Are Mystic Theurges too good for E6?


Homebrew and House Rules


I know Mystic Theurges aren't considered good to play normally. But in E6 with the early entry tricks, the player can raise two casting classes by only sacrificing only one level for one of them. Tieflings can get Divine casting at CL 5 with 3rd level spells and Arcane casting at CL 3 with 2nd level spells; but not vice versa. In some E6 campaigns, as well as mine since I'm DMing it, such players won't be able to benefit from monoclass feats. It's that part that I think is balanced. They're no artificers but I just was just curious what other people thought.
Should I allow such a thing to happen?


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I dont see a problem with it. No caster is running away with the game in an E6 game. I think the early entry tricks make the mystic theurge actually worth something instead of being pointless, and that it isnt going to be an issue in any game least of all an E6 game.


Kolokotroni wrote:
I dont see a problem with it. No caster is running away with the game in an E6 game. I think the early entry tricks make the mystic theurge actually worth something instead of being pointless, and that it isnt going to be an issue in any game least of all an E6 game.

Cool thanks, that's what I figured.

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