Viability of the Mystic Theurge


Advice

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I really love the flavor of the Mystic Theurge.

However, the class is quite, uh, delayed in its spell-casting powers (a full 3 levels).

I want an honest answer. Assuming I played a Mystic Theurge to the best I could, do you think it would be a good character in PFS? I know later scenarios get very rough, and being behind a full level of spell casting really seems like it'd be difficult for the Theurge to help all that much.

Sczarni

In my opinion the Mystic Theurge is less then stellar in PFS. You get 4th level spells at level 12, with prepared casting. With Spontaneous Casting its just terrible. I think there are better options available to classes out there, unless of course your playgroup has plans to run modules to get higher then level 12, then MT could be really useful.

Grand Lodge

Due to the fact the best you can ever hope for is Cleric 3, Wizard 3, Mystic Theurge 6, you're limited to 5th level spells in the 6th level spell game which is PFS.

At 12th level you'd only be able to Combine spells up to 3rd level. You'd also have to prepare all of your spells for both classes every day, but spontaneous casters take a 4 level hit and are even worse for this prestige class.

You'd never gain Spell Synthesis which is where the class really comes into its own, but is still a weak, weak, WEAK capstone considering the 1/day restriction.

Honestly, the Mystic Theurge is just weak. Avoid unless you absolutely must have the flavor of being a Divine / Arcane character.


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While I fully agree with the above that MT is a total turd of a class, I have a slightly different take on it.

Yes, it's total crap.

Yes, you can still play it in PFS and have fun.

Are you going to be uber powerful? well no.

Do you need to be to contribute to your party? also no.

Bottom line is that PFS is not a campaign that requires high op, in fact, you can get by with a fun, not as great character just fine.

So play whats fun, seriously.

for the first 7 levels you are only rocking 2nd level spells. (this is assuming you went prepared)

But a spont caster is only useing 3rds at 7th, so really your only 1 spell level behind.

At 8th, you get dual 3rds, the spont is only just getting 4ths, so again your not that bad off.

so my advice is "Go for it"

Dark Archive

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Thefurmonger wrote:

While I fully agree with the above that MT is a total turd of a class, I have a slightly different take on it.

Yes, it's total crap.

Yes, you can still play it in PFS and have fun.

Are you going to be uber powerful? well no.

Do you need to be to contribute to your party? also no.

This advice is good up to this point.

Please, for the love of all the gods of Golarion, be a crazy good player if you plan to bring this to a Special.

Because for that, you do need to actually have some decent optimization to do well.

(That is to say, you need to be able to bring a good understanding of a character of at least iconic effectiveness. If you're subiconic, you're gonna cost your table a lot of resources and maybe chain into a TPK)


TetsujinOni wrote:
Thefurmonger wrote:

Do you need to be to contribute to your party? also no.

This advice is good up to this point.

Yeah, that seems a bit weird. I would not be happy to be in a party full of PCs who don't contribute anything.

As far as the Mystic Theurge goes: I'd say it's a weak class to play, but 60%+ of a PC's ability to contribute comes from the player, not the character (IMO).

Shadow Lodge

I would like to add to this discussion that there is an alternate way of getting the ability to cast spells on both the arcane and divine lists. The Magaambyan Arcanist from Paths of Prestige which at every level allows you to add a Druid spell of two levels lower then your max spell level to your spell list and to your spellbook/familiar. The character would have lower less spells then a Mystic Theurge, but would still be a full arcane spellcaster.


You get a lot of spells, but my experience in PFS is that most combats are over before you're going to get a chance to burn through most. Like others, I think there are better options.


Dylos wrote:
I would like to add to this discussion that there is an alternate way of getting the ability to cast spells on both the arcane and divine lists. The Magaambyan Arcanist from Paths of Prestige which at every level allows you to add a Druid spell of two levels lower then your max spell level to your spell list and to your spellbook/familiar. The character would have lower less spells then a Mystic Theurge, but would still be a full arcane spellcaster.

This is a good point. If I wanted to play a spellcaster with a mix of arcane and divine spells, I'd probably play a witch.

Dark Archive

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I don't know about all of this. A lot of times, people on the boards rail against something before they see it played. Gunslingers, Magi, etc, all came out differently than what is expected.

I think I'm going to have to build a MT because I have NEVER seen one and my theory is that they can be a great buff class with bard-like support abilities.


If you want a crap ton of low level magic I say go for it. If you're expecting high magic I'd go straight caster.

