Is multi-classing worth it...


Pathfinder First Edition General Discussion

201 to 250 of 286 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
RPG Superstar 2010 Top 32

Dragonchess Player wrote:
Ahem. Who is the one who posted the following regarding divine power?

Someone who was talking about something relevant to this thread, in context, no doubt.

Anyway. An interesting topic lost in the noise:

Quote:
I agree it is no fun playing a useless character. But I've never had a multi-classer that doesn't pull his/her own weight. It could be a function of the campaigns I run in. I do small groups and most of us play multi-classes to ensure we have all bases covered. So you could argue we all have the same 'handicap' and therefore our power levels are equivalent. It could also be that I rarely take more than 2 classes... so I don't do the 6 classes @ Lv3 smorgasbord you see from time to time. Again, your experience may vary.

Well, "multiclassing" isn't a single option. There are lots of traps in multiclassing (say, bard/monk), so when multiclassing you need to exercise at least a modicum of effort to optimize your choices or you will find yourself failing a lot in the parts of the game where you roll dice.

This is different from playing a single-classed character, which (in theory, anyway) is a working whole from 1 to 20.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
A Man In Black wrote:
Dragonchess Player wrote:
the fact that it's mechanically possible by the RAW is enough to disprove the premise "the mystic theurge cannot be an effective combatant."
Except that nobody but you has been arguing about that premise this entire time, and everyone has been pointing out to you "Those circumstances are really specific and unlikely so they don't really matter and unless you have those circumstances the MT blows at melee."

It took me a bit to find this:

A Man In Black wrote:
Theurges are not good at hitting people in the face and expending resources to try and do that is a bad idea as a theurge, nine times out of ten.

That's rather different statement.

If what you meant was "the mystic theurge can't count on being able to buff up before every fight," I would have agreed; your statement reads more like "the mystic theurge sucks at combat and trying to fight with one is a complete waste of time."

Even without those pre-combat opportunities, the mystic theurge with false life and heroism up, in addition to magic vestment and greater magic weapon is not far behind the straight cleric (less than 10 hp difference on average between 8th-14th level and +1 behind on the attack bonus during 11th-14th level). Given that divine favor (+1 per three caster levels on attack rolls and damage rolls; max. +3) gives almost the same benefit as divine power (+1 per three caster levels on attack rolls, damage rolls, Str checks, and Str-based skill checks; max. +6) until CL 12, the combat effectiveness is pretty much the same, too. At 9th level, the cleric gets righteous might, which is a bit nicer than enlarge person because of the DR; however, at 10th level the mystic theurge gets stoneskin.


Dragonchess Player wrote:
more incorrect stuff

Ok we're going to take a level 12 non-multiclassed cleric (or magical knack cleric with 2 levels multi-classed), full casting and we'll see if you're right that he can't keep up with the fighter or mystic theurge.

assuming 12 cleric access to 6th level spells
Buckler 4 shield AC(+3 extended magic vestment, 24 hours)
breastplate(+3 extended magic vestment, 24 hours)
weapon(+3 extended greater magic weapon, 24 hours)
+1 defending gauntlet(+3 extended greater magic weapon, 24 hours)

To buy these benefits would cost the fighter the price of the masterwork items + 9K for the +3 buckler, 9k for the +3 breastplate, 18k for the +3 weapon, and 50k for the gauntlet

it costs the cleric the price of the mundane items, a masterwork gauntlet, and 8k for +1 defending.

Now alternatively the cleric could put +1 flaming/freezing on his weapon and enhance it to +3 furthering the gap.

First round of battle fighter is closing with his enemy, cleric can lead with with a self-buff, possibly a quickend buff from a rod in a glove of storing since he saved all that money on enhancing his weapons. If he's an archer cleric he can drop an anti-life shell and start full attacking, or if he's fighting mooks he can help his group by droping a holy smite and blinding most of them. Second round, full attack with the bow drop an enemy possibly 2. Third attack full attack with bow, drop another enemy. Forth round, full attack, everyone's dead.

Your MT is casting enlarge person. Second round Your MT is casting shield. Your MT is casting haste. Your MT is wondering what happened to all the enemies.

Shadow Lodge

Personally, I'd go witht the straight Cleric and Aid over False Life. The duration of false Life is kind of irrelavent as those Temp. HP tend to vanish to fast, why not get the additional bonuses.


TriOmegaZero wrote:
*sits down with popcorn*

LOL: Me too.


grasshopper_ea wrote:
Dragonchess Player wrote:
more incorrect stuff

Ok we're going to take a level 12 non-multiclassed cleric (or magical knack cleric with 2 levels multi-classed), full casting and we'll see if you're right that he can't keep up with the fighter or mystic theurge.

assuming 12 cleric access to 6th level spells
Buckler 4 shield AC(+3 extended magic vestment, 24 hours)
breastplate(+3 extended magic vestment, 24 hours)
weapon(+3 extended greater magic weapon, 24 hours)
+1 defending gauntlet(+3 extended greater magic weapon, 24 hours)

To buy these benefits would cost the fighter the price of the masterwork items + 9K for the +3 buckler, 9k for the +3 breastplate, 18k for the +3 weapon, and 50k for the gauntlet

it costs the cleric the price of the mundane items, a masterwork gauntlet, and 8k for +1 defending.

Now alternatively the cleric could put +1 flaming/freezing on his weapon and enhance it to +3 furthering the gap.

First round of battle fighter is closing with his enemy, cleric can lead with with a self-buff, possibly a quickend buff from a rod in a glove of storing since he saved all that money on enhancing his weapons. If he's an archer cleric he can drop an anti-life shell and start full attacking, or if he's fighting mooks he can help his group by droping a holy smite and blinding most of them. Second round, full attack with the bow drop an enemy possibly 2. Third attack full attack with bow, drop another enemy. Forth round, full attack, everyone's dead.

Your MT is casting enlarge person. Second round Your MT is casting shield. Your MT is casting haste. Your MT is wondering what happened to all the enemies.

And the Mystic Theurge can't the same extended spells because ....

I think all you proved is the utility of extend spell :D

edit- even taking into account that the MT has to deal with arcane spell failure, if he grabs a mithral BP and takes arcane armor training a few times, he is golden. He might have to cast shield instead of carrying one, but that opens his other hand up for wielding a bigger weapon, or pulling out a scroll, or flipping off the opponent.

what I am boggled by, is why anybody would want to spend 5-6 spells trying to be frontline combatant when your party members are crying out for healing or fireballs. The MT strength in is his versatility. He can cast twice as many divine or arcane spells. That's crazy awesome.

Grand Lodge

Because healing and fireballs are the worst way to affect the battle once you get up into the levels we're talking about?

RPG Superstar 2010 Top 32

Dragonchess Player wrote:
If what you meant was "the mystic theurge can't count on being able to buff up before every fight," I would have agreed; your statement reads more like "the mystic theurge sucks at combat and trying to fight with one is a complete waste of time."

