| Trizcondronius |
Hi all, A friend of mine is starting a new adventure and, as long as my friends are too lazy to build up a good spellcaster, i'm the one who is gonna be it. The idea i had in mind was to merge an healing class with a tricky arcane one so that I could heal and also annoy some monster.
The divine spellcaster class i chose was cleric for sure because of the channel energy that's very useful for a melee group; for the arcane spellcaster class i was thinking about a witch that with a couple of hex could be very tricky (slumber,misfortune,etc.)
I still don't know the exact level of pc we're going to play but they'll be above 12th for sure; the question now is , do i get patron and domain bonus spells (not abilities) as i go further in the mystic theurge class?
| Chess Pwn |
Patron no. It's in the patron spells section for the witch.
"At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. "
You're not gaining witch levels so no getting the spells.
Also, your channel energy will be weak if you're going theurge. you miss out on it increasing every level you take other than cleric. So at lv 12 assuming 3 cleric, 3 witch, 6 theurge your channels will heal 2d6. So I wouldn't make it a selling point for your cleric.
Also your Hexes will be weak because the DC scales with level, and with splitting your stats between to casting stats at lv 12 the DC is 10+1+lets say 4, DC 15 at lv12 probably wont stick to anything near your level.
Really with theurge the only thing you'll have that's at all useful are your spells. Which going the normal route, are 1 to 2 tiers lower then if you stayed with just one.
if you're still interested in the theurge look for a guide on theurge and early entry is your friend.
| Laiho Vanallo |
Mystic theurge is sadly a dead end for what you want to do.
If you "need" healing in your party I would go full on Caster Cleric, max out his Wisdom. Take the "trickery domain" and the "repose domain"
Cleric have access to some of the most wonderful save or die spells in the whole system. Level 1 spells like "command" combined with your abilities granted by both your domains should make you a pain in most people back.
Your stat selection should be something like WIS->STR->CON->CHA->INT->DEX
Never try to use ranged attacks only focus on Save or die spells, invest in spell focus enchantment or necromancy and stick with it. Your priorities in melee combat should be to use your move action to create your copycat of yourself from the trickery domain and then try to stagger your opponent with your repose domain powers. At mid range you should focus on using spells like hold person. If you see that your group is taking a lot of damage and really wish to heal IN combat I would get the "Selective Channeling" feat at level 1 or 3 and the "Quick Channel" once at level 5.
Don't go sword and board get a good 2 handed weapon like a longspear to keep people away from you so you can cast your save or die spells.
Your main problem is that most great battlefield control spells should target more than one creature at a time, are limited, you will get spells like "obscuring mist" sure but it's not "glitter dust" or " color spray", you however get access to all the "summons monster" spells so that will help you a lot. Really just focus on necromancy based spells or enchantment spells, necromancy really shines late level.
You can pull things of like casting invisibility, walk to an enemy, cast and use a maximized poison spell and watch as your victim take 3 con damage every round.
| Physically Unfeasible |
I would join in a heavy advocacy for using early entry. Otherwise Theurge will hurt to enter and will barely recover its cost (if at all). Even then, you should focus more on one side of your casting and just treat the 11 level of casting on the other side as an additional benefit.
That said, as mentioned above: Channel won't scale in Theurge; nor hexes. Removing the primary gains you'd have from the base classes to what you want to fulfil.
That said, witch hexes will give you some very strong shutdown methods and healing spells through the spell list. Meanwhile, the Cleric has a spell list with shut down options and healing, let alone using channel.
What you should really look at Theurge for over either Witch or Cleric is mileage. Are you going to need so many spell slots? Will the class features cover for you? The answer, for each build, is yes. :P
Really, there's little in it building in an optimised manner. Do what you find fun.
| Chess Pwn |
I agree with Laiho Vanallo that a straight cleric or oracle can do what you want. There are plenty of options with the mystery spells or domain spells to get something normally not on cleric list. And there are lots of useful powerful stuff in the cleric. It is a different style then arcane spells. But It can be threatening enough for sure.
| Splendor |
Cleric w/ Trickery Domain
Oracle of Wood (Bend the Grain)
or anything else that gets you a 2nd level SLA at 1st level.
Plus Hedge Witch.
While channel is great, 1 Cleric/Hedge Witch gets cures every level from both classes.
Cleric 1/Hedge Witch 3/Mystic Theurge 10 vs. 14th level cleric
-----Theurge--Cleric
0-------8-------4
1-------8-------4
2-------8-------4
3-------7-------4
4-------7-------4
5-------5-------3
6-------2-------3
7-------1-------2
Bab-----7-------10
Hp------86-----112
Saves-6/4/10--9/4/9
Channel-2d6-----7d6
Hex-----2-------0
So the Cleric's channel is 5d6 higher, 26 more HP, over all saves are 3 higher and base attack is 3 higher.
The Theurge has 2 less higher level spells but double the clerics lower level spells, more spell versatility and hexes.
It depends on what you want to do. I think channels are great, but my clerics have usually be relegated to buffing/countering and healing in fights.
While my mystic theurge's can use offensive magics in a fight w/o having to worry about not having spells to heal up afterwards.
Lower level the Witch's Healing and Slumber hexes really helped more than the channels, while at higher level I found I use more channels as a cleric.
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It would all depend on your playing style and your DMs style.