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Advice


Trying to build a Mystic Theurge that's not too underpowered, I thought why not try a witch who rides around on a roc?

Ratfolk
strength 8, dexterity 16, constitution 12, intelligence 18, wisdom 14, charisma 8
1: (Druid) Roc Companion, Mounted Combat
2: (Witch) Slumber hex
3: (Witch) Extra Hex, Evil Eye, Cackle
4: (Witch)
5: (Druid) Extra Hex, Misfortune
6: (Druid)
7: (Mystic Theurge) Boon Companion

Can the general overpoweredness of the Slumber hex withstand the poorly-scaling save DC? Can the versatility make up for lack of high-level spells?


Remove the druid from the build, and just go with a life witch. You get arcane casting and all the some healing stuff.
pure witch all the way...

You'll keep up with the party etc.


What is a life witch? Also, if I go full witch I don't get to ride a roc.


Witch sucks. Either go wiz/sor/sum + dru/cler/ora. Don't muddy the waters with a witch, might as well make some crazy ranger/magus/MT if you're going to go that route.


Grayfeather wrote:
Witch sucks. Either go wiz/sor/sum + dru/cler/ora. Don't muddy the waters with a witch, might as well make some crazy ranger/magus/MT if you're going to go that route.

Hahahah, after you got shut down in the other theurge thread you decided to try here as well? If you think witches suck, you obviously have no idea what you are talking about so I don't really care what you think...

Unless you can post a druid/wizard build that's better than my druid/witch?

Sovereign Court

If you really want to ride a Roc, then my advice would just be to play a Druid. Multiclassing as a Witch really hurts your hexes, especially if you're never going to take more than three levels in the class.

Scarab Sages

The problem with using witch to qualify for mystic theurge is that the DCs of whatever hexes you've acquired will cease to increase once you're in the druid/MT phase of the build, so they'll eventually become effectively useless against foes of appropriate CR.

Also, do you get to add the two free spells to your familiar when you take a level of MT? If so then no problem; if not it could make adding spells to your repertoire difficult. I realize wizards would face the same restriction but it's easier for them to gain spells in other ways.


Magus6/full divine caster3/MT all the way. Broad study arcana. Magus7/cleric3/MT and you can wear medium armor with no penalty. Burn a feat on heavy armor proficiency and you can wear mithral full plate no problem and get full magus spell progression and up to level 7 cleric spells.

Sure, sure, most campaigns don't get to high end but it's about flavor and something different. Wizard3/cleric3/MT is all I see or hear about.

Don't listen to the haters. Play for flavor.


Jim.DiGriz wrote:

The problem with using witch to qualify for mystic theurge is that the DCs of whatever hexes you've acquired will cease to increase once you're in the druid/MT phase of the build, so they'll eventually become effectively useless against foes of appropriate CR.

Alternately, you could focus your Hexes on things that don't require saves, at first....

Healing, Fortune, Cackle. (Cauldron, Flight, disguise, Tongues, Ward)

Evil Eye can work, because if you stay close and cackling, it doesn't matter if they make their save. If you want to take Misfortune on this build, you probably should only use it on a target you've already hit with Evil Eye and debuffed Saves.

Either way, you are looking at a "sub-optimal" character, and your Roc will struggle to stay strong/durable enough to help, so if you go this way, I'd suggest not taking any hexes that motivate you to stay within 30 feet of your enemies.


Witch 1-20 take Skill Focus (Nature)1st level and Eldritch Heritage (Sylvan Bloodline) 3rd level and Boon Companion 5th level. This build
give you flying mount you want. Also it keep up with you as you level.

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