No, what I meant was:

"It's not about stacking 37 million totally awesome short-duration buffs. (Any caster can do that, and the relative advantage of a mystic theurge goes away when you have another person in the party who can cast arcane spells or just use UMD, since you've apparently got an unlimited wand/scroll budget.)"

In fact, it was from the same post you cherry-picked your quote from.

The mystic theurge sucks at combat and trying to fight in melee with one is hopeless unless you are allowed such favorable conditions that any caster can curbstomp level-appropriate opposition.

grasshopper_ea wrote:
Ok we're going to take a level 12 non-multiclassed cleric (or magical knack cleric with 2 levels multi-classed), full casting and we'll see if you're right that he can't keep up with the fighter or mystic theurge.

Since I am in raging nitpick mode:

  • Wrong thread for cleric vs. fighter
  • WTF is with the extended spells when you have 12 hour duration without it
  • Most GMs won't let you get away with that sort of defending weapon cheese
  • The cleric is using a 1h and shield, so he's not gonna be doing a lot of damage
  • Most melee classes can bum at least a GMW from the casters at level 12, sheesh.

    Anburaid wrote:
    what I am boggled by, is why anybody would want to spend 5-6 spells trying to be frontline combatant when your party members are crying out for healing or fireballs. The MT strength in is his versatility. He can cast twice as many divine or arcane spells. That's crazy awesome.

    It's a shame it's not true. Heck, I compared their spell access last page. By level 15 the MT has a dozen spells over the cleric, but they're all four or more spell levels behind the curve.


  • A Man In Black wrote:
    It's a shame it's not true. Heck, I compared their spell access last page. By level 15 the MT has a dozen spells over the cleric, but they're all four or more spell levels behind the curve.

    Indeed. Christ people, the math is posted on the damn thread. MT as "I have tons of spells" is a myth unless you're talking about 1st, 2nd, and 3rd level spells - and by the time you have noticeably more of them their relevance in combat is largely at an end since people often have magic items that provide permanent bonuses that equal or exceed those that could be granted by the spells, while their save DCs are so low that foes only fail on a natural 1 or 2.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    A Man In Black wrote:
    Dragonchess Player wrote:
    Ahem. Who is the one who posted the following regarding divine power?
    Someone who was talking about something relevant to this thread, in context, no doubt.

    Yes, the context was I did not "understand" CoDzilla. You then stated that casting divine power at the start of combat ("a single spell"), along with long-term buffs (magic vestment and greater magic weapon) allowed the cleric to outfight the fighter. Unfortunately, that statement is incorrect, as demonstrated in my earlier post. A further proof is below.

    grasshopper_ea wrote:

    Ok we're going to take a level 12 non-multiclassed cleric (or magical knack cleric with 2 levels multi-classed), full casting and we'll see if you're right that he can't keep up with the fighter or mystic theurge.

    assuming 12 cleric access to 6th level spells
    Buckler 4 shield AC(+3 extended magic vestment, 24 hours)
    breastplate(+3 extended magic vestment, 24 hours)
    weapon(+3 extended greater magic weapon, 24 hours)
    +1 defending gauntlet(+3 extended greater magic weapon, 24 hours)

    The cleric will be fighting with two weapons (weapon and gauntlet); a curious choice. Read the description of defending (PF RPG pg. 470): "As a free action, the wielder chooses how to allocate the weapon's enchantment bonus at the start of his turn before using the weapon..." (emphasis mine) Also, read the description of the buckler on pg. 150: "You can also use your shield arm to wield a weapon... but you take a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn." Additionally, read the description on pg. 146: "This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack." Unless the cleric takes Improved Unarmed Attack, making an attack with the gauntlet provokes an AoO.

    The cleric's AC is 23+Dex bonus weapon/buckler or 22+Dex bonus weapon/gauntlet and his total attack bonus is +12+Str bonus for a melee weapon (damage X+3+Str bonus) or +12+Dex bonus for a missile weapon (damage X+3; if the cleric uses a bow built for Str, then add the Str bonus), +11+Str bonus (+8 if using the defending ability) for the gauntlet (damage 1d3+3+half Str bonus; 1d3+0+half Str bonus if using the defending ability), full attacks with weapon for +12/+7 (plus Str or Dex bonus) or gauntlet for +11/+6 (plus Str bonus; +8/+3 if using defending) or with both weapon and gauntlet for +8/+3 and +3 (plus Str bonus; if the cleric has Two-Weapon Fighting, that improves to +10/+5 and +9 plus Str bonus; if using defending, reduce it to +0 or +6). Divine power adds +4 on attack rolls and damage for +16 or +16/+11 (plus Str or Dex bonus) with the weapon (damage X+7+Str bonus) and +15 or +15/+10 (plus Str bonus; +12 or +12/+7 if using defending) with the gauntlet (damage 1d3+7+half Str bonus; 1d3+4+half Str bonus if using defending).

    Even if I'm misreading what you are intending, attacking with just a gauntlet while using the buckler, that's still AC 26+Dex bonus and total attack bonus of +13 or +13/+8 (plus Str bonus) if using defending (damage 1d3+4+Str bonus).

    grasshopper_ea wrote:
    To buy these benefits would cost the fighter the price of the masterwork items + 9K for the +3 buckler, 9k for the +3 breastplate, 18k for the +3 weapon, and 50k for the gauntlet

    The fighter is more likely to spend 13,200 gp for a +3 mithral breastplate (+9 AC, +8 Max Dex, no Armor Check penalty, full movement rate; counting mithral and Armor Training), 9,167 gp for a +2 bashing heavy wooden shield with shield spikes (a light piercing martial weapon that does 1d8/x2; treated as a +1 enchanted weapon), 18,315 gp for a +3 longsword, and 8,400+gp for a +2 composite longbow built for his Str bonus; he also invests in some potions of fly for 750 gp each, some potions of haste for 750 gp each, and some potions of enlarge person for 50 gp each. He wouldn't bother with the gauntlet, since he has used 5 of his feats to gain Improved Shield Bash, Shield Slam, Shield Master, Shield Focus, and Greater Shield Focus; he can bash with the shield without losing its AC bonus, gains a free bull rush with a successful shield bash, takes no two-weapon penalties when bashing with a shield and attacking with another weapon, adds the shield's shield bonus (+4, counting enhancement) to attack and damage rolls with the shield, and gains an additional +2 AC bonus (+6 total). His other 8 feats (human) are used for Combat Reflexes, Two-Weapon Fighting, Double Slice, Improved Two-Weapon Fighting, Weapon Focus (longsword), Greater Weapon Focus (longsword), Weapon Specialization (longsword), and Greater Weapon Specialization (longsword). He has Weapon Training in Heavy Blades (+2 attack/damage) and Close (+1 attack/damage).

    So, the fighter's AC is 25+Dex bonus and has a total attack bonus of +19+Str bonus with his longsword (damage 1d8+9+Str bonus), +18+Str bonus with his shield (damage 1d8+6+Str bonus), full attacks with both longsword and shield for +19/+14/+9 longsword (plus Str bonus) and +18/+13 shield (plus Str bonus), and +14+Dex bonus with his bow (damage 1d8+2+Str bonus).

