
![]() |
1 person marked this as a favorite. |

So I am wanting to build an enchantment based mystic theurge. Would love advice on the build below. Also, curious as to what people's opinons are on ways to increase my enchanting as well as what class you would recommend continuing in after all 10 of the Theurge levels. Have Cleric Fate Inquis. domain for 2nd level divine SLA and then Aasimar Daylight 2nd level arcane SLA
Also a couple of questions for those a little more knowledgeable.
1) With the Clerics spontaneous healing, Can I only convert spells from the cleric or can I also convert spells from the other classes?
2) When I hit MT 3 I will be able to cast 2nd level Sorc spells, but won't know any 2nd level spells because of the crossblooded. I assume I can still cast 1st level cleric in my 2nd level sorc spot in this case with the combined spells ability.
A couple notes, this doesn't need to be PFS legal, but no 3PP. Also, I am stuck with an ability layout of 15, 14, 12, 8, 6, 5 but I am ok being the face/healer/enchanter.
If you are curious about the oracle level it is mainly because I wanted to get the Lunar revelation for Chr to AC/Ref, but maybe there is a better option?
Female aasimar cleric of Nethys 1/mystic theurge 1/oracle (dual-cursed oracle) 1/sorcerer (crossblooded) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 58, 69)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (4 HD; 2d6+2d8-3)
Fort +1, Ref +3, Will +8
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee (S) mwk dagger -3 (1d3-2/19-20)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Spell-Like Abilities (CL 4th; concentration +7)
. . 1/day—daylight
Bloodline Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—laughing touch
Domain Spell-Like Abilities (CL 4th; concentration +7)
. . At will—lore keeper (18)
. . 1/day—augury
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bless, command (DC 17), cure light wounds
. . 0 (at will)—detect magic, enhanced diplomacy, read magic, stabilize
. . Mystery Lunar
Sorcerer (Crossblooded) Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—hypnotism (DC 17)
. . 0 (at will)—daze (DC 16), mage hand, prestidigitation
. . Bloodline Fey, Serpentine
Cleric Spells Prepared (CL 2nd; concentration +4)
. . 1st—bane (DC 16), charm person[D] (DC 14), remove fear
. . 0 (at will)—detect poison, purify food and drink (DC 12), spark[APG] (DC 12)
. . D Domain spell; Domains Fate inquisition, Knowledge
--------------------
Statistics
--------------------
Str 6, Dex 5, Con 8, Int 14, Wis 14, Cha 17
Base Atk +0; CMB -2; CMD 5
Feats Eschew Materials, Noble Scion Of War[ISWG], Spell Focus (enchantment)
Traits mediator, militia veteran (any town or village), trunau native
Skills Acrobatics -5 (-9 to jump), Diplomacy +10, Escape Artist -5, Fly -5, Knowledge (arcana) +9, Knowledge (local) +7, Knowledge (planes) +9, Knowledge (religion) +9, Perception +4, Profession (merchant) +6, Ride -5, Spellcraft +6, Stealth -5, Survival +3, Use Magic Device +7; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Sylvan
SQ combined spells, oracle's curses (lame, legalistic), revelation (prophetic armor), vow to self
Other Gear mwk dagger, 150 gp
--------------------
Special Abilities
--------------------
Cleric Channel Positive 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 (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Combined Spells (1st) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Laughing Touch (6/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18.
Mediator +1 DC for [charm/compulsion] effects that result in peaceful acts & don't give ongoing control.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.