Revamp of the Mystic Theurge


Homebrew and House Rules


Mystic Theurge

All of this remains the same:

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Hit Die: d6.

Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency: SAME as current

Spells per Day: SAME as current

Combined Spells (Su): SAME as current

Spell Synthesis (Su): SAME as current

Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools or domains. The MT may also choose one of the following discoveries:

Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6.

Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster.

Theurgical Alteration:Mystic Theurge

All of this remains the same:

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Hit Die: d6.

Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency: SAME as current

Spells per Day: SAME as current

Combined Spells (Su): SAME as current

Spell Synthesis (Su): SAME as current

Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools or domains. The MT may also choose one of the following discoveries:

Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6.

Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster.

Theurgical AlterationMystic Theurge

All of this remains the same:

Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.

Hit Die: d6.

Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Weapon and Armor Proficiency: SAME as current

Spells per Day: SAME as current

Combined Spells (Su): SAME as current

Spell Synthesis (Su): SAME as current

Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools, domains or metamagic (including divine metamagic) feats. The MT may also choose one of the following discoveries:

Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6.

Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster.

Theurgical Alteration: The MT may alter the energy descriptor of a spell in order to overcome an opponent's resistances. An MT facing off against an Efreet which has an immunity to fire, could alter the energy type of a fireball spell to "divine," bypassing the Efreet's natural resistance. This ability is usable 3/day.

An MT - or any multi-class character - is not going to be the Uber Blaster in a party. But Multi-class characters were never meant to be - a 6/6 Wizard/Cleric doesn't have the offensive power of a 12th level Wizard. That seems balanced, because the cleric levels add versatility to the equation and give the multi-classer multiple roles to play. This is especially useful in parties that have less than 5 members. I think this variant gives you the ability to be a more effective spellcaster and allows one to fine-tune their MT along the lines of a divine or arcane specialization.

Thoughts?


Advancing two spell casting classes is already quite potent. I don't see the need to tack on more features. Also, not all theurges will channel.


Pathfinder Adventure Path Subscriber

The problem with MT has never been the features, just gaining two separate caster levels is quite potent in and of itself, the issue has always been the entry requirements. Requiring you to be able to cast 2nd level spells in both casting classes for entry badly hamstrings you at low levels and is an issue even at higher levels.

The general agreement whenever a discussion of MT comes up has usually been there's a need to reduce the spell level requirements to 1st and 2nd level spells, or even 1st and 3rd.


Ciaran Barnes wrote:
Advancing two spell casting classes is already quite potent. I don't see the need to tack on more features. Also, not all theurges will channel.

Granted, not all will channel.

However, I do think, even with gaining spells in each class that missing out on the special features of each class will significantly lessen combat effectiveness. And, even though you are gaining the extra spells, you are doing so at a great cost of level effectiveness.


I always saw MT as, "Man what power... when fighting stuff lower level."
I think that being behind in spell level is the downfall. Its not like you are a melee type or have the feats to become an archer. So you have to use your spells which wont be as strong as a non MT caster


What's depends on how you do it. I'm making a MT for PFS. Oracle/abyssal bloodline sorceror. What is he going to do? Summon monsters, lots of monsters. With the appropriate feats the critters can surround the enemy providing flanking for the fighter or the rogue. I have the channel class ability. Heal them all up at the same time. And this way both classes are tied to one ability score, not two. I think it will be a great support class.


you could always take a cue from the 3.5 geomancer, which allowed arcane spells to be cast in armor like divine, and divine spells to be meta-magicked like arcane. Though i wouldn't adopt the prepared/spontaneous overlap though, that was taking something awesome and making it downright scary.

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