    On the first round of combat, the fighter drinks a potion of haste, gaining +1 AC, +1 on attack rolls, an extra attack at his highest bonus with a full attack, and +30 ft of movement (60 ft total). He then can charge (moving up to 120 ft, gaining +2 on the attack roll and -2 to AC) and attack with a shield bash (gaining a +2 bonus on the free bull rush). Then, he starts full attacking with longsword (+20/+20/+14/+10 plus Str bonus) and shield (+19/+14 plus Str bonus), using the free bull rushes to shove his opponents around and set up AoOs. Alternately, if the opponents are flying, he can either attack with his bow or drink a potion of fly to engage in aerial battle. The potions of growth are used when facing tough opponents or when wishing to maximize AoO potential (reach + Combat Reflexes).

    Do you want me to post an archer focused fighter to compare with the bow-using variant of your cleric above? Without any additional bonuses from feats or Weapon Training, and giving up a +1 on the weapon enhancement bonus, the fighter still has a total attack bonus of 2 less than the cleric with divine power and only does 5 points less damage per hit. Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, and Weapon Training, in combination, grant the fighter 12 a +4 to attack rolls and +6 to damage rolls on their primary weapon choice.

    grasshopper_ea wrote:
    Your MT is casting enlarge person. Second round Your MT is casting shield. Your MT is casting haste. Your MT is wondering what happened to all the enemies.
    Anburaid wrote:
    what I am boggled by, is why anybody would want to spend 5-6 spells trying to be frontline combatant when your party members are crying out for healing or fireballs.

    When people start recycling debunked arguments, you have to wonder about their reading comprehension. I have already addressed that 1 minute per level duration spells are supposed to be cast before initiative is even rolled.

    If you wish to discuss GM fiat or playing style (no preparation/spellcasting before combat), that's fine. Do not try to pass it off as system mechanic restriction; especially since preparing before combat is a valid option in the RAW and, in fact, part of the baseline assumptions in the CR system.

    Everyone is entitled to their own opinions. However, if you can't back them up with system mechanics, or they can be proven incorrect using the RAW, don't expect people to respect them.


    I can think of three places where a MT is useful.

    1) GM tells the party before the game starts he intends to run a low magic campaign there will be lots of time, but magic items will be few adn far between. Take MT, take crafting feats and make the magic items for the party. If your GM allows artificer than this is obviously no longer useful.

    2) Rebuilding rules. An interesting part of the rebulding rules is that you need to qualify for your abilities at the end, not when you take the class. So if you rebuild a 20th level character as a Druid 1/Mage 1/Arcane Heirophant 8/Mystic Thurge 10 you would have 19th level casting as a druid and wizard as well as 11th level druid shapeshifting.

    3) Cheese builds which involve advancing classes with rapid spell casting such as Ur Priest.

    For the most part, and as someone who has played a MT in scenario 1. MT is NOT going to keep up with the rest of the party, however in scenario 1 they can be a force multiplier by making the rest of the party better.


    to man in black

    1. I'm extending spells so they're up for 24 hours because sometimes you don't know when you're getting in a fight like maybe when you're sleeping.

    2. Defending isn't cheese, it's a core ability.

    3. I like bucklers because they leave a hand free to cast and are useable with a bow, which is a great weapon.

    4. I was replying to a comment about keeping up with the fighter.

    5. I can tell you think you're really smart, you also have a really bad habit of coming off as conceited and rude. You might want to look into it, because it's going to cause you a lot of trouble someday.

    6. If you look closely at the new divine power you will notice the bonus is no longer from strength, it's a luck bonus to attack/damage rolls. This means a level 20 cleric wielding a greatsword gets a +6hit/+6damage, not +6hit/+9 damage. This means with a bow you get the same bonuses +6hit/+6 damage and don't have to have another mighty bow. This is I think the new best tactic for a damage dealing cleric. You can use a buckler with a bow and have really nice AC. With medium armor you're going to want a mithril breastplate and 20 dex(modified) which qualifies you for all the archery feats. I haven't tested it yet, but IMO will be very powerful.

    To dungeonchess

    You've suggested the fighter gets mithral gear. I agree that is a good tactic. I don't think it beats the overall versatiliy of the cleric, which is more powerful than the MT going back to the original thread. Being able to debuff enemies before slaughtering them I think is where the cleric pulls ahead of the fighter. Also note that once the cleric gets miracle at level 17 he can cast any spell the mystic theurge can at level 20.

    To all. This thread is getting very hostile. I am done posting here, you can read my points, debunk them or agree with them if you like. I for one have better things to do with my time if people can't be civil.

    The Exchange

    Smurf


    Crimson Jester wrote:
    Smurf

    How can you says its Smurf, when the math proves it's smuftity smurf!

    :)

    RPG Superstar 2010 Top 32

    Dragonchess Player wrote:
    When people start recycling debunked arguments, you have to wonder about their reading comprehension. I have already addressed that 1 minute per level duration spells are supposed to be cast before initiative is even rolled.

    And then you were laughed out of the room.

    Ughbash wrote:
    1) GM tells the party before the game starts he intends to run a low magic campaign there will be lots of time, but magic items will be few adn far between. Take MT, take crafting feats and make the magic items for the party. If your GM allows artificer than this is obviously no longer useful.

    Don't the PF rules for crafting moot this? PF crafting requires casting level now, but you can simulate spells with Spellcraft checks. This changes from favoring the MT to favoring a straight caster, since the caster doesn't have a caster level hit.

    grasshopper_ea wrote:
    2. Defending isn't cheese, it's a core ability.

    Gaining the defending benefit from a weapon you're not attacking with is pretty cheesy, and lots of GMs won't let it fly, since it's pretty much a cleric-only trick and clerics don't need the help.

    Quote:
    6. If you look closely at the new divine power you will notice the bonus is no longer from strength, it's a luck bonus to attack/damage rolls. This means a level 20 cleric wielding a greatsword gets a +6hit/+6damage, not +6hit/+9 damage. This means with a bow you get the same bonuses +6hit/+6 damage and don't have to have another mighty bow. This is I think the new best tactic for a damage dealing cleric. You can use a buckler with a bow and have really nice AC. With medium armor you're going to want a mithril breastplate and 20 dex(modified) which qualifies you for all the archery feats. I haven't tested it yet, but IMO will be very powerful.

    A melee cleric will still want to use a 2h weapon for all the other reasons that 2h weapons are great, though. I won't argue with you about archer clerics, though; cleric archers leave non-caster archers very far behind, as always.


    A Man In Black wrote:


    Ughbash wrote:
    1) GM tells the party before the game starts he intends to run a low magic campaign there will be lots of time, but magic items will be few adn far between. Take MT, take crafting feats and make the magic items for the party. If your GM allows artificer than this is obviously no longer useful.

    Don't the PF rules for crafting moot this? PF crafting requires casting level now, but you can simulate spells with Spellcraft checks. This changes from favoring the MT to favoring a straight caster, since the caster doesn't have a caster level hit.