Dark Archive

Todd Morgan wrote:

I don't know about all of this. A lot of times, people on the boards rail against something before they see it played. Gunslingers, Magi, etc, all came out differently than what is expected.

I think I'm going to have to build a MT because I have NEVER seen one and my theory is that they can be a great buff class with bard-like support abilities.

They are a great buff class - best one I've seen was a wizard/druid in LG, buffs to heck on their animal companion, then fluffy the rhino or whatever it was was their beatstick.

They start being good around level 11... so I discommend them for PFS play. (Your earliest entry into the prestige is level 7, and you at that point have a TON of 2nd level spells. That's behind bard progression...)

Dark Archive

Hmmm
Wizard/Druid....

Dark Archive

Todd Morgan wrote:

Hmmm

Wizard/Druid....

Yeah, there's some lovely wackiness in being a transmuter/druid...

RPG Superstar 2012 Top 32

I played a wizard/cleric MT in LG and had a blast; in fact she was one of my favourite characters. I can't remember what level she reached, but it wasn't much past 12. She focused entirely on buffing her meat shields and never got close to combat herself unless it was unavoidable. In the end she did a deal with Mammon to help her achieve world domination (in a Special) and had to retire as she became evil...


I played with a Mystic Theurge in Omaha at NukeCon last year, other than that I haven't seen any in Society play.

Dark Archive

Diviner/Druid for always being able to push the animal during the surprise round...

The Exchange RPG Superstar 2010 Top 16

Todd, that's great, assuming the animal companion can act in the surprise round, too...

Dark Archive

Even if it can't you still don't have to waste an action pushing it in the non-surprise rounds.

Shadow Lodge RPG Superstar Season 9 Top 8

Todd Morgan wrote:
Diviner/Druid/Mystic Theruge/Mammoth Rider

Fixed. Someone make this.

The Exchange

Walter Sheppard wrote:
Todd Morgan wrote:
Tiefling/Diviner/Druid/Mystic Theruge/Dire Bat Rider
Re-Fixed. Someone is making this.

Fixed that for you Walter ;)

Shadow Lodge RPG Superstar Season 9 Top 8

Elephant beats Bat -- since it would be one of the first huge sized elephant a PC could have in PFS ever :P

PS: Realized you might not have flipped through a copy yet -- Mammoth Rider is actually a new PRC in the Paths of Prestige book that lets you have a huge sized AC

The Exchange

Walter Sheppard wrote:

Elephant beats Bat -- since it would be one of the first huge sized elephant a PC could have in PFS ever :P

PS: Realized you might not have flipped through a copy yet -- Mammoth Rider is actually a new PRC in the Paths of Prestige book that lets you have a huge sized AC

Yeah, but the Bat Scouts of Absalom (BSA) are forming up. Dire Bat, Combat Trained, available for 450 GP...

BSA:

Picture a Party of adventurers, all mounted on Dire Bats that they pick up as they start First Steps Part II or III, using the 2 PP they got from FS-I...
They just "fly" thru the adventure...

Shadow Lodge Contributor

Elephant beats Bat sounds like something out of a game of Arimaa.

To the OP's question, I've been debating Mystic Theurge as well. Now, since even straight-casters wouldn't get to 6th level spells until level 11-12 anyway, I'd have to think that if you're at that level it means you really do know what you're doing with your character and as such you'll contribute to a party just fine without level 6 spells.

That being said, the power level has been on my mind too, putting me right with the OP in this. So far, my only potential solutions/alternative ideas have been:

1 - Magical Knack trait, which lets you boost your caster level by 2 for one spellcasting class (so you can mitigate one of your two Theurge classes from being *too* crippled when you get to the PrC).

2 - Only dip 1 level into the second class (and if you look at the Wildblood Sorcerer lineages, you'll find a way to maximize your spellcasting power/DCs) and go straight up with the other.

3 - Mystic Theurge + Quick Draw + Scrolls. Lots of Scrolls.

4 - Insanely blood-thirsty Wizard + Scrollmaster Archetype. (I swear, one of these days I *will* make one of these just for the laughs around the table...)

So in the end, I guess I'm also looking for continued thoughts on the matter, like the OP.

Silver Crusade

CanisDirus wrote:


1 - Magical Knack trait, which lets you boost your caster level by 2 for one spellcasting class (so you can mitigate one of your two Theurge classes from being *too* crippled when you get to the PrC).

