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Kirth Gersen wrote:
Or, if you think MT is powerful, look at the possible builds for it in the levels at which most people spend the most time playing: i.e., 1st through 12th. EVERYONE looks powerful at 20th level!

This is a good point. We are testplaying the MT now and have since they came out since it was an issue in 3.5. So far in the lower levels if you go MT as soon as possible, they are very average to say the least. A good number of lower level spells, but nothing great. As he has increased in level the MT becomes more and more useful as is in the rules now. Even if the MT was our only caster (and he is not), it would fill a nice hole.

Assessment so far, like a low level wizard, if you can survive for a few levels or MT, you will be a very useful 'utility' character with some power behind you eventually.

If you are looking for the one mighty spell punch, the dont go MT go WIZ or SORC. The MT seems to fill a need and does it well (so far) Cant wait for a couple of more level to see how it continues.


Brother Willi wrote:


I understand the utility argument to the old Cleave feat, and wouldn't mind seeing some iteration of that in PRPG. But the new one has breathed some much-needed attack power into Melee fighters.

My experience in playtesting is similar to Willi's. The old cleave was not terrible, but just ok depending on situations and only saw limited use. The new Cleave has wide appeal and is used more often. If there was a Greater Cleave to stack,that would be the bomb.


Sueki Suezo wrote:
I don't have the time to read through 1,000 posts on this topic, so I don't know if this has been addressed or not, but it seems that the Smite Evil ability might be a tad bit overpowered as it stands right now in the hands of a Paladin that is fully-specced for two-weapon fighting. A 20th level Paladin wielding two-weapons can get three rounds of slice n' dice in per use of this ability and will score +10D6 nonresistant damage per successful hit on any Undead or Evil creature. This seems like a recipe for turning an otherwise challenging monster encounter into a cloud of bloody vapor...

I disagree with this. The new version of the paladin did what it needed to, make the paladin the best against evil outsiders and undead. That is their bread and butter far above anyone else. They are average against all the rest of the creatures. The overcoming of the DR if a GREAT add since most paladins are sword and board characters and dont use the powerattack with 2 handed weapons and overhead chop. Instead of a set point of damage per level it is now a d6 variable per 2 levels so on average it is a little better. We have tested the new version and it works well. At least better then the previous rendition.

I would like to see some of the new shield feats that are fighter only become available to paladins as well. Other then fighters, it is paladins who mainly fight with shields. We are testing that as a house rule now.


Callous Jack wrote:
KaeYoss wrote:
Sneaksy Dragon wrote:


i will say that is should be a fighter feat to pay FULL attention to a flanking rogue.

There's house rules for that. We must be sure to mention this when the proper playtest period comes around:

You can ignore one flanker. You're no longer flanked, but the guy you ignore has you flat-footed, and he gets an AoO.

Don't let two rogues flank you.

I like that alot.

I think that is a GREAT IDEA! It is a feat every fighter should and probably would take.


Dinja wrote:

Personally I would not play a druid in its current form...nothing that stands out and goes...YA BABY! A boost to the Animal companion would be in order to affect creatures with DR.

Dinja brings up a couple of good points. In my campaign, it is a bear to get anyone to play a druid since they are not on par with other classes combat-wise. You can max a druid to the hilt, but then again you can to any other class as well. The barbarian is far more complete in this arena. The thing to remember is that druids are not meant to be front line fighters. They are meant to be (as others have said in this thread) utility characters. Put them in a forest where they can fly overhead and use Natural Spell and they are in their element. Remove that setting and they are average to below. A paladin is the best against Evil and so should a druid be to nature.

Do not remove anything at all and maybe allow the animal companion a way to overcome at least some DR against really tough creatures.


Matthew Vickrey wrote:

Stop asking for a buff to the Mystic Theruge. This is one of the most appealing PrC's that accomplishes what it is meant to: to give the character a wide variety of spellcasting options.

Giving it the ability to cast 9th level spells would destroy any incentive to playing a pure caster.

The conflict here is power vs. versatility.

As mentioned earlier, if you want 9th level spells, dont add this prestige class. However, if you want a potent mix of divine and arcane then this is clearly the class.

It's called balance, twits.

I had totally agreed with Matthew as the MT is completely powerful enough until his last comment. No room on these boards for name calling.


Arnim Thayer wrote:

The 3.5 Mystic Theurge was almost a game breaker in my old campaign. I agree with most of the others; changes are not really needed to make this PRC competetive with straight class progression.

Example:
In my epic campaign, the MT used his Mage's mansion spell every day, allowing the party a place to safely rest and heal while deep in Underdark. The dracolich and his undead hoard they were facing couldn't touch them for the duration of the spell. He would heal them all and then he could mass teleport them to a better strategic location upon leaving. The final battle was extremely short.

I agree with Arnim. In our campaigns everyone played the MT and went multiclass because it was all anyone needed for a party. With a Fighter, Barabian, Rogue and 2 MTs it was all we ever needed. Our MTs were slightly slower at getting advancement to the better spells, but the raw number of spells trumped everything!

Now with the Paizo version I see the class even more powerful and I guarantee our spellcasters will all play MTs because they are so utilitarian. I do like the diverseness, but in the long run straight Clerics or Mages just can not hold a candle to the MTs. If this was the design of the PrC then they nailed it.

The tenth level ability rocks too! Two spells at one time! No other caster can stand to that!

The question is: Does this keep the game balanced with other classes?