    It is less needed now with the pathfinder allowing a +5 penalty on yoru spellcraft roll for spells. Some items do however state the person needs to be a cleric. As for caster level for enchanting 1 level of practied spell caster covers the 3 level loss. And if your GM allows traits you can use one of them 2 get 2 levels back so you were only down 1 level.

    Also in MOST cases (and I know this si open to debate) caster level is not a requirement (though I would like to see Jason respond to that in a FAQ as it has been argued back and forth). Obviously for Armor, Weapons, and Bracers of Armor this changes.

    Anyways as my post said, for the most part, MT is a very weak class.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    A Man In Black wrote:
    Dragonchess Player wrote:
    When people start recycling debunked arguments, you have to wonder about their reading comprehension. I have already addressed that 1 minute per level duration spells are supposed to be cast before initiative is even rolled.
    And then you were laughed out of the room.

    One more time: If you wish to discuss GM fiat or playing style (no preparation/spellcasting before combat), that's fine. Do not try to pass it off as system mechanic restriction; especially since preparing before combat is a valid option in the RAW and, in fact, part of the baseline assumptions in the CR system.

    You have not refuted [b]any/b] system mechanic argument in this thread with anything other than GM fiat or playing style restrictions. Let us know when you actually want to discuss system mechanics, instead of just spouting off without proof.

    Silver Crusade

    On general multiclassing: It's really just a matter of customization, but for casters, it's hard to validate it unless you're using casting as a secondary trick, rather than full caster. There's a few base classes that do what multiclassing does, so you might want to check that out before messing with a good character concept.

    On MT: Do you have time to cast all these pre buffs before every combat? Every single one?

    If you're going up against the BBEG, yeah, you can probably guess when, but a lot of monsters use stealth when they attack, meaning you won't have the warning need'd to pile buffs on each other.

    I've tried the MT, and I have to say, it takes a long trip through the valley of suck (where your char is far worse than it should be) even with stuff like Magical Knack and Pratice'd Spellcaster.

    It also seems like all that multi classing would be murder on your BAB, making melee seem even less attractive.

    I for one, don't like it, as well as having a char who's at his best when he can spiffy up for about 5 or so rounds ahead of time. One ambush attack and he's worthless, and probably the best target for any enemy to rip apart, especially if he's still taking time to buff himself or cast any "Below" level damage spells at anything worth fighting. CR may allow for buffing, but it also allows for ambush as well.

    But I have to admit, this argument has brought up some valid buff points that I plan on using in my game, so I thank either side of this argument for the ideas. Kudos, all!


    Dragonchess Player wrote:

    [

    One more time: If you wish to discuss GM fiat or playing style (no preparation/spellcasting before combat), that's fine. Do not try to pass it off as system mechanic restriction; especially since preparing before combat is a valid option in the RAW and, in fact, part of the baseline assumptions in the CR system.

    You have not refuted [b]any/b] system mechanic argument in this thread with anything other than GM fiat or playing style restrictions. Let us know when you actually want to discuss system mechanics, instead of just spouting off without proof.

    I'm curious, can you cite a reference/reason why you believe the CR system has as a baseline assumption that you can cast minute per level buffs before each combat?


    Farabor wrote:
    Dragonchess Player wrote:

    [

    One more time: If you wish to discuss GM fiat or playing style (no preparation/spellcasting before combat), that's fine. Do not try to pass it off as system mechanic restriction; especially since preparing before combat is a valid option in the RAW and, in fact, part of the baseline assumptions in the CR system.

    You have not refuted [b]any/b] system mechanic argument in this thread with anything other than GM fiat or playing style restrictions. Let us know when you actually want to discuss system mechanics, instead of just spouting off without proof.

    I'm curious, can you cite a reference/reason why you believe the CR system has as a baseline assumption that you can cast minute per level buffs before each combat?

    We seldom buff ourselfs before combat, because we seldom know when combat is comming. But then again some GM allow rogues to take 20 on perception ALL the time. Searching a room, cave or a whole dungeon using "take 20" is not really realistic, nor is buffing before every fight or even before most fights.

    /IMHO


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    grasshopper_ea wrote:

    To dungeonchess

    You've suggested the fighter gets mithral gear. I agree that is a good tactic. I don't think it beats the overall versatiliy of the cleric, which is more powerful than the MT going back to the original thread. Being able to debuff enemies before slaughtering them I think is where the cleric pulls ahead of the fighter.

    The cleric is only incrementally better with buff spells (at specific levels) than the mystic theurge with the Magical Knack trait (the mystic theurge's cleric CL lags one level behind the straight cleric at the spell effect break-points). At CL 12, magic vestment, greater magic weapon, and divine power all get a bump; so a 12th level cleric gets +3/+3/+4 one level before the mystic theurge can (at 13th character level, cleric 3/wizard 3/mystic theurge 7).

    Anyway, the 12th level mystic theurge with Magical Knack (cleric) (cleric CL 11, wizard CL 9; access to 5th level cleric spells and 5th level wizard spells), Arcane Armor Training, and Arcane Armor Mastery obtains the following gear: mithral breastplate for 4,200 gp and a primary combat weapon (probably a heavy mace or their deity's favored weapon). Next, the mystic theurge scribes the following scrolls: two magic vestment (CL 8) for 300 gp each (600 gp total), two freedom of movement (CL 9) for 450 gp each (900 gp total), two flame strike (CL 11) for 687 gp, 5 sp each (1,375 gp total), eight enlarge person (CL 6) for 75 gp each (600 gp total), eight shield (CL 6) for 75 gp each (600 gp total), eight blur (CL 6) for 150 gp each (1,200 gp total), two false life (CL 9) for 225 gp each (550 gp total), two greater magic weapon (wizard, CL 8) for 300 gp each (600 gp total), eight haste (CL 6) for 225 gp each (1,800 gp), two heroism (CL 9) for 337 gp, 5 sp each (675 gp total), two stoneskin (CL 9) for 700 gp each (1,400 gp total), two overland flight (CL 9) for 562 gp, 5 sp each (1,125 gp total), and one teleport (CL 9) for 562 gp, 5 sp (making sure that there is a "very familiar" location, such as a home church or sanctum, as a destination within 900 miles). So far, the mystic theurge has spent 16,017 gp, 5 sp (plus weapon cost) on gear, only about twice as much as the 8,517 (plus weapon cost) spent by the cleric; a difference of 7,500 gp out of 108,000 gp (if the Wealth by Level table is followed). The mystic theurge also has available duplicates of all long-term buffs, in case they are dispelled or run out, and the teleport scroll to instantly return the party to a safe location if necessary (with only a 3% chance of error).

    The mystic theurge casts greater magic weapon, magic vestment on the mithral breastplate, and overland flight from a scrolls, preserving his prepared spell slots. On reaching the adventuring location/cave/dungeon, the mystic theurge casts false life, freedom of movement, heroism, and stoneskin from scrolls, again preserving his prepared spell slots.

