
Defraeter |
Some points of rules
1) spontaneous casting:
All you need is to "lose" a prepared spell which is not orison or domain spell. So you don't need to be MT to do that.
Just have a spell (profane or divine) which are prepared.
A cleric/wizard or Cleric/paladin or cleric/ranger can do that and lose spell from wiz/pal or ranger.
A cleric/sorcerer or cleric/bard cannot use the slots of sorc/bard to do that.
2) bonded object: how to change
you need a special ritual which cost (200gp x wizard level + cost of the masterwork item) and 8 hours. (see details p 78 core rulebook)
So for instance a w3/c3/MT6 who want a rod as bonded item must pay (200gp x3 + cost of rod mst).
Of course the former bonded object lose ALL its magical abilities and reverts to being an ordinary mst item (even if it was a magical item before becoming bonded object: it has a cost!).
3) language dependent spell
It must be written on the entry of the spell "School: ...language-dependent.."
So spell like Enthrall, or Suggestion or Speak with Dead are spell "language-dependent", but Charm Person, Sound Burst, Shout or Wail of the Banshee are not.
4) melee touch spell
You cannot use a weapon, nor whip to make your melee touch attack, only your hand or the spell Spectral Hand, except of course special power or feat (in APG "feat: reach spell" or UM "Magus" for instance).
The spell Mage Hand is a good oraison, but you cannot use it to make an attack, because it just "push" an object: but it may be interesting to get the weapon the ennemy has just dropped after a disarm...
For my incoming campaign, my choices of race or god is not optimized, i know :-)
1) race: tiefling
The master would like one player be a tiefling, and as the others are not "motivated"... and as it doesn't bother me...
I like the challenge, but i find that buy a feat to prevent "chance" in the race (see Council of Thieves n°1 - chapter Tiefling) is very high price... too much indeed.
So. I try to do with. May be negotiate with DM :-)
2) gods: Calistria or Shelyn
It's just because i like these goddess in fact!!! And because they could be played in Cheliax and Westcrown where to be ambitious is somewhere the universal rule...
I didn't want play the other gods of Cheliax (Iomedae, Erastil or Abadar) except a power-hungry of Asmodeus (sigh...) or a sadomasochist of Zon-Kuthon, but it was difficult for the cure...
So, follower of Shelyn, accepted in Cheliax and who loves all which shines, or a "girl" of Calistria... so perverted... seemed to me a good choice for RP.
Of course, having a Chaotic aura (Calistria) in Westcrown is very dangerous when you meet Hellknight! ...hum...no pleasure without a little suffering!
Thank you again for your excellent posts!!!!

Defraeter |
Quote: A friend told me of a template of Anti-paladin/Oracle Lore (Revelation: Sidestep Secret)/vampire... a nightmare for AC and Save...
Do you all play vampires often in your campaigns?
No. But the monsters haven't the same problem.
Think to this monster against you as CR13 which has just made a smite good on your best damager...
Tom S 820 |

How does cleric and bard have less healing than wizard and cleric?
I would point out that even with just core you have lots of the good battlefield control spells as a bard too.
It not that Bard/ Cleric has less wiz/Cleric. I Just that is has less than Striaght Cleric that Scares me.
The Bard/Cleric colud have more than the Wiz/ Cleric. For sure.

spalding |

Abraham spalding wrote:How does cleric and bard have less healing than wizard and cleric?
I would point out that even with just core you have lots of the good battlefield control spells as a bard too.
It not that Bard/ Cleric has less wiz/Cleric. I Just that is has less than Striaght Cleric that Scares me.
The Bard/Cleric colud have more than the Wiz/ Cleric. For sure.
That certainly makes more sense to me now. I'm mainly looking at it as the OP has stated he wants to do this -- now how do we do it with the least amount of pain and maximum amount of good? I'm of the opinion that the bard/cleric has the most to offer to the party with the least pain between points of awesome. Something to consider is the fact that the bard levels means less worry about healing from the cleric spell list -- after all you have healing spells as a bard so you can prepare and use more cleric spells for battle intensive stuff... ironically this works in reverse too since you have cleric spells you know you can heal with you don't have to feel bad about using the perfect bard spell for the situation because you know you still have slots to fall back on to heal (or channel energy).
Another slight advantage is the fact that since you'll have charisma for the bard spells anyways you are also helping your channel energy too.

EWHM |
Mystic theurges aren't that bad in my experience in most games. What you need to do with one is to make really heavy use of what you're actually good at. With a mystic theurge, it's easiest to say what you're NOT good at. You're not good at casting SOD/SOS spells with really high DC compared to a conventional caster. You're not good at having the highest spell level access either.
But you have tons and tons of lower level and lower DC spells. You've also (in the conventional Wizard/Priest configuration) got access to almost all of the good spells in the book. Typically you draw very low 'DM aggro' from GMs of gamist or narrativist bent, because you don't OBVIOUSLY hammer their precious BBEG. You've got exceptionally powerful divinations and buffs, and you can debuff very well, summon an unholy horde of minions, and do battlefield control very well. My experience is that a lot of unoptimized blasters would actually do better as an MT because the lower caster level would force them to consider their other capabilities for once. For cleric domains, go for the ones with good frontloaded abilities, because you won't get a very high level in them. I like Travel and Liberation for that.
A MT does pretty well when he's got either a melee heavy party to run buffs and battlefield support on (look at the DPR contribution of haste and prayer to 3 melees) or other casters who summon a lot (and have a GM that doesn't hate summons with a passion, some do).

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Teafling (Asura-Spawn +2Dex +2Wis -2Int)
cleric/bard/MT
Teafling (Demon-Spawn +2Dex +2Cha -Int)
cleric/bard/Mt
Of the two Asura-Spawn is probly better of the to. And focus on divine caster DC.
Teafling (Oni-Spawn +2Str +2Wis -2Cha)
cleric/wizard/MT
The only teafling with a +2Int is -2Wis. So your best one is +2Wis -2Cha. And then focus on divine caster DC.
Teafling (Rakshasa-Spawn +2Dex +2Cha -2Wis)
bard.

Abraham spalding |

Hm... limited to core...
0th level: prestidigitation, detect magic, mage hand, mending, message
1st level: cure light wounds, grease, feather fall, sleep (early), unseen servant (later)
2nd level: pyrotechnics, Glitterdust, mirror image, silence, heroism (early), blur (later)
3rd level: good hope, haste, slow, crushing despair, dispel magic
4th level: dimension Door, greater invisibility, summon monster 4, freedom of movement, greater invisibility
5th level: greater dispel magic, song of discord (possible), mass suggestion, mind fog
6th level: heroes feast, summon monster 6, greater shout (fall back damage), geas/quest, mass charm monster
I of course like a lot of the later spells in the APG and ultimate magic better -- however those are great starters for a bard. There are better situational choices -- it comes down to what you are going to want to use on a regular basis. For your bard side pick spells you'll want to use often -- use your cleric side to fill in the odd gaps with spells you might use.

thomas nelson |
Hm... limited to core...
0th level: prestidigitation, detect magic, mage hand, mending, message
1st level: cure light wounds, grease, feather fall, sleep (early), unseen servant (later)
2nd level: pyrotechnics, Glitterdust, mirror image, silence, heroism (early), blur (later)
3rd level: good hope, haste, slow, crushing despair, dispel magic
4th level: dimension Door, greater invisibility, summon monster 4, freedom of movement, greater invisibility
5th level: greater dispel magic, song of discord (possible), mass suggestion, mind fog
6th level: heroes feast, summon monster 6, greater shout (fall back damage), geas/quest, mass charm monsterI of course like a lot of the later spells in the APG and ultimate magic better -- however those are great starters for a bard. There are better situational choices -- it comes down to what you are going to want to use on a regular basis. For your bard side pick spells you'll want to use often -- use your cleric side to fill in the odd gaps with spells you might use.
why so many spells clerics can cast?

spalding |

why so many spells clerics can cast?
Partial to free up cleric slots -- remember that my cleric spells are going to have to be chosen each day... my bard spells are not. As such I choose spells I am highly likely to want to cast so that I don't have to choose them as a cleric.
That leaves me free to choose different spells from my clerical list. Part of it is also the fact that those are some of my favorite bard spells -- they work and work well... so why not take what works?
The ones that I notice that a cleric can cast are:
Cure light wounds, silence, dispel magic, summon monster 4, freedom of movement, greater dispel magic, heroes feast (this is one I could probably do without) summon monster 6, geas/quest.
Of those dispel magic, summon monster 4, greater dispel magic and summon monster 6 are spells just about anyone can cast... so to be fair those aren't any more "cleric" spells than they are "universal spells".
This leaves my clerical list to include stuff like the following:
hide from undead, magic stone, obscuring mist, calm emotions, darkness, find traps, remove paralysis, resist energy, spiritual weapon, daylight, deeper darkness, invisibility purge, magic circle of protection, magic vestment, prayer, stone shape, wind wall, air walk, "alignment bashing" (holy word/whatever), dimensional anchor, death ward, greater command, dispel alignment, greater command, flame strike, righteous might, symbol of sleep, wall of stone, true seeing.
Basically put I'm supplementing my clerical duties, and grabbing abilities my clerical spells won't cover.
NOW IF I had access to other books, such as APG and UM then the spell lists would probably look very different.