
Rhedyn |

I am trying to find some reason for being a mystic theurge. I think the key is to find some sort of odd combination between divine and arcane casting, but for the life of me, I can't find it.
It's different than arcane trickster and eldritch knight. The first one is a rogue who trade 5 BAB and 3d6 sneak attack dice for better class features and 9th level wizard spells. The second is a wizard who trades 2 levels of spell progression for more BAB and proficiencies in armor and weapons.
Theurge though, seems like a waste to focus on either the divine or arcane portion. You can be a wizard who is 3 levels behind for 13 cleric spellcasting levels or a cleric who is 3 levels behind for 13 wizard spellcasting levels or you can be a theurge that combos both but is eventually 5 caster levels behind.
I just don't see divine casting as all that different from arcane casting to justify the 3 level dip to add the abilities.
So how does one make a "Theurge" mystic theurge work? Someone who does end up with only 8th level spells in two classes.

Majuba |

At higher levels, being able to cast contingency with heal is pretty nice. You can always choose the class with the lower-level spell slot (e.g. animate dead, bestow/remove curse, plane shift). You can get a lot of mileage out of lesser metamagic rods, which are so much cheaper than regular or greater, especially extend and quicken.
Mystic Theurge is about having the best answer to any problem, not just an answer.

Adept_Woodwright |

There's a way for the Theurge to pick up full effective casting in one class, or scrape into dual 9th level spells, using only Paizo material (and no FAQs either!)... all you need is Inner Sea Magic (don't know if it is PFS legal, as I haven't looked into that sort of thing)
Esoteric Training, pg 22 ISM.
It's an RP benefit for being part of a magic guild that grants you +3/+1 effective caster level (including actual spellcasting -- its specific about this)
So you could go 4 X/ 6 Y/ 10 MT = 17 effective X + 17 effective Y
Or 1 X/ 9 Y/ 10 MT = 14 effective X + 20 effective Y.
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Even without that, I think Theurges are still viable in play. They may not be as terrifying as straight casters in all situations, but they aren't pushovers.
I wouldn't expect the same gameplay experience as you would otherwise look for in a straight caster.

Skylancer4 |

Having twice as many spells as the straight caster can come in handy for numerous reasons. Something like a samsaran(?) who can tweak a spell list even more gets a ton of mileage out of it.
Resource management is an "issue" when not doing the 15 min adventuring day, MTs have more resources. You don't play one for god like power, you play one for having a spell for every occasion. The main issue in organized play is they don't go late game, when an MT comes into its own. It is a late bloomer I guess you'd say.

Kudaku |

Hm... I can't find the rules on magic schools and guild on either PFSRD or Archives of Nethys. Here's the rules text for Esoteric Training.
Eclectic Training (5 Fame): Guilds often require members to master and train in different subjects. When your Fame score in a guild reaches 5, choose one spellcasting class you have at least 1 level in—you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1, to a maximum caster level equal to your total Hit Dice. Single-classed spellcasters should still pick a class to which this bonus applies, since this bonus is retroactive.
Esoteric Training (35 Fame): The bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.
It's worth noting that 35 Fame is a non-negligible amount and would take a fair amount of time to earn.

Kudaku |

Adept_Woodwright |

Yeah, 35 Fame can be pretty significant, especially as it is metered out by the GM. The book recommends around 5 opportunities to earn Fame for every level (in a sidebar), so I wouldn't expect earlier than level 7, but going much later than level 14 would be pretty stingy if the GM is bothering to allow it at all (that is an example only, intended academically)

EMR |
For me I've found Mystic Theurge to be a very viable route. The focus is on having a vast number of useful spells so that you're able to contribute markedly your entire carreer. People tend to focus heavily on comparing the MT to the overall power of a full caster and their ability to produce those high level effects, while ignoring that often those effects are overkill. The 6/9 casters are viable casters in their own right and with how powerful spellcasting is at all, even lower level spells (colour spray, glitterdust, web, haste) are game changers. I'm playing a character aiming for MT right now and to further push the issue I'm using an Oracle / Crossblooded Sorcerer split. This means I don't get my first actual 2nd level spell until sorcer 5 (character level 6)! On the surface this looks terrible, but at Sorc 3 / Oracle 1 right now my character has around a Dozen spell slots a day. 6 on the Sorc side and 5 from Oracle (yay 18 Cha).
Here's what I did:
Waves Oracle 1 / Crossblooded Borial / Marid Sorcerer 3
Curse: Deaf, all spells cast as silent spells.
Revelation: Freezing Spells. Any cold spell that deals damage and allows a reflex save slows the enemy for 1 round.
Sorcerer: bloodline arcanas: +1 DC on cold spells, change any element to cold.
Feats:
1) Spell Focus Evocation
3) Spell Specialization (Burning Hands)
5) Rime Spell
This first series of feats allows you to at 1st level play the straight Oracle role of party support and healing. I ha a great Dex so I could plink away with a shortbow as well. Level 2 was a straight upgrade with Burning Hands allowing me to toss a strong debuff on multiple enemies at once which was great.
Level 3 meant spell specialization kicked in which raises my Burning hands damage to 4d4 which makes for a very nice AOE spell. DC 10+1(lvl)+1(bloodline)+1(feat)+4cha= 17 for 4d4 cold damage and be slowed for 1 round. It's no scorching ray of course but that ms nothing to sneeze at when you can catch 3 enemies in it.
Level 4 (Sorc 3) meant more spells keeping the same strats, supporting the party with buffs and healing while unloading on enemies when they cluster around the melee using a warhorse to augment my mobility. As soon as I hit level 5 Sorc I change my Spell Spec to Scorching ray allowing me to toss out 3 rays which is comparible damage to a full caster with the spell.
Anyway I've found the sheer breadth of options and volume of spellcasting to be invaluable. It's a different type of caster for sure, but absolutely one that is a valuable addition to any party.

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Here's a whacky Mystic Theurge I've been playing. Ben uses unconventional tactics. He started out as early-entry, but I changed him to non-early entry after the FAQ. Still very viable. The martial ability will get him through low levels, and at high levels he'll be a more normal Theurge. He died and was revived recently, so is still flat broke.