    The mystic theurge's baseline is AC 18+Dex bonus (and DR 10/adamantine) and an attack roll +10+Str or Dex bonus (+10/+5 on a full attack) with the weapon (damage X+4+Str bonus); the mystic theurge also has +1d10+9 (avg. 14-15) temporary hp, a +2 bonus on all skill checks, a +2 bonus to saving throws, flies at a speed of 40 ft, and retains all prepared spells. The cleric, to recap, has a baseline of AC 23+Dex bonus and an attack roll of 12+Str or Dex bonus (+12/+7 on a full attack) with the weapon (damage X+3+Str); the cleric has also expended two 5th level spells and two 4th level spells.

    If given 18 seconds to prepare, up to 5 minutes before the start of a combat, the mystic theurge can cast blur, enlarge person, and shield from scrolls, giving him +4 AC (for AC 22+Dex bonus), +2 Str, -2 Dex, large size (dropping AC to 20+original Dex bonus), and an effect that causes 20% of all attacks to automatically miss; again, expending no prepared spells. At the start of every combat, the mystic theurge casts haste from a scroll (on himself and the rest of the party) for +1 AC (for AC 21+original Dex bonus), +1 on attack rolls (+11) and Ref saves (stacks with the +2 from heroism), an extra attack on a full attack (+11/+11/+6), and +30 ft to all movement (70 ft fly); since divine favor (a 1st level spell) still provides most of the same benefit as divine power (a 4th level spell) at CL 11, he also casts divine favor for +3 on attack rolls (+14 total or +14/+14/+9 on a full attack, plus original Str bonus, with a melee weapon; +12 total or +12/+12/+7, plus original Dex bonus, with a missile weapon) and damage (large weapon damage Y+8+original Str bonus; if the weapon is used with two hands, which the mystic theurge can do without losing the AC from the shield spell, that's Y+7+1.5 times total Str bonus). The cleric, recapping again, casts divine power to gain a +4 on attack rolls (+16 total, or +16/+11 on a full attack) and damage (X+7+Str bonus).

    By preparing for each combat a few minutes ahead of time and spending one extra combat round to cast haste (benefiting the entire party), which the extra movement (70 ft for the hasted mystic theurge vs. 20 ft for the cleric wearing a breastplate) more than compensates for in most situations, the mystic theurge ends up with an AC of two less than the cleric (unless the cleric is punching enemies with his defending gauntlet, which reduces base weapon damage to 1d3 and reduces attack and damage bonuses for each "plus" used to boost AC), has DR 10/adamantine, has 20% of all attacks against him miss automatically (which more than compensates for a 10% greater chance of being hit from an AC of 2 less), hits 10% less often (20% less often with a missile weapon) per attack (but gets an extra attack at the highest bonus), and does more damage on a successful hit. Even if the cleric casts righteous might (a 5th level spell, of which the cleric only has two prepared slots left, plus a domain spell), the cleric is still about the same as the mystic theurge (except for movement, where the cleric doesn't even come close, even with air walk): AC 21+original Dex bonus for both, cleric DR 5/evil vs. mystic theurge DR 10/adamantine, cleric gains 24 hp vs. attacks against the mystic theurge automatically miss 20% of the time, cleric melee attack roll of +17 or +17/+12 (plus original Str bonus) or missile attack roll of +14 or +14/+9 (plus original Dex bonus) vs. mystic theurge melee attack roll of +14 or +14/+14/+9 (plus original Str bonus) or missile attack roll of +12 or +12/+12/+7 (plus original Dex bonus), cleric weapon damage of Y+9+original Str bonus vs. mystic theurge weapon damage of Y+8+original Str damage or Y+7+1.5 times total Str bonus).

    This is one point I haven't raised explicitly, but deserves mention: I have been showing the mystic theurge as mainly using 1 minute/level spells only on the sorcerer/wizard list when preparing before each fight. The reason for this is to highlight the difference between the cleric and the mystic theurge. The cleric can use a variety of 1 min/level buffs to prepare before combat if he wishes (i.e., aid, align weapon, bear's endurance, bull's strength, etc.). However, the mystic theurge probably already has access to all of those spells (possibly even on both spell lists). Apart from a few combinations (such as antilife shell for an archer cleric), they either can be by both the cleric and the mystic theurge when preparing for a fight (having no effect on the relative "power level" between the two) or are high level spells that can't be cast for every fight (and the cleric is probably better off using one or more magic items to gain the same or equivalent effect, rather than expending limited spell slots).

    grasshopper_ea wrote:
    Also note that once the cleric gets miracle at level 17 he can cast any spell the mystic theurge can at level 20.

    Of course, at level 16, the mystic theurge gains Spell Synthesis. So one level before the cleric can cast miracle, the mystic theurge is casting two spells with a single action (for example, a CL 15 flame strike for 15d6 and an Empowered fireball for 15d6, a Combined Spell version of black tentacles plus acid fog which the mystic theurge surrounds with a 20 ft radius blade barrier on the next round, etc.).


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    A Man In Black wrote:
    grasshopper_ea wrote:
    6. If you look closely at the new divine power you will notice the bonus is no longer from strength, it's a luck bonus to attack/damage rolls. This means a level 20 cleric wielding a greatsword gets a +6hit/+6damage, not +6hit/+9 damage. This means with a bow you get the same bonuses +6hit/+6 damage and don't have to have another mighty bow. This is I think the new best tactic for a damage dealing cleric. You can use a buckler with a bow and have really nice AC. With medium armor you're going to want a mithril breastplate and 20 dex(modified) which qualifies you for all the archery feats. I haven't tested it yet, but IMO will be very powerful.
    I won't argue with you about archer clerics, though; cleric archers leave non-caster archers very far behind, as always.

    Except, of course, the archer specialized fighter.

    RPG Superstar 2010 Top 32

    Dragonchess Player wrote:
    Anyway, the 12th level mystic theurge with Magical Knack (cleric) (cleric CL 11, wizard CL 9; access to 5th level cleric spells and 5th level wizard spells)

    spends 15% of his level 12 wealth-by-level on scrolls and is allowed a minute to prepare before every fight (and inexplicably has the same physical stats as other classes despite needing to feed two caster classes at once), he can almost keep up with other classes in melee. For about two days of four-encounter-a-day, or one week of one-hard-encounter-a-day. (Also this MT has a bunch of really weak wizard spells without buying access to them but let's not nitpick too much.)

    Just in case anyone wasn't interested in the wall-o-text.

    Quote:
    Of course, at level 16, the mystic theurge gains Spell Synthesis. So one level before the cleric can cast miracle, the mystic theurge is casting two spells with a single action (for example, a CL 15 flame strike for 15d6 and an Empowered fireball for 15d6, a Combined Spell version of black tentacles plus acid fog which the mystic theurge surrounds with a 20 ft radius blade barrier on the next round, etc.).

    And the cleric has the high-level spell slots to be Quickening spells, whereas the MT mostly doesn't.

    -edit- Okay, just pointing out how bad DCP's theorycrafting is isn't really contributing.

