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?