| ranmyaku262 |
So, firstly, I know its not the best of classes but i'll preface this with 3 points as to why i'm interesting in playing it.
1. Lower combat higher RP campaign (so i shall be the best Swiss army knife of stupid). Combat will still occur but not enough for me to be the most optimal.
2. We're starting at level 7. (number one problem I've seen with this build is it slows progression and makes the already annoying low-level more annoying, but level 7 has to be close if not right on the edge of the promised land of mystic theurge prestige class.
3. Redmages are cool.
So this is the rough concept i have so far let me know how i can improve upon this.
Classes: Sorcerer & Oracle (access to both cleric and wizard spell lists while being charisma based)
Sorcerer: Possibly Crossblooded? Was somwewhat thinking using the undead(sanguine) bloodline.
Oracele: Possibly black-blooded oracle: lore mystery (sidestep secret as i can then focus Charisma and simply use my secondary stat in strength (that way i don't need finesse for touch spells). Reason for black-blooded was for the blood-spray so if someone hits me i can hurt them back and lore's only other good revelation would be getting charisma to all of my knowledge checks.
Race: Dhampir: Fits with black-blooded archetype as i'm going to need negative energy to heal anyways.
Penumbra cantrip from sorcerer to ignore the light-sensitivity.
Fits this whole undead-ish feel of the black-blood and sanguine bloodline.
I'm pretty open to suggestions on this one. Basically the dhampir thing is only a theme that i'm kinda interested in but not super dedicated to, (and considering i'm ignoring dex might be a bad idea and was kinda part of the early planning stages before i remembered sidestep secret, though i think i could get away with Moroi-Born for Str+charisma).
The only thing i'm really thinking would be the best idea is Oracle + Sorcerer so charisma is everything for Spells/Defense giving me a lot of stat-freedom.
| Jayder22 |
Before the change to the SLA faq I would have some good pointers and suggestions for you. As it is now, you still may have fun, especially in a low power campaign, but I'll highlight a few soft spots of the theurge build you are proposing.
If you decide to go sorcerer/oracle you will be level 10 before you get access to 3rd level spells (a level after a wizard would have level 5 spells and the same level a sorcerer/oracle by itself would have level 5 spells)
Your level path would probably be sorc4/oracle4/theurge1+. The main strength of the Theurge is the number of spells he can prepare, but at level 9 when you take your first level of theurge, a wizard 9 will have almost as many spells as you, and access to much stronger spells as well.
If you want a caster than can heal + cast arcane spells, I would suggest something like the the White Mage Arcanist or a False Priest Sorcerer.
| ranmyaku262 |
Before the change to the SLA faq I would have some good pointers and suggestions for you. As it is now, you still may have fun, especially in a low power campaign, but I'll highlight a few soft spots of the theurge build you are proposing.
If you decide to go sorcerer/oracle you will be level 10 before you get access to 3rd level spells (a level after a wizard would have level 5 spells and the same level a sorcerer/oracle by itself would have level 5 spells)
Your level path would probably be sorc4/oracle4/theurge1+. The main strength of the Theurge is the number of spells he can prepare, but at level 9 when you take your first level of theurge, a wizard 9 will have almost as many spells as you, and access to much stronger spells as well.
If you want a caster than can heal + cast arcane spells, I would suggest something like the the White Mage Arcanist or a False Priest Sorcerer.
I'm aware of these points and very aware that its kind of the ultimate taboo to sacrifice spell levels.
The idea here is more utility than power overall, by the end the character would basically be a 15 oracle and 15 sorcerer by lvl 20 and basically having the ability to use a bunch of magic items as almost everything is considered "on the spell list" at that point.
Starting at level 7 kinda makes the whole wind-up a little less painful though and I'd have 2 bloodline powers and 2 mysteries under my belt as well.
So its not as much as healer+arcane because i agree a white mage arcanist makes that several times better, its more just having both spell lists for general buffing capability (like a cleric doesn't have access to haste, but a wizard won't have bless).
So buffing/support/utility would be the focus here as obviously the spell levels would be too low to throw a difficult enough DC at enemies. (the trait to raise the caster level of 1 of my classes would definitely be a requirement here).
I had considered alternate classes for this but this is what i ran into:
The next best option i could think of for classes were either Eldritch Scion magus or Bard.
Bard adding to the whole support feel but capping out pretty early thanks to the multiclass.