    Setting aside this silliness of teh melee MTzilla for a moment, the real value of the MT is not scroll/wand access (which is had cheaply with a one-level dip or skill investment in UMD).

    MTs trade the cleric ability to bash faces and the wizard ability to shape the fight for the pool to cast buffs all the time, every time. While lots of buffs are not worth the action or the spellslot to cast them (learn to spot spells like Blur and avoid them for the lemons they are), you want to find everything with a long duration or a huge effect and get as much of that up as you can, all the time. This is the best use of lots of low-level slots. The reason this is much-scorned is that the MT doesn't actually come into its own until after buffing the melee has gone out of style, and because it requires real casters to not step on your toes.

    MTs have serious issues from about level 5 to level 9-ish, and this is when many games are played in their entirety and also the best time to be buffing melee so they get to shine. Right about the time MTs come into their own (getting their 4th-level spells) is about the same time CR-appropriate opposition starts dominatifying melee. (It's suddenly a lot less cool to be a level 10 fighter or barbarian when the fire giants come out.)

    Also, Haste is great but bards, sorcerers, and wizards are just as likely to have it and they'll have it before you. Greater Magic Weapon is great but most parties only need three casts of it tops (and yours is three levels behind the curve). The marginal utility of having you around to cast these things is limited until the party is suffering for a lack of actions to cast these spells, not a lack of access or resources, and this generally doesn't happen until level 10+, once again.

    So the real niche of an MT is a melee-heavy group at high- to very-high-levels, and the playstyle is unexciting. There's a reason it's unpopular, and it really just isn't overpowered.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Zark wrote:
    Farabor wrote:
    Dragonchess Player wrote:

    One more time: If you wish to discuss GM fiat or playing style (no preparation/spellcasting before combat), that's fine. Do not try to pass it off as system mechanic restriction; especially since preparing before combat is a valid option in the RAW and, in fact, part of the baseline assumptions in the CR system.

    You have not refuted any system mechanic argument in this thread with anything other than GM fiat or playing style restrictions. Let us know when you actually want to discuss system mechanics, instead of just spouting off without proof.

    I'm curious, can you cite a reference/reason why you believe the CR system has as a baseline assumption that you can cast minute per level buffs before each combat?

    We seldom buff ourselfs before combat, because we seldom know when combat is comming. But then again some GM allow rogues to take 20 on perception ALL the time. Searching a room, cave or a whole dungeon using "take 20" is not really realistic, nor is buffing before every fight or even before most fights.

    /IMHO

    Just about every mid to high level party will have access to arcane eye, clairaudience/clairvoyance, commune, contact other plane, divination, legend lore, prying eyes, scrying, vision, etc. as well as other means of gathering information. In most cases (barring GM fiat "divinations don't work" or other constraints on time, location, etc.), they should be able to obtain the majority of details about the inhabitants and layout before they start kicking down doors. Few encounters will be a surprise for a party that does their research and planning before (and during) an adventure.

    As far as CR system assuming 1 min per level buffs, it comes down to the original "resource use" definition in the 3.5 DMG on pg. 49-50, Easy, Easy if Handled Properly, Challenging, Very Difficult, and Overpowering. Easy- "The group should be able to handle an almost limitless number of these encounters." Easy if Handled Properly- "There's... a trick the PC's must discover to have a good chance of victory... If not handled properly, this kind of encounter becomes challenging or even very difficult." Challenging- "The average adventuring group should be able to handle four challenging encounters before they run low on spells, hit points, and other resources." (emphasis mine) Very Difficult- "One PC might very well die." Overpowering- "The PCs should run. If they don't, they will almost certainly lose." The "[running] low on spells... and other resources" can come from expending buff spells, combat spells, healing spells, or all three; for some groups, it's one specific category; for others, it's all three. Considering that many of the 1 min per level buffs are 1st or 2nd level, those spell slots can often be more usefully expended as buffs than as combat or healing spells as you move into high level play. Also, various discussions on high level play state that the majority of encounters assume a prepared party. In fact, that's one of the key gripes about the CR system in high level play: it's "swingy;" a challenging encounter for a prepared party can easily result in a TPK against a party that hasn't had a chance to prepare fully; conversely, a challenging encounter for an un- (or under-) prepared party is a cakewalk for a prepared one.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    A Man In Black wrote:
    Dragonchess Player wrote:
    Of course, at level 16, the mystic theurge gains Spell Synthesis. So one level before the cleric can cast miracle, the mystic theurge is casting two spells with a single action (for example, a CL 15 flame strike for 15d6 and an Empowered fireball for 15d6, a Combined Spell version of black tentacles plus acid fog which the mystic theurge surrounds with a 20 ft radius blade barrier on the next round, etc.).
    And the cleric has the high-level spell slots to be Quickening spells, whereas the MT mostly doesn't.

    So, is a 17th level cleric really going to use his one 9th level spell slot on a Quickened flame strike (where the mystic theurge cast the fireball/flamestrike combo up to four times per day)? Not to mention that the mystic theurge can pull off the two spell trick using 6th level, 7th level, etc. spells without a 75,500 gp Quicken metamagic rod or a 170,000 gp greater Quicken metamagic rod.

    A Man in Black wrote:
    the real value of the MT is not scroll/wand access (which is had cheaply with a one-level dip or skill investment in UMD).

    Please re-read the rules on Use Magic Device (PF RPG pg. 108-109) the DCs are quite high for a skill that doesn't allow you to take 10. It's a major investment that doesn't become a worthwhile regular action (90-95% success rate on the easiest checks) until you can attain a +17 or +18 on the skill check (probably around 12th-13th level, without an investment in the feats Magical Aptitude and/or Skill Focus). The one level dip will allow use of spell trigger devices (wands) without a check, but spell completion items (scrolls) require the minimum caster level in the class to be able to cast the spell or there is a chance of failure; see pg. 458.

    "A Man In Black' wrote:
    <blah blah blah>

    All of which is based on the assumption that 1 min per level spells can't be cast outside of combat and that there's no "down time" between adventures (and scrolls can be scribed very quickly at 1,000 gp market cost per day, 2 hours if 250 gp or less). This is a GM fiat/play style issue, not a RAW issue. Leave it at that.


    I can just see it. You burn 500-1000 gold worth of scrolls, wands, etc kick in the door only to find 3 zombies or a permanent ghost sound effect.

    The problem with relying on buffs, in particular ones you pay for is sometimes you don't get a chance to apply them, or sometimes you burn resources when you don't need to. Buffing before an encounter starts is valid but it's only situationally good. You are essentially expending a bunch of resources to catch up to what a fighter can do out of the box.

    Even if you can outdo the fighter in some situations where you have the time to buff your baseline is so much lower you are better focusing on things which are good at.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Dennis da Ogre wrote:

    The problem with relying on buffs, in particular ones you pay for is sometimes you don't get a chance to apply them, or sometimes you burn resources when you don't need to. Buffing before an encounter starts is valid but it's only situationally good. You are essentially expending a bunch of resources to catch up to what a fighter can do out of the box.

