level 20 Mystic Theurge review


Advice


I'd like some feedback on a level 20 Mystic Theurge build for an upcoming Wrath of the Righteous campaign. I have to say, Mythic path stuff is insanely powerful.

I've focused on making the build playable at every level all the way up using the FAQ ruling for early entry to Mystic Theurge.

The build stat block assumes many active spells, this is largely due to the fact that as soon as I get to act in a new combat, using Mythic Timestop allows full buffing for the entire group. Also a lot of these spells would be extended.

I've kept the stat block to self buffs only.

Active Spells and Source:

Expiditious Retreat
Iron Body - (Ignore arcane spell failure due to component freedom - somatic)
Haste - Legendary Item
Mind Blank
Divine Power
Greater Heroism
Mythic Transformation
Paragon Surge - Used to give Expanded Arcana
Divine Power
Greater Invisibility - Legendary Item
Mirror Image
Protection from Chaos
Contingency - Heal

In regards to melee I don't see this as a front line tank, but a damage dealer. Much like a rogue, always relying on the group. Anytime I get the attention of the bad guys, I'd use mirror dodge and blip away.

Combine that with dimension door, teleport and greater teleport for complete battle field movement, and the ability to act as a potent caster as well and penetrate spell resistance with +30 caster level (more under some scenarios) and immediate counter spell capability.

I realize that dimensional anchor/lock down would be a serious issue, but in that case I'd fall back on being a traditional caster with plenty of shut down spells.

Stat block:

Unnamed Hero
Male Half-Elf (Drow-Descended) Cleric 1/Mystic Theurge 10/Sorcerer (Wildblooded) 9/Archmage 10
LN Medium humanoid (elf, human)
Hero Points 1
Init +14; Senses darkvision 60 ft.; Perception +46
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Defense
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AC 19, touch 15, flat-footed 18 (+4 natural, +2 deflection, +1 dodge)
hp 212 (1d8+19d6+90)
Fort +31, Ref +22, Will +45; +2 vs. enchantments, +8 resistance vs. divination and mind-affecting
Defensive Abilities hard to kill, mythic saving throws, unstoppable; DR 15/adamantine; Immune magic sleep, ability damage, blindness, critical hits, deafness, disease, electricity, fear, poison, stunning; Resist elven immunities, acid 10, cold 10
Weakness light blindness
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Offense
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Speed 30 ft.
Melee legendary +5 axiomatic, bane (demons), guided, mythic bane quarterstaff +60/+60/+55/+50/+45 (1d6+55/×2+2d6 vs. Chaotic+2d6 vs. Demons+2d6 vs. mythic subtype) and
slam +36 (1d6+16/×2)
Special Attacks Channel Energy 1d6, heavenly fire, mythic power (25/day, surge +1d12), Channel Energy 3d6, spell synthesis
Spell-Like Abilities
1/day—augury, dancing lights, darkness, faerie fire
Sorcerer (Wildblooded) Spells Known (CL 19th; concentration +38):
9th (7/day)—time stop, ascension
8th (9/day)—iron body, moment of prescience, mind blank, maze [M]
7th (9/day)—greater teleport, finger of death [M] (DC 35), greater hostile juxtaposition (DC 34)
6th (9/day)—greater heroism, contingency [M], cloak of dreams (DC 33), transformation [M]
5th (10/day)—suffocation (DC 33), baleful polymorph (DC 32), teleport, feeblemind (DC 32)
4th (16/day)—black tentacles [M], remove curse, wandering star motes (DC 31), dimension door, confusion (DC 31)
3rd (10/day)—magic circle against evil, ray of exhaustion (DC 31), slow (DC 30), spiked pit (DC 30), strangling hair [M]
2nd (10/day)—resist energy, hideous laughter [M] (DC 29), mirror image, blindness/deafness [M] (DC 30), glitterdust (DC 29), anti-summoning shield (DC 29)
1st (11/day)—expeditious retreat, bless, color spray (DC 28), hydraulic push [M], ray of enfeeblement (DC 29), web bolt (DC 28)
0 (at will)—mage hand, detect magic, touch of fatigue (DC 28), arcane mark, read magic, ghost sound (DC 27), prestidigitation (DC 27), message, penumbra
Cleric Spells Prepared (CL 11th; concentration +30):
6th (4/day)—antimagic field, heal (x3), chains of light (DC 33)
5th (6/day)—spell resistance, true seeing (x4), extend divine power (x2)
4th (7/day)—blessing of fervor (DC 31), divine power (x3), deathless (x2), forceful strike (DC 31), imbue with spell ability
3rd (8/day)—wrathful mantle (x2) (DC 30), dispel magic (x4), dispel magic, paragon surge (x2)
2nd (8/day)—shield other (x2), weapon of awe (x2) (DC 29), communal protection from chaos (x4), magic mouth (DC 29)
1st (9/day)—identify, command (x7) [M] (DC 28), weaponwand (x2)
0 (at will)—stabilize, mending, create water, vigor
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Statistics
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Str 16, Dex 10, Con 16, Int 22, Wis 44, Cha 16
Base Atk +20; CMB +41; CMD 38
Feats - Bonus Non-Mythic Feat - [M], Bouncing Spell, Dual Path [M], Elven Spirit, Eschew Materials, Expanded Arcana, Extend Spell, Extra Mythic Power [M], Greater Spell Penetration, Improved Initiative, Persistent Spell, Piercing Spell, Power Attack, Power Attack [M], Quicken Spell, Reach Spell, Spell Focus (necromancy), Spell Penetration, Spell Penetration [M]
Traits rich parents, riftwarden orphan
Skills Acrobatics +5, Appraise +17, Bluff +14, Climb +14, Diplomacy +14, Disguise +14, Escape Artist +5, Fly +28, Heal +30, Intimidate +14, Knowledge (arcana) +40, Knowledge (religion) +42, Perception +46, Ride +5, Sense Motive +50, Spellcraft +40 (+42 to determine the properties of a magic item), Stealth +25, Survival +43, Swim +14, Use Magic Device +36; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Elven, Ignan, Infernal
SQ amazing initiative, aura, axiomatic, bane, combined spells, domains (fate inquisition, magic), elf blood, elven magic, foe-biting, force of will, hand of the acolyte, hero points, immortal, legendary hero, legendary power, legendary surge, mutated bloodlines (empyreal), mythic bane, mythic bond, recuperation, rejuvenating, spontaneous casting, true archmage, undetectable
Other Gear Legendary +5 Axiomatic, Bane (Demons), Guided, Myt, Belt of physical perfection +6, Cloak of displacement, major, Headband of mental superiority +6 (Spellcraft, Fly, Ring of wizardry IV, Tome of understanding +5, 900 GP
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Augury (1/day) (Sp) - 0/1
Cleric Channel Negative Energy 1d6 (6/day) (DC 13) (Su) - 0/6
Dancing Lights (1/day) (Sp) - 0/1
Darkness (1/day) (Sp) - 0/1
Displacement (15 rounds/day) - 0/15
Faerie Fire (1/day) (Sp) - 0/1
Hand of the Acolyte (20/day) (20/day) (Su) - 0/20
Heavenly Fire (20/day) (Sp) - 0/20
Legendary Power (4/day) - 0/4
Mythic Power (25/day, Surge +1d12) - 0/25
Riftwarden Orphan (1/day) - 0/1
Sorcerer Channel Positive Energy 3d6 (1/day) (DC 15) (Su) - 0/1
Spell (3rd) (3/day) - 0/3
Spell (4th) (3/day) - 0/3
Spell Synthesis (1/day) (Su) - 0/1
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Metamastery (level adjustment <= 4) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Axiomatic Law-aligned and +2d6 damage vs Chaotic creatures.
Bane (Demons) +2 & +2d6 damage vs chosen type
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Cleric Channel Negative Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fate Inquisition) Deities: Nethys, Norgorber, Pharasma.

Granted Powers: Fate is a powerful tool for those who dole out justice for their deity. You can read the strands of fate, and those strands guide your endeavors.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cloak of displacement, major Attacks on you have 50% miss chance.
Combined Spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) (Drow-Blooded) You can see in the dark (black and white vision only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic (Elven Spirit) +2 to spellcraft checks to determine the properties of a magic item.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Flexible Counterspell (Su) As immediate action, use 1 power and spell of same or higher level to counterspell.
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hand of the Acolyte (20/day) (20/day) (Su) Throw the melee weapon you are holding 20/day.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (20/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Ability Damage Immunity to ability damage
Immunity to Blindness You are immune to blindness.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Deafness You are immune to deafness.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Poison You are immune to poison.
Immunity to Stunning You are immune to being stunned.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Power (25/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Power Attack -0/+18 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (100 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Sorcerer Channel Positive Energy 3d6 (1/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Synthesis (1/day) (Su) Cast two spells with +2 vs SR and -2 to save if a foe is subject to both.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
True Archmage (SR 0 vs. Arcane spells) (Ex) Non-mythic foes save vs your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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retrain
Maxed hps with retrain rules

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Edit: updated ascension clarification

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