Magus giving some more red-mage melee feel early on but definitely will make me want to hang back later as at lvl 8 i'll have a BAB of 6 which isn't horrible but mystic theurge will ensure it grinds to a nasty halt, but could make the lower levels a little less painful.
Otherwise no other 2 classes would have such synergy on a single stat so well as all other arcane casters are Int based and all other divine casters are wisdom based.
(thought i'm slowly likely eldritch scion magus a bit more the more i think about it, just because i'd probably go strength/charisma for this as Dex is no longer needed and this gets me bloodrager bloodlines for silly things like 'enlarge person' on myself whenever i want, or 5ft natural reach so i can still be the scared caster in the back, but giving myself reach of AoO defense (could involve whip s its a 1h slashing weapon and go down the feat chain to basically threaten 15ft with the 5ft extra natural + the feat's extra 5.)
I guess the 1st step is solidifying what the 2 classes are going to be for this.
brad2411
|
If your GM is up for it I would say check out the Guild mechanic from Inner Sea Magic. The higher you get in the Guild the more "training" you get the first ability you get is Eclectic Training and it gives you a +1 caster level in a caster class, but the real gem of this ability is that it also increases your number of spells known and number of spells you can cast per day as if you where a higher level. Then later on Esoteric Training increases this further to a +3 caster level/ +1 in another caster class. Both abilities are bound by your HD but when you take the Mystic Theurge PRC it only helps you.
Quick example your 15 oracle/ 15 sorcerer would act like 18 oracle/16 sorcerer (or vice versa) for spells per day and spells known.
Edit: also helps with RP as you can have reasons for doing stuff and more tied to the campaign if your GM inserts the guild into the world.
| Gilarius |
The guild rules are pretty much the only way to enhance a mystic theurge into something playable.
However, since your main objective is versatility, I strongly recommend not playing spontaneous casters. You can use a headband to boost a casting stat, such as wisdom, high enough to cast high level spells. The advantage of having all the divine spells automatically is huge, and wizards tend to end up with all of theirs too.
If you want a more effective character, then shaman or witch would gain you many arcane and divine spells.
| kestral287 |
7th really isn't anywhere close to the 'promised land' of the Theurge, though it is the earliest you can possibly enter the class (with Wizard 3/Cleric 3). 8th is the most common entry point (something like Empyreal Sorcerer 4/Cleric 3). 9th is when you would.
So you have two more levels of being nigh-useless, then about four or five levels of Theurge that consist of you trying to catch up... not great. There are worse things to do, but not great.
Chopping a level off by going for Cleric/Empyreal Sorcerer would be a decent help. So that'd be my first piece of advice.
| Abraham spalding |
My favorite versatile MT is a Wizard / Druid
You have to give up the animal companion and forget shape shifting....
Meh, if you go to 4th level as a druid you can take shaping focus to increase your effective wild shape level keeping it "on par" at least when you start your mystic theurge career. Taking idealized will help too since that gives a bit more bang for your shape changing buck.
If you take a totem guide animal companion with nature's bond it's slightly survivable early and increase it's intelligence so you can take the allied spellcaster teamwork feat. Get a valet familiar and then both your AC and familiar can help increase your spell resistance checks. I would possibly suggest the feats to gain the familiar though and take the instructor archetype to give you an apprentice who can also use allied spellcaster on you too (possibly having the same spell prepared allowing you to gain a caster level boost too), however this will require going to wizard 5 so... it all comes down to your starting level and such if it's even something you want to think of.
Dafydd
|
If you do go Mystic Thergue, I do suggest you check before building if the GM will allow the SLA as spells ruling. I know it was changed later, but MT is one of the few cases where it was not over powered, but average.
If it is allowed, you do not have to sacrifice all your power for a cool concept.
If it is not, I would still suggest Druid/Empyreal Sorcerer. Druid has one of the most fun spell lists in the game, imho at least.
| ranmyaku262 |
If you do go Mystic Thergue, I do suggest you check before building if the GM will allow the SLA as spells ruling. I know it was changed later, but MT is one of the few cases where it was not over powered, but average.
If it is allowed, you do not have to sacrifice all your power for a cool concept.
If it is not, I would still suggest Druid/Empyreal Sorcerer. Druid has one of the most fun spell lists in the game, imho at least.