    Even if you can outdo the fighter in some situations where you have the time to buff your baseline is so much lower you are better focusing on things which are good at.

    This pretty much applies to both the cleric and the mystic theurge. In both cases, the caster is burning resources (consumable items and/or spell slots) to do most of the same things a fighter can accomplish with feats and class abilities. There are a few exceptions (spells to increase size, grant DR, give additional movement, etc.), but in many cases it's probably more efficient to cast those spells on the fighter, instead of casting 3-4 spells to catch up to the fighter and then some more spells to give extra abilities. If the player of the caster protests spending actions, consumable items/item charges, and/or spell slots buffing the fighter, the fighter can always either 1) invest in potions or 2) offer to pay the creation cost +10-20% to a fellow party member with item creation feats (Brew Potion, Craft Wand, Craft Wondrous Item, Scribe Scroll; this is a win-win solution, since the fighter gets buffing items at less than the market price and the item creator gets some extra money).

    Shadow Lodge

    I think the overall point is that doing so consistantly is pretty unreliable and terribly noncost effective.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    A Man In Black wrote:
    <ability scores>

    Since this is at least the second time you've raised this issue, I will address it in detail. I'm making some assumptions based on your comments earlier, so feel free to correct my estimate of what ability scores you feel a cleric should have. Ground rules: 15 point buy, PF RPG races.

    Human Cleric: 12 Str (2 pts), 10 Dex (0 pts), 14 Con (5 pts), 8 Int (-2 pts), 16 Wis (5 pts; +2 racial bonus), 14 Cha (5 pts); switch Str and Dex for a bow-wielding cleric; all ability score advancements in Wis; favored class is cleric (+1 hp per level); skill ranks in Knowledge (Religion) and Use Magical Device.

    Human Cleric/Wizard/Mystic Theurge: 12 Str (2 pts), 10 Dex (0 pts), 14 Con (5 pts), 14 Int (5 pts), 15 Wis (3 pts; +2 racial bonus), 10 Cha (0 pts); switch Str and Dex for a bow-wielding cleric; split ability score advancements between Int (+2) and Wis (+3) over 20 levels; favored class is cleric (+1 skill rank per level); skill ranks in Diplomacy, Knowledge (Arcana), Knowledge (Religion), Linguistics (when Int hits 16), Sense Motive, and Spellcraft.

    Shadow Lodge

    What level are these characters? I'm wondering, with those stats if they can honestly even cast their upper level spell slots. Unfortunatly, that MT just has no money to purchase (or make) a +Wis or + Int item, (and very likely has run the entire party into a deficet).


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Beckett wrote:
    I think the overall point is that doing so consistantly is pretty unreliable and terribly noncost effective.

    "Unreliable" is a GM fiat/play style issue, not a RAW issue.

    "Terribly noncost effective," now: The mystic theurge spent 11,817 gp, 5 sp on consumables; over the course of eight Average (Table 12-1, PF RPG pg. 397) encounters, the party earns (Table 12-5, PF RPG pg. 399) 48,000 gp using the Slow advancement rate (slightly better than breaking even, assuming a party of 4 and the use of all consumables), 72,000 gp using the Medium advancement rate (6,000 gp ahead), and 108,000 gp using the Fast advancement rate (15,000 gp ahead). It all depends on which advancement rate you use; if you are using the Slow advancement rate, then heavy use of consumables is not that useful, but it can be in the other two rates.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Beckett wrote:
    What level are these characters? I'm wondering, with those stats if they can honestly even cast their upper level spell slots. Unfortunatly, that MT just has no money to purchase (or make) a +Wis or + Int item, (and very likely has run the entire party into a deficet).

    The ability scores are the ones at initial creation. The ability score advancements characters receive every four levels (4th, 8th, 12th, 16th, 20th) are allocated as stated: the cleric puts them all against Wis (17 Wis at 4th, 18 Wis at 8th, etc.) while the mystic theurge splits them between Int and Wis (16 Wis at 4th, 15 Int at 8th, 16 Int at 12th, etc.).

    If the Wealth By Level guidelines are followed, the cleric 3/wizard 3/mystic theurge 6 above still has almost 92,000 gp unallocated. Are you assuming that a 10,000 gp market price (5,000 gp creation cost) headband of mental prowess (+2 Int, +2 Wis) is unaffordable? Unless the campaign is using the Slow advancement rate, the mystic theurge can afford to re-scribe all of the scrolls and create/purchase additional items.

    Shadow Lodge

    But thats if you build it starting at level 12 (and I'm not so sure that is accurate). Earning those levels means your spending most of your money in order to make and buy those scrolls, wands, etc. . ., not to mention that you are not counting all those wizard spells you probably want to buy to scribe, material components, the fact that when you trade in an item for a better one you are not getting full price value, and a lot of little things that already weigh-down the single class caster.

    I still honestly think you are defending this too hard to see the many drawbacks. I se no reason not to stick single class cleric (or whatever) and heck take leadership for a Wizard cohort, if that is really what you want. Then you really have twice as many spells pretty much all the way, not wasting all your feats, and you can still burn through scrolls and wands, except it is done in twice the time.


    Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Beckett wrote:
    But thats if you build it starting at level 12 (and I'm not so sure that is accurate). Earning those levels means your spending most of your money in order to make and buy those scrolls, wands, etc. . ., not to mention that you are not counting all those wizard spells you probably want to buy to scribe, material components, the fact that when you trade in an item for a better one you are not getting full price value, and a lot of little things that already weigh-down the single class caster.

    Unless the campaign is using the Slow advancement rate, a character can afford to allocate about 10% of their total wealth on consumables and still be able to improve/replace gear (at Slow advancement, about 5% is a decent rule of thumb). On the other points:

    "wizard spells" - The wizard starts with all 0-level spells and 3+Int bonus 1st level spells and gains two additional spells per level of casting ability (all at no cost, see PF RPG pg. 79). A cleric 3/wizard 3/mystic theurge 6 automatically has all 0-level, 5+Int bonus 1st level, 4 2nd level, 4 3rd level, 4 4th level, and 2 5th level spells of his choice, just from advancing in level. The spells I named are: 1st- enlarge person, shield, 2nd- blur, false life, 3rd- greater magic weapon, haste, heroism, 4th- stoneskin, 5th- overland flight. That still leaves 3+Int 1st level, 2 2nd level, 1 3rd level, 3 4th level, and 1 5th level spells to be determined.

    "material components" - the material component cost for stoneskin was included in the scroll creation cost (as per the scribing rules). None of the other named spells requires costly material components, so a 5 gp Spell Component Pouch is all that's required.

    "selling items at half value" - that is already a consideration factored into the Encounter Reward system and the Wealth By Level guidelines.

    Shadow Lodge

    Here's the thing, though. Based on the average advancement, you are saying that essentually you can devote 10% of your total treasure for consumable spell items, (potions, wands, and scrolls). However, you are looking at 1.) 13 encounters per level (so basically every single level you own "the bank" an additional 30% of what you should have made and yourself have 0 GP and also that you are counting on being extremely lucky and gaining all the items (scrolls, wands, etc. . .) that you need to burn through almost daily.