Sadly, this trait is banned for PFS play. Trust me, I know :(


CanisDirus wrote:
2 - Only dip 1 level into the second class (and if you look at the Wildblood Sorcerer lineages, you'll find a way to maximize your spellcasting power/DCs) and go straight up with the other.

I've tried this approach as well (sorcerer 1/cleric 4 so far, I think). No complaints from me.

Shadow Lodge Contributor

Alexander_Damocles wrote:
CanisDirus wrote:


1 - Magical Knack trait, which lets you boost your caster level by 2 for one spellcasting class (so you can mitigate one of your two Theurge classes from being *too* crippled when you get to the PrC).
Sadly, this trait is banned for PFS play. Trust me, I know :(

Darn, and alas. Thanks for letting me know though.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Playing an oracle or cleric with the right sets of curses/mysteries/domains can get you something very much like a mystic theurge without multiclassing.

For instance, there's an oracle curse in Blood of Angels which gives you sensitive hands and a -4 to weapon attack rolls (not going to matter for such a casting-focused character), but gives you burning hands, flaming sphere, scorching ray, and wall of fire on your spell list. Take a mystery whose bonus spells are of a traditionally "arcane" nature, and you've essentially got a workable mystic theurge.

Scarab Sages

I loved my first MT so much that I made a second one after I retired the first one.

Of my 20 characters in PFS it is the only class that I have two of and there are sooooo many options with this character it makes it a lot of fun to play. You can play a blaster, battlefield controller, buffer, mind-twister, summoner, healer, etc...

IMO this class really is an excellent fit into any group providing you have a wide selection of spells to choose from on the arcane side of the class.

Dark Archive

CanisDirus wrote:

Elephant beats Bat sounds like something out of a game of Arimaa.

1 - Magical Knack trait, which lets you boost your caster level by 2 for one spellcasting class (so you can mitigate one of your two Theurge classes from being *too* crippled when you get to the PrC).

Banned in PFS

'CanisDirus' wrote:


2 - Only dip 1 level into the second class (and if you look at the Wildblood Sorcerer lineages, you'll find a way to maximize your spellcasting power/DCs) and go straight up with the other.

Need to cast second level arcane spells for MT. Don't claim you can qualify for a PrC by casting off scrolls...

'CanisDirus' wrote:


3 - Mystic Theurge + Quick Draw + Scrolls. Lots of Scrolls.

Scrolls are not a valid item to draw with Quick Draw.

PRD wrote:

Quick Draw (Combat)

You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Quote:


4 - Insanely blood-thirsty Wizard + Scrollmaster Archetype. (I swear, one of these days I *will* make one of these just for the laughs around the table...)

So in the end, I guess I'm also looking for continued thoughts on the matter, like the OP.

You get tons and tons of spells so you can be casting more times a day. Your spells will tend to be lower DC on one side or the other and your selection may need to be focused on taking advantage of flexibility rather than specializing. (A summoning build druid/conjurer/MT could be amusing, for example)


What about a Magus 7/Cleric 3/Mystic Theurge 2 mix?

Dark Archive

Another analysis to make is as follows:

Mystic Theurge requires Divine Caster 3/Arcane Caster 3 (2nd Level Spells in Both Classes); this means you can begin taking Mystic Theurge as of your 7th level. (Soft) Level cap in PFS is 12; you're looking at 6 levels of Mystic Theurge.

This means a net caster level of Divine 9/Arcane 9; you just scrape in to 5th level spells on both sides. You will forever be 3 caster levels behind your fellows on either side of the coin. In exchange, you do get a ton of spells per day and the ability to merge the slots into one pool for spells up to 3rd level. Really, though, this isn't a huge amount of flexibility. You'll also never see higher level Domain or School Specialization abilities; your class features will literally boil down to a ton of spells per day.

You will have great utility, but the second you're unable to cast spells for any reason (Grapple, Antimagic, Nauseated, Panicked, Etc.) you'll be done. If you're wanting an Arcane or Divine Caster who picks up some stuff from the others' spell lists, I'd recommend Pathfinder Savant and a high UMD bonus instead.

EDIT: Ninja'd something fierce in the lazy half hour I spent to type this up.


bdk86 wrote:
You will have great utility, but the second you're unable to cast spells for any reason (Grapple, Antimagic, Nauseated, Panicked, Etc.) you'll be done.

This applies to just about everyone, not just Mystic Theurges.


I think they can be great in small groups at the end of high level campaigns. Especially if you buff more that offensive cast.

I have not tried one in PFS and I have not played PFS at it's high end (levels 10-12) yet. Having said that.

