| proftobe |
About to do kingmaker (25 point buy) and between the guild rules in inner sea magic, and some posts I read about a month ago on this forum I had an idea for a craftsman dwarven spellslinger that eventually becomes a mystic theurge. (the guild rules eventually allow me to completely make up for taking 3 levels that aren't in my main spellcasting class and even keep my secondary class only 2 below my HD) The issues
1. feats needed. My initial vision of the character involve the armor training feats(I know they eat up a swift action), 2-3 crafting feats, and being an effective ranged shooter. This build is ridiculously feat intensive Can this be done or should I focus either on crafting or gunplay
2. Using guns are expensive and I have never used (or played in a campaign) where they were used extensively. How much of a hit am I going to take money wise just to give my character a cool gimmick?
3. What 4 schools should I take as a spellslinger or talk me out of the archetype and tell me which specialist is better.
| dunebugg |
The build seems like it requires a LOT of work to keep up with other players. You will need Dex, Int, AND Wis. Dwarves sadly only get Wis from that. Even with 25 point buy that is pretty tough.
Ex: an array of stats could be as follows: 10, 16, 14, 16, 16, 6. Not bad, but you'll never have spectacular stats.
Level 1 wizard will get you Scribe Scroll. Forgemaster Cleric archetype (ARG) gets some fun things, as well as Craft Magic Arms + Armor at level 3. This means you have 2 free item creation feats, and can spend 1 on Craft Wondrous. PBS and Precise shot should be all you need to stay effective. Guns hit touch AC.
Money wise? shouldn't be much. You get to craft your own guns for half price, so you'll be laughing at those suckers who have to wait for you to finish upgrading your own stuff first. (I always charge 60% base instead of 50%, to put extra money towards scrolls and consumables).
Uhhh Necromancy, Enchantment, Divination, and Illusion. You should be focusing mostly on buffing and battlefield control as a mystic theurge. Does the Spellslinger lend itself well to that? Not really. But the idea is really fun.
Overall I don't think the build suffers that badly. You may want to check with your GM before presuming you can use the guild rules, especially because its from a far off place and you need to work your butt off to get that perk AFAIK. Obtainable by 5-6? not sure. But it's a really cheesey way into the PrC :P
My suggestion? If your DM is reasonable, ask if he will let you just enter the class at 6 regardless. Mystic Theurge is NOT a powerful class - it's full of utility and not much else. You are going to have a lot of staying power through the day, but not as much OOMPH. Most people will agree that early entry will not break the game.
| Glutton |
You can get over your head in a hurry. There also isn't much money to be had. The random encounters can bury you if your DM just "goes by the book" (no one likes fighting 1d4 trolls at level 1), and yeah the sandbox is full of broken glass if you don't explore everywhere and reap every possible XP point there is.
Level/We lost
2 Paladin/Rogue
5 Cavalier/Fighter
7 Druid
9 Dragon Sorc
11 Alchemist/Gunslinger so far
And about 15 major NPC's, including the Barons wife, several of our governors, etc etc. All had class levels. It's been a meat grinder.
ossian666
|
Dwarven Mystic Theurges can be pretty sweet.
Level 1 forgemaster cleric with heighten spell feat gives you 2nd lv divine spells
Level 1 wizard/witch with magic lineage trait and heighten spell gives you 2nd lv arcane spells
Lets you start the prc at 3rd, so yer only 1 level behind on each side.
Wow...thats really cheap...I never really read Heighten Spell while looking at it from that perspective...
ossian666
|
Any time a thread title contains the terms "mystic theurge" and "is it viable", the answer is pretty much guaranteed to be "No."
This thread is not an exception.
Big Don, you are confusing "caster level" with "2nd level spells". It does not work like that.
Reread Heighten Spell with this in mind...it wasn't meant to work like that and is surely wrong in every sense of the word, but it would work.
Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies.
You'd still need spell slots to prepare so you'd still have to be a spell caster of that level...which I think you can pull that off with Magic Lineage and an arcane caster but the Cleric would still have to be 3rd level.
| Big Don Bohannon |
You'd still need spell slots to prepare so you'd still have to be a spell caster of that level...which I think you can pull that off with Magic Lineage and an arcane caster but the Cleric would still have to be 3rd level.
Nope.... forgemaster reduces metamagic by 1 level (minimum 0) if the spell is cast on weapons or armor. So there is your divine 2nd level spell (heightened, so it uses a 1st level slot).
You still can't take the prc until 4th because of the skill ranks, of course.