    Add to the fact that, starting at level 1, you do not have these option, and really may not have them until near level 3 or 4 in any real way, it just does not work. Even granted that PF has gone further and lets you recharge staffs, which would be a lot better than suggesting you go through the motions of buffing yourself up every 10 mins or so.

    RPG Superstar 2010 Top 32

    Dragonchess Player wrote:
    So, is a 17th level cleric really going to use his one 9th level spell slot on a Quickened flame strike (where the mystic theurge cast the fireball/flamestrike combo up to four times per day)? Not to mention that the mystic theurge can pull off the two spell trick using 6th level, 7th level, etc. spells without a 75,500 gp Quicken metamagic rod or a 170,000 gp greater Quicken metamagic rod.

    No, but that's because Flamestrike is terrible. There are lots of second to fourth level spells worth Quickening, and the MT can't really afford to use its few high-level spell slots to do that. The MT does get the signature schtick of casting two seventh-level spells at once, but it can hardly afford to do so very often.

    If we really want to get into what the MT can or cannot do at high levels, at very high levels it runs into the problem that there are only 10 levels of the PrC, which means you have four more levels of single-classed caster progression, so your whole dual-classing schtick is just rotting at the time when pure spellcasters are getting their very shiniest toys. It's moot, though. Few games are actually played at those levels, and the MT participates at those levels more than fully half of the classes in the game.

    Quote:
    Please re-read the rules on Use Magic Device (PF RPG pg. 108-109) the DCs are quite high for a skill that doesn't allow you to take 10. It's a major investment that doesn't become a worthwhile regular action (90-95% success rate on the easiest checks) until you can attain a +17 or +18 on the skill check (probably around 12th-13th level, without an investment in the feats Magical Aptitude and/or Skill Focus).

    Coincidentally, right about the same time that the MT comes into its own. (And the feat is worth it if you're lacking a pure spellcaster of some sort, especially with PF's cheaper feats.)

    Quote:
    All of which is based on the assumption that 1 min per level spells can't be cast outside of combat and that there's no "down time" between adventures (and scrolls can be scribed very quickly at 1,000 gp market cost per day, 2 hours if 250 gp or less). This is a GM fiat/play style issue, not a RAW issue. Leave it at that.

    Correct me if I'm wrong, but nothing I said was predicated on the assumption that scrolls cannot be cast out of combat or that there's no downtime between quests. I simply pointed out that you've made a character who burns 15K gold a week to be, at best, marginally inferior to other characters, under the strict circumstances that best favor the MT.

    If your playstyle is the most favorable possible to the MT, it's almost a level-appropriate melee combatant. You'll make the monk jealous.

    RPG Superstar 2008 Top 32

    I've removed a few posts. Debate is welcome here, but insults and threats of violence are simply uncalled for.

    Shadow Lodge

    Threats of violence? I must have missed it.


    Beckett wrote:
    Threats of violence? I must have missed it.

    Threat, in this era, is a very loosely defined term. Wishing someone ill is threatening them, as is expressing such wishes.


    I'm not sure how this conversation turned to a debate on how effective Mystic Theurge can be in melee. There are classes which are good at melee and the Theurge is clearly not well suited for it.

    If you want to talk about what MT is BEST at is buffing other characters, casting utility spells, acting as a secondary healer, and casting low level battle field control spells during combat. They aren't going to be nearly as good as people dedicated to these roles but they will be pretty fair once they get out of the valley of suck (3 levels before and 3-4 levels after taking the class).

    I kind of peg Mystic Theurge as interesting NPCs, either as opponents or allies. As enemies you can bump their ECL up by one or two to make them viable. As an NPC ally you can make a single character who can act as an effective buffer/ casting ally without outshining any of the PCs in the party.


    So, to return to the original question.....

    No :).

    Or rather, there are specific character concepts/builds that can benefit from multiclassing, but the paizo design philosophy was to make going to level 20 in any class fully worthwhile. Which I love. Especially when you add the favored class mechanic.

    RPG Superstar 2010 Top 32

    Farabor wrote:

    Or rather, there are specific character concepts/builds that can benefit from multiclassing, but the paizo design philosophy was to make going to level 20 in any class fully worthwhile. Which I love. Especially when you add the favored class mechanic.

    As long as that class isn't barbarian, ranger, or monk.

    Shadow Lodge

    I don't know about barbarian of hand, but both the ranger and monk have awesome 20th level capstones. Monk becomes an outsider with DR 10/chaotic and has a bunch of cool abilities by then.

    While the ranger has a chance to instakill a favored enemy and can track at full speed, and again a lot of little benefits built up.

    RPG Superstar 2010 Top 32

    Beckett wrote:

    I don't know about barbarian of hand, but both the ranger and monk have awesome 20th level capstones. Monk becomes an outsider with DR 10/chaotic and has a bunch of cool abilities by then.

    While the ranger has a chance to instakill a favored enemy and can track at full speed, and again a lot of little benefits built up.

    There are two issues with capstones.

    For one, your game is done. You are done needing to accomplish challenges in order to increase in power. The story is over, and you are more powerful than anything but the superpowered BS NPCs that seem to plague Golari-er, that's another rant, but suffice it to say you don't need to overcome challenges any more, and if you do, it's the climax of the campaign, not a significant amount of time.

    Secondly, they just aren't that great. The ranger gets to cast a 6th-level spell 5 times a day under restrictive circumstances. The monk gets DR 10/whatever, when level-appropriate opposition either ignores it or hits five-plus times for 40+ damage a pop. They are both doing better than the barbarian, whose capstone is +1 to hit and damage, heh.

    Shadow Lodge

    I don't know if they are better than each other. Barbarians get things of bonuses from Level 1 like the increased HP and your forgetting about the +8 Str and Con they can switch on and off now, and the last rage trick.

    Also, one of the most devistating characters I ever made was a Fighter/Rogue/Barbarian. Between a charging, raging, spiked chain with sneak attack against a flat footed room, with great cleave and combat reflexes, it was extremely broken.

    RPG Superstar 2010 Top 32

    Beckett wrote:
    I don't know if they are better than each other. Barbarians get things of bonuses from Level 1 like the increased HP and your forgetting about the +8 Str and Con they can switch on and off now, and the last rage trick.

    This is another thread's worth of discussion, just like cleric v. fighter with regard to hitting people in the face. Suffice it to say for now that I haven't forgotten about turning rage on and off at will.

    Quote:
    Also, one of the most devistating characters I ever made was a Fighter/Rogue/Barbarian. Between a charging, raging, spiked chain with sneak attack against a flat footed room, with great cleave and combat reflexes, it was extremely broken.

    No, it probably wasn't. With some actual details on the character, I could comment in greater detail as to why.

    151 to 200 of 286 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Is multi-classing worth it... All Messageboards

    Want to post a reply? Sign in.