Making a Bugbear Mystic Theurge, need advice...


Advice


Bugbear (Custom, using ARG)
Monstrous Humanoid (3RP)
Medium size (0RP)
Normal Speed (0RP)
Specialized Ability Scores (1RP)
+2 STR, +2 DEX, -2 CHA
Standard Language (0RP)
Common, Goblin
Fearless (1RP)
+2 Racial Bonus against Fear
Stalker (1RP)
Stealth and Perception are always class skills.
Gatecrasher (2RP)
+2 bonus to strength checks to break down barriers, +2 to CMB to Sunder
Skill Bonus (2RP)
+2 Intimidate Skill

She's currently level 9, Cleric(3) Wizard(3) Mystic Theurge(3)

STR: 14
DEX: 14
CON: 12
INT: 17
WIS: 16
CHA: 8

BAB: +4

I'm not going to go into her skills in detail, but she has at least 1 point in all of her trained skills, and she has most of her skills focused in knowledge, spellcraft and sense motive.

She's a Universal Wizard, I'm leaning towards an Arcane Bond instead of a familiar

She's a cleric of Nethys, and her Cleric domains are Magic and Knowledge.

Her talents are Self-taught scholar and Bruising intellect.

So, now that I have character stats down - I'm looking for feats that would be applicable for a mystic theurge. Her whole theme is knowledge and support, but given that she's got two classes that prepare spells, I want her to be capable of both support and offense.

Also any other advice would be appreciated, but keep it civil, please, I've had some bad experiences with extreme judgements on character builds.

Thanks :3


If this is for a PC I would suggest avoiding offense and focus on stuff that does not require saving throws. As a full support character mystic theurges can be okay and have lots of options. But offensivly they are behind a wall they can never jump over.

If it is for an NPC it makes for a very poor BBEG the lost caster levels are painful.

Basically, for offense just geting fireball when everyone else has hit their stride with SOD or SOS spells is painful and if for a PC can lead to frustration.

As an asside though i like the mystic theurge as a support prc alot but not as an offensive caster.


Mojorat wrote:

If this is for a PC I would suggest avoiding offense and focus on stuff that does not require saving throws. As a full support character mystic theurges can be okay and have lots of options. But offensivly they are behind a wall they can never jump over.

If it is for an NPC it makes for a very poor BBEG the lost caster levels are painful.

Basically, for offense just geting fireball when everyone else has hit their stride with SOD or SOS spells is painful and if for a PC can lead to frustration.

As an asside though i like the mystic theurge as a support prc alot but not as an offensive caster.

She's my PC, and her main purpose is a support caster, but I'd like to have some offensive spells to back up my main group if a dangerous combat situation rises.

My main issue is feats, actually, since I never know what to choose for those... there are so many.

Sczarni

my own advice, become a dual cursed oracle so you can force re-rolls for every opponent you face 1/day and then at lvl 10 pick up divine interference so you can do it twice a day!


Spell penetration and grater is needed you plan to cast spells that dosent ignore SR. Consider taking magic knack to boost wizard caster level also(pegasus with extra trait feat). Some meta magic; extend, and reach pehaps. You Will still want spell mastery at level 15. Also consider spell specialisation to get 2 more caster levels on the attack spell og your dreams.


lantzkev wrote:
my own advice, become a dual cursed oracle so you can force re-rolls for every opponent you face 1/day and then at lvl 10 pick up divine interference so you can do it twice a day!

Being an oracle doesn't fit what I want with this character, and being an oracle doesn't give the utility that a wizard/cleric mix gives.

Cap. Darling wrote:
Spell penetration and grater is needed you plan to cast spells that dosent ignore SR. Consider taking magic knack to boost wizard caster level also(pegasus with extra trait feat). Some meta magic; extend, and reach pehaps. You Will still want spell mastery at level 15. Also consider spell specialisation to get 2 more caster levels on the attack spell og your dreams.

Thanks for the advice, I'll take a look at those. I don't really want to get Magic Knack because I don't really see a lot of value in a +2 caster level bonus to most spells, I was really hoping that it'd give me the spells-per-day from being 2 caster levels higher too.

is Meta-magic really worth the extra slots? it's always seemed like so big of a tradeoff.

Sczarni

Quote:
Being an oracle doesn't fit what I want with this character, and being an oracle doesn't give the utility that a wizard/cleric mix gives.

just pick the spells to know off the cleric list that you don't get from wizard. Also you get access to Ill Omen (witch spell) that's unique and amazing.

Likewise, it gives you some pretty awesome revelations to pick from. The curses can be virtually non-impacting (legalistic, lame, burnt...) or awesome but impacting (Blind, Deaf, etc, I'm a big fan of deaf) if you go with wizard/oracle you can have a psuedo dragon at lvl 7, and for your two curses go wolf scarred and deaf. now every spell you cast is without verbal components. and you'll never be hurt by silence, and you can still talk with people and "hear" people through your pseudodragon familiar.

As for the whole metamagic thing... Just pick up the spell pen feats if you're going higher lvl. Otherwise don't worry about it. many metamagic feats I'd just advice you to pick a rod of "insert metamagic"


Mystic Theurge is a tricky PrC to use if you do not use the early entry option via spell-like. With an appropriate spell-like, you can enter the PrC as soon as lvl 3.

My favorite combination is Cleric and Empyreal Sorcerer. Use only Wis for casting stat. With early entry access, you can enter as Cleric 1 / Sorcerer 2.

As a wizard, going universalist is a sub-par option. There are great benefits to take from the teleportation or thh foresight subschool, and with the prefered spell feats you can convert the school spells in any spell you like.

Magical Knack is almost mandatory, the loss of caster lvls is the biggest drawback you will encounter. It will increse the DCs, the durations, the checks vs SR and other variables that scale with CL.

For feats, I would look for Improved Initiative and Craft Wondrous Items firstly. Heighten Spell leads to Preferred Spell, which is seriously awesome. Sacred Summons is another good choice, as is Divine Intereference. Cap Darling also made good suggestions.


My favorite Mystic Theurge build focuses on summoning (or you can go necromancy instead of summoning). Augment Summoning applies to Summon Monster spells from both cleric and wizard levels, and Sacred Summons makes summoning a standard action instead of a full round. Dazing Spell with magic missile is nice for offense. You can deliver touch spells through a wizard familiar if you go that route, but arcane bond is really cool as well. Summoning creatures and then casting buff spells is a fun strategy, Extend Spell and Summon Monster then Haste is a rinse then repeat kind of tactic. You can work with a melee combatant to summon monster and flank opponents.

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