| DeathlessOne |
Yep, playing a Mystic Theurge for a one-shot game at level 10, though it is likely to see more play should we actually survive the adventure. Note, by one shot, I mean maybe a four to five sessions long adventure. I am bringing out an old character from retirement and reworking him to utilize new material that has been released since his retirement.
He was previously a Druid 3/Sorcerer 4/Mystic Theurge 1. Crossblooded Draconic/Sylvan (for the animal companion) and also a Tattooed Sorcerer for the Familiar. Its a bit much, yeah, but that is what we had available at the time. Now, I can fully flesh out his ties to nature, which were always more elemental than physical. Druid was picked mainly for the divine casting aspect and because the character was not so much religious as he was in tune with the harmonies of nature, and the fey.
Keeping with that theme, I decided Shaman hit the right note for a prepared divine caster to add to one side of the build, and brings with it some level independent abilities that could help fill in the gaps from the massive dip I have to take in spellcasting. I managed to make up for it though. Also, I'm dropping the Sylvan bloodline and using feats to make up for the animal companion.
So, long story short, see spoiler for build:
I am not looking for much advice on the build, though if you have a suggestion, I can definitely take a look at it. I want a familiar and an animal companion that level up with me. If you know a better way to do that than I have done, I'd like to hear it. Otherwise, my feats are predetermined and I will not sacrifice either companion to further enhance my spellcasting. It will already be powerful enough.
Shaman 4 / Sorcerer 1 / Stargazer 3 / Mystic Theurge 2
Kintargo Opera House: Guildmaster (+1 Shaman Casting, +3 Sorcerer Casting)
Stargazer (+1 Shaman Casting, +2 Sorcerer Casting)
Used the Opera House casting boost to qualify for Stargazer (3rd level casting), DM approved
Caster Level: Shaman 10 / Sorcerer 10
Effective Casting Level: Shaman 8 / Sorcerer 8
Archetypes:
Sorcerer (Wildblooded: Empyreal)
Shaman (None)
Familiar (Bloodline [draconic]/Figment)
Animal Companion (Totem Guide)
Ability Scores:
Str: 8
Dex: 16 (15 +1 level up)
Con: 12
Int: 12
Wis 18 (15 +2 race +1 level up)
Cha 9
Race:
Half-elf
*Elf Blood
*Elven Immunities
*Multidisciplined (+1 caster level on two casting classes)
Alt racial traits:
Round Ears (gains skilled human trait)
Draconic Heritage (darkvision/lowlight, able ignore CHA req for Eldritch heritage [must choose draconic)
Favored Class Bonuses:
Shaman: +5ft to hex range, 4 times = +20ft to Chant (now 50ft)
Shaman Class Features:
Shaman Spirit:Waves
Spirit Power: Wave Strike (melee touch, drench and push back 5ft, no save, minor non-lethal damage)
Shaman Wandering Spirit: Any (Assume Heavens by default)
Spirit Power: Stardust (limited version of faerie fire, debuff, no save)
Shaman Hexes:
Protective Luck (like misfortune but only attack rolls on warded ally, no save, cackle/chant works to extend duration)
Chant
Sorcerer Class Features:
Bloodline: Empyreal (wis determines casting/class abilities)
Blood Havoc to replace Heavenly Fire
Stargazer class Features:
Mystery Magic (hexes): Evil eye
Sidereel Arcana: The Stargazer (+2 initiative, not flat-footed)
Mystery Magic (Domain): Star Subdomain
Guarded Mind: +2 saves vs mind-effecting
Feats:
B) Eschew Materials (Sorcerer)
1) Skill Focus (Perception)
3) Eldritch Heritage (Draconic, Brass)
--Bloodline Familiar used to get a familiar @ character level -2
5) Nature Soul
7) Animal Ally (small cat)
9) Boon Companion (small cat)
Traits:
Bifurcated Magic (+1 to caster level Shaman/Sorcerer)
| Kaouse |
Have you considered just playing a Witch? They get access to quite a few Divine spells, especially with the proper choice of Patron.
With this, you'd be able to cast 5th level spells as opposed to 3rd level ones, which are generally a lot stronger. It also means you'd be able to take advantage of stuff like Quicken Spell metamagic and cast two spells in one turn (which is amazing when combined with spells like Ill Omen).
The second spell could even be replaced with a Hex, and you'd be able to get a Major Hex at this point, too.
Generally, it's best to stay in one class and get all of it's goodies than to multiclass, since spells get much much better as you level. Slowing your spell progression for a larger number of lower level spells is rarely a good idea. You also don't have to worry about too separate stats when you only have a single casting class.
Furthermore, Witches get familiars for free, and if you want it to be more threatening in combat like an animal companion, you can always give it the "Mauler" Familiar Archetype.
| Ierox |
Since you're using the guild boosts, you'll be fine with the build you're using. You could squeeze more power from it by reducing the number of nonMT levels you're taking, but that's not what this is about.