Pros
Never know what you are going to have at the table and MT does eventually allow you to handle a variety of caster roles at least halfway decently.
Many feel that PFS is easy so you don't need to be all that uber to contribute and have fun.
You will have lots of spells prepared so if a couple aren't useful that day, it doesn't hurt because you can't use them all up anyway. That lets you prepare some of the more situational spells just in case.

Cons
One of the good things about the MT is piles-o-spells. But I've never seen PFS have very many fights or fights that go on long enough to come any where near needing that many spells.
PFS stops about where many people think the MT starts to get good.

If you really want to try the idea and don't mind not being the powerhouse, I'd say go for it.

Personally, I would be more likely to play an oracle/cleric that the mstery or domain gives me some arcane like spells, sorc that bloodline gives me some divine like spells, or a witch.


I don't think you'll have fun. The fun part of casters is usually the spells and most of the fun spells seem to be at least level 3. You don't get third level spells until 8th at earliest. That's later than a bard. And bards have full caster level.

Basically, don't do it unless you find sucking fun. Play a witch or a druid or an oracle with a bunch of off-list mystery spells.

Sczarni

WalterGM wrote:
Todd Morgan wrote:
Diviner/Druid/Mystic Theruge/Mammoth Rider
Fixed. Someone make this.

No problem Walter!


The power of the mystic theruge is that each time you gain a level, you gain both a level of cleric and a level of wizard, so you get a LOT of spells. The weakness is that they're a lot lower power then either a cleric or a wizard of your level would do.

A specilist wiz3/cleric3/mystic theruge4 who has both high int and high wisdom (yeah, your other stats are going to suck, dump everything else if you have to) has something like 17 wizard spells a day and 18 cleric spells a day (plus both kinds of cantrips). I can't think of any other level 10 spellcaster that can reasonably expect to be able to cast 35 non-cantrip spells a day, that's pretty crazy. But they're going to be weaker then a pure caster, both by being lower level spells and by the fact that your DC's are going to be lower (since cleric levels don't count for wiz spells and vice versa) so you have to figure out a good way of using more, weaker spells.

Some thoughts:

metamagic lesser Quicken rod so you can be casting two spells a round. You're not at all worried about running out of spells, so this is even more awesome for you then for a normal wizard.

If you're a good aligned cleric, you will be really good at healing the party between combat, since you have a ton of extra spells you can channel into cure light wounds without running out of spells in combat. If you're a druid, you can channel them into tons of nature summoning spells, which might be even better. If you go this route, get the improved summon feat.

Utility spells are your best friends. You have access to every utility spell in the game from level 1-3, and you can devote a lot of slots to them (especially over in the divine slots where you can dump them for either cure spells or summonings. People sometimes say "the spellcaster is better at doing the rogue's job then the rogue is", but that's not really true; prepared spellcasters don't have the slots to prepare "find traps" type spells except in special circumstances. You do, though. Most of the best non-combat utility spells are low level, and you have them all. (Also, you have a high wisdom score, so if you put some points into perception and cast find traps you actually might be a better trap finder then the rogue.)

Also, buff spells, especially fire-and-forget buff spells or at least those you can cast well before combat. You can load the whole party up with them whenever you have time.

It does occur to me that if you're a druid/wizard, then you have a familiar and an animal companion, right? Or else you can give up one of them for more magic, but you probably don't need more magic.

I'm just brainstorming here, but basically the key is that you're sacrificing quality of spells for quantity, variety, and flexibility. Find a way (or, with your flexibility, a dozen ways) to make good use of that quantity (like flooding battlefields with huge numbers of summoned animals) and you might have a good character.

It actually seems to me like you could be a pretty strong contribution to your party at level 10, and you only get stronger from there. Note that that's at level 10, though. Your character is going to be really weak from levels, say, 4-6, (wiz3/cleric3 by itself is pretty darn awkward) and will only slowly get stronger after that.

Grand Lodge

I would definitely recommend focusing on Buff and Utility spells as a Mystic Theurge. Buff and Utility spells usually don't have to worry about DCs, SR, or Attack rolls and as a Mystic Theurge you would get a lot of them with a better variety than any single-classed spell cast. I could also argue that Buff spells are actually more powerful than attack spells, albeit, less flashy.

I remember playing an LG adventure with a 6th level Sorcerer when the rest of the party was level 13+. Nobody complained about me being ineffective when I could Haste the entire party for almost every combat.

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