Our group pretty much 100% follow the existing rules without much deviation.
The only additional rule we have is more "feat tax" reasons is everyone gets weapon focus or spell focus as a free starting feat.
My only concern with wizard/druid is that i'd be splitting focus on my main casting stat further weakening the DC (which would be lagging behind a bit simply due to available spell level), at least focusing charisma lets oracle throw that at my defensive stat as well.
Would Eldritch scion magus potentially be better to have some melee capability as well as light armor proficiency or would it still be better to go for a class that would end at 7th level instead of 6th level spells (as well as magus being primarily self-buffing while the focus here would be party buffing).
Also being that it needs to take oracle to 4 would it be better to plan for a Sorcerer 6/Oracle 4/Mystic Theurge 10 so it ends at the equivalent of 14 oracle 16 sorcerer while oracle would sill have access to 7th level spells?
| kestral287 |
Eldritch Scion is not a good option. You've got a tiny eldritch pool to work with so you've got 'some melee capability' for... maybe the first fight of the day. Maybe.
The Cha defenses is nice, but... well. Let's be blunt.
For the next seven levels, maybe more, you are not going to be the most threatening person on the board. Probably the least threatening, in fact. You shouldn't need fantastic defenses.
If you go Empyreal Sorcerer/Cleric or Druid, you get a Wis-centric build and can get into your Theurge levels sooner. More to the point, that one less lost level will let you end at Sorcerer 17/Cleric 3/Theurge 10, and if your GM uses the Guild rules, you can pick up Esoteric training to have a Sorcerer caster level and spell selection of 20 (your Cleric level kind of sucks, but you'll still get eighth level spells with Training).
If you really want to go for the Cha setup, do it and screw what we think, but it's really not your best option.
| ranmyaku262 |
Eldritch Scion is not a good option. You've got a tiny eldritch pool to work with so you've got 'some melee capability' for... maybe the first fight of the day. Maybe.
The Cha defenses is nice, but... well. Let's be blunt.
For the next seven levels, maybe more, you are not going to be the most threatening person on the board. Probably the least threatening, in fact. You shouldn't need fantastic defenses.
If you go EmpyrealSorcerer/Cleric or Druid, you get a Wis-centric build and can get into your Theurge levels sooner. More to the point, that one less lost level will let you end at Sorcerer 17/Cleric 3/Theurge 10, and if your GM uses the Guild rules, you can pick up Esoteric training to have a Sorcerer caster level and spell selection of 20 (your Cleric level kind of sucks, but you'll still get eighth level spells with Training).
If you really want to go for the Cha setup, do it and screw what we think, but it's really not your best option.
I'm not trying to disagree with people, i'm just looking at options.
Question also is the Arcanist with the Blood Arcanist archetype available for Empyreal?
Is there any class that has a Redmage-esk feel to it (Mixing Arcane and Divine magics or having prettymuch a very close-mix of a spell list as well as being able to use a sword as a backup plan when the magic goes away).
Dafydd
|
Witch has a few non standard arcane spells. As for arcane/divine mix, there is not much.
Sadly, Emphyreal is a wild blood bloodline. Those, to my knowledge, are not choices avaliable for other bloodline sources.
Also, Arcanist/Cleric/MT would split up your mental stat even more. Int for arcane spells, wisdom for cleric and charisma for channel and exploits.
| kestral287 |
You need GM fiat to access Wildblooded lines with Blood Arcanist, but if you can secure that it works.
Despite the name, White Mage Arcanist functions as a Red Mage (casting wise at least) decently enough. No Restoration or Resurrections hurt a bit though.
Witch and Shaman were more or less made for it, though I'm not as familiar with the Shaman list as I should be. Shaman's got a decent enough BAB to go front-line even, though you need to secure proficiency (which is, to be fair, a trait away).
| Pappy |
We have a player playing a 16th level Mystic Theurge. While utility is high, the reduced effective caster level has been a big issue as has the delayed access to higher level magic. The player is very experienced, but they have said that they would not build a Mystic Theurge again, at least not the way the built the character (sorcerer/cleric/MT).
I suppose if combat wasn't a big part of the game, then the flexibility would be great. But look out in combat! Metamagic rods will be a must for the character if they want to remain effective against big bad guys.
We eventually house-ruled the way spell resistance works so that the character at least has a chance to remain effective in big fights.
YMMV.