Beware when you pick spells that there's a good bit of overlap between the shaman and sorc/wizard lists. Taking a sorcerer spell that's also a shaman spell is kind of a waste, when you could be expanding your capabilities instead.
Let's get down to spending.
Lesser Metamagic rods, probably one of extend and selective spell, if you ever feel like blasting. Empower maybe, too. Beyond that, they're too expensive for your level.
You should have at least a +4 wisdom booster. I'd personally also go for a +2 con belt, but you might well prefer dexterity instead. It looks like that from your stat spread, at least.
If you do go for dexterity, you should compound that with more armor class spending. Extended Mage Armor is good enough, but should be combined with a +2 or +3 mithral buckler, for instance.
Speaking of armor, while animal companion AC scales with your level, and a small cat will have appropriate AC all by itself, it still benefits greatly from picking up something like chain shirt barding. No need to get too fancy with the enhancements here.
Your casting can do a lot of heavy lifting for lack of gear, but you'll still need a cloak of resistance, +3 at least.
| avr |
A figment familiar may not be legit for a shaman's spirit animal. They're not for witches. Ask your GM.
Obviously you'll want a wisdom headband. I'd suggest +4 since you've put effort into making the effort to focus on that. A cloak of resistance (~+3) is also on the must-get list. The rest of the big six are less certain since you might not be worried about your AC given your pets and spellcasting focus, though a +2 dex or con belt is good value. A handy haversack is standard.
With all your 3rd level spell slots, lesser metamagic rods would be useful. Persistent, extend, merciful, selective, rime, maybe empower. Whatever appeals.
A stone of alliance for your animal companion could be useful. Also an amulet of mighty fists and a +1 spell storing mithral chain shirt barding.
To go with the skill focus you might want eyes of the eagle. Battle strider's boots will help with getting out of reach to cast safely. A mnemonic vestment and some scrolls could expand your effective spells known even further.
| DeathlessOne |
Have you considered just playing a Witch? They get access to quite a few Divine spells, especially with the proper choice of Patron.
I have thought about it as the arcane side of the Mystic Theurge build, but decided against it. Being a Mystic Theurge is the point of the character. Using that prestige class and making it work. I could use a Seducer witch combined with an Feyspeaker Druid to pull off a SAD caster, but I felt the abilities were either redundant or too level dependent.
Furthermore, Witches get familiars for free, and if you want it to be more threatening in combat like an animal companion, you can always give it the "Mauler" Familiar Archetype.
Oh, no no no. That's too risky for my blood. I'd rather have an animal companion than a mauler familiar.
Since you're using the guild boosts, you'll be fine with the build you're using. You could squeeze more power from it by reducing the number of nonMT levels you're taking, but that's not what this is about.
Yeah, I could have just gone with Wiz/cleric but seeing all the abilities I could pick up between Shaman and Sorcerer, especially sharing the casting stat, was just too good to pass up.
Beware when you pick spells that there's a good bit of overlap between the shaman and sorc/wizard lists. Taking a sorcerer spell that's also a shaman spell is kind of a waste, when you could be expanding your capabilities instead.
I have noticed that, yes. The plan is to use the Shaman list for the versatile aspect of the character and the Sorcerer for the spells that I will need often. Also, since I can cast prepared spells off the Shaman list from sorcerer spell slots (even if at +1 spell level, currently only 1st level spells), I can take advantage of only preparing one instance of each.
A figment familiar may not be legit for a shaman's spirit animal. They're not for witches. Ask your GM.
Good point. I mainly took figment to prevent my source of divine magic from up and vanishing (as spell books are known to do). Also, shared evolution looks fun. Is there a shaman archetype that doesn't have a familiar? If it's not required, Eldritch heritage will take care of providing the figment.
Metamagic Rods, Lesser (price varies)
Wisdom headband +4 (16,000)
Con belt +2 (4,000)
Stone of Alliance (5,000)
Handy Haversack (2,000)
Amulet of Mighty Fist +1 (4,000)
Eyes of the Eagle (2,500)
mnemonic vestment (5,000)
Mithral Chainshirt Barding +1 spell storing (5,100)
Cloak of resistance +3 (9,000)
mithral buckler +3 (10,500 or 5,005 for +2)
Seems I can afford all of those (minus the rods and assuming +2 buckler). I found a nice ring, Decoy Ring for 12,000gp. Thoughts on how useful it could be versus price? Taking a withdraw action to get free invisibility and illusion decoys for 3 rounds seems very useful.
| DeathlessOne |
You are aware there IS a Sorcerer bloodline that will let you use Wis instead of Cha for your casting ability?
You can be Druid/Sorcerer and use Wisdom as your main stat.
Yep, I am using it in my build. Shaman fits the character concept better than Druid, anyway. Shaman wasn't in existence the