking this crafting skill needs work?


Have a class in mind to pair with it, but curious about suggestions/experiences from the community.


Mystic Theurge

All of this remains the same:

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Hit Die: d6.

Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency: SAME as current

Spells per Day: SAME as current

Combined Spells (Su): SAME as current

Spell Synthesis (Su): SAME as current

Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools or domains. The MT may also choose one of the following discoveries:

Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6.

Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster.

Theurgical Alteration:Mystic Theurge

All of this remains the same:

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Hit Die: d6.

Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency: SAME as current

Spells per Day: SAME as current

Combined Spells (Su): SAME as current

Spell Synthesis (Su): SAME as current

Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools or domains. The MT may also choose one of the following discoveries:

Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6.

Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster.

Theurgical AlterationMystic Theurge

All of this remains the same:

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Hit Die: d6.

Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency: SAME as current

Spells per Day: SAME as current

Combined Spells (Su): SAME as current

Spell Synthesis (Su): SAME as current

Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools, domains or metamagic (including divine metamagic) feats. The MT may also choose one of the following discoveries:

Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6.

Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster.

Theurgical Alteration: The MT may alter the energy descriptor of a spell in order to overcome an opponent's resistances. An MT facing off against an Efreet which has an immunity to fire, could alter the energy type of a fireball spell to "divine," bypassing the Efreet's natural resistance. This ability is usable 3/day.

An MT - or any multi-class character - is not going to be the Uber Blaster in a party. But Multi-class characters were never meant to be - a 6/6 Wizard/Cleric doesn't have the offensive power of a 12th level Wizard. That seems balanced, because the cleric levels add versatility to the equation and give the multi-classer multiple roles to play. This is especially useful in parties that have less than 5 members. I think this variant gives you the ability to be a more effective spellcaster and allows one to fine-tune their MT along the lines of a divine or arcane specialization.

Thoughts?