
Abraham spalding |

Abraham spalding |

Yeah as you can tell that's from before the APG was out.
To add oracle simply remove the domain references, grab your curse and mystery. You won't gain the first revelation until 3rd level and you'll get one every 4 levels, treating your oracle level as 2 lower than an actual oracle would have for the mysteries you can have and the effects of your curse.

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I was wondering, since the Magus is basically the Edlritch Knight as a base class, if any one thought about Mystic Theurge type base class?
Just wondering if any one thought about it and have ideas about it.
Not really, nope. I think the mystic theurge works well for those who want to mix divine and arcane casting. In fact I think its one of the few prestige classes I approve of.
One of the chief advantages of archetypes (or new base classes) for filling a character role is that you are that thing from level one or two onward. A wizard-cleric is probably (though not necessarily) playing as a wizard/cleric from level two to four onward. So there's no need for an archetype to enable low level play of the concept.
Finally, the mystic theuge makes being a wizard-cleric viable in a way that the eldrich Knight honestly does not make wizard-fighters viable. So there is no strong mechanical reason to implement a new base class to fill the desired role that people want to play.
I see no strong need for a new base class.

Nemitri |

Maybe. It's just the witch doesn't feel right by me. The whole learning from a familiar just feels wrong. Oh well, it's something interesting, that's for sure.
Has anyone else thought along the same lines?
Its like Luna from Sailor Moon XD, I want a talking cat that gives me morphing powas!

Elghinn Lightbringer |

I was wondering, since the Magus is basically the Edlritch Knight as a base class, if any one thought about Mystic Theurge type base class?
Just wondering if any one thought about it and have ideas about it.
We've been working on multiclass archetypes for the last month and a half on THIS thread. Among them is a multiclass Wizard/Cleric called the Divine Mage. Here it is. Let us know how it works if you decide to use it. We need some playtest feedback.
A divine mage supplements his arcane might with divine magic. He combines the power of wizardly might with the magic of the divine and ability to spontaneously convert spell energy into healing spells.
Primary Class: Wizard.
Secondary Class: Cleric.
Hit Dice: d6.
Save Bonus: +2 Fortitude.
Bonus Skills and Ranks: Divine mages may select three cleric skills to add to his class skills in addition to the normal wizard class skills. The divine mage gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: Divine mages are proficient with simple weapons and his deity’s favored weapon, but not with any type of armor or shield. Armor interferes with the movements of a divine mage, which can cause his arcane spells with somatic components to fail.
Arcane School: This is exactly like the wizard ability of the same name.
Combined Spells (Su): A divine mage casts arcane spells drawn from the sorcerer/wizard spell list, and divine spells which are drawn from cleric spell list. Each day, he must choose and prepare both his arcane and divine spells in advance, in the same manner as a wizard (studying his spellbook) and a cleric (through prayer and meditation). A divine mage can prepare and cast either cleric or wizard spells using the available slots from his daily spell allotment as shown in Table: Divine Mage of this entry. However, casting a prepared divine spell in this manner expends a spell slot one level higher than it originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. Thus, at 1st and 2nd level, a divine mage can prepare and cast cantrips and 1st-level wizard spells, or cleric orisons using a 1st-level spell slot. At 3rd level, he can cast 2nd-level wizard spells, or 1st-level cleric spells using a 2nd-level spell slot, and so forth. Thus, the divine mage can access a maximum of 8th-level cleric spells at 17th level, and cannot cast cleric spells beyond that spell level, except those granted by his chosen domain. The components of these spells do not change, and otherwise follow the rules for the spellcasting class used to cast the spell.
Bonus spells granted by a high Intelligence score pertains only to his wizard spells, while those granted by a high Wisdom score pertains only to his cleric spells. In either case, the divine magi’s base spells per day cannot exceed his daily spell allotment. For example, if a 5th level divine mage has an Intelligence and Wisdom score of 15, he gains a bonus 1st-level and 2nd-level spell slot for both his cleric spells and wizard spells. Thus, he could cast four 0-level spells, three 1st-level spells, two 2nd-level spells, and one 3rd-level spell per day, whether arcane or divine (cleric spells require one spell slot higher than it’s spell level) in nature as his base daily allotment of spells. He would also be able to cast an additional 1st-level and 2nd-level wizard spell, and an additional 1st-level and 2nd-level cleric spell per day. This ability replaces arcane bond.
Diminished Casting: The divine mage casts one fewer spell of each level per day. If this reduces the number of spells at a certain level to 0, he may cast spells of that level only if he receives bonus spells of that level from having a high ability score or from his arcane school or domain. He otherwise learns, prepares, and casts spells as a wizard or cleric of equal level.
Domain: This is exactly like the cleric ability of the same name, but the divine mage may choose only one domain from among those belonging to his deity. A divine mage gains the domain powers of his domain and can prepare and cast each domain spell in his domain spell slot at their normal spell level, as normal. This ability replaces Scribe Scroll and bonus feat at 5th, 10th, 15th, and 20th level.
Spontaneous Casting: At 5th level, a divine mage gains the cleric’s ability of the same name. However, a divine mage can “lose” any prepared wizard or cleric spell that is not a cantrip, orison, school, or domain spell in order to cast any cure or inflict spell equal its spell level –3 or lower, as determined by the divine mage’s alignment (see spontaneous casting in the Cleric entry of the Core Rulebook). Thus, a divine mage could channel a prepared 2nd-level wizard spell or 1st–level cleric spell into cure light wounds or inflict light wounds, according to his alignment.
Table: Divine Mage
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Arcane school, cantrips, combined spells, 2+1 0+1 — — — — — — — —
diminished casting, domain
2nd +1 +2 +0 +3 3+1 1+1 — — — — — — — —
3rd +1 +3 +1 +3 3+1 1+1 0+1 — — — — — — —
4th +2 +3 +1 +4 3+1 2+1 1+1 — — — — — — —
5th +2 +3 +1 +4 Spontaneous spellcasting 3+1 2+1 1+1 0+1 — — — — — —
6th +3 +4 +2 +5 3+1 2+1 2+1 1+1 — — — — — —
7th +3 +4 +2 +5 3+1 3+1 2+1 1+1 0+1 — — — — —
8th +4 +4 +2 +6 3+1 3+1 2+1 2+1 1+1 — — — — —
9th +4 +5 +3 +6 3+1 3+1 3+1 2+1 1+1 0+1 — — — —
10th +5 +5 +3 +7 3+1 3+1 3+1 2+1 2+1 1+1 — — — —
11th +5 +5 +3 +7 3+1 3+1 3+1 3+1 2+1 1+1 0+1 — — —
12th +6/+1 +6 +4 +8 3+1 3+1 3+1 3+1 2+1 2+1 1+1 — — —
13th +6/+1 +6 +4 +8 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1 — —
14th +7/+2 +6 +4 +9 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1 — —
15th +7/+2 +7 +5 +9 3+1 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1 —
16th +8/+3 +7 +5 +10 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1 —
17th +8/+3 +7 +5 +10 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
18th +9/+4 +8 +6 +11 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
19th +9/+4 +8 +6 +11 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1
20th +10/+5 +8 +6 +12 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1

Distant Scholar |

Maybe. It's just the witch doesn't feel right by me. The whole learning from a familiar just feels wrong. Oh well, it's something interesting, that's for sure.
Has anyone else thought along the same lines?
Its like Luna from Sailor Moon XD, I want a talking cat that gives me morphing powas!
I, personally, have mentally renamed the Witch class to the Magical Girl class. It takes a little re-fluffing, but it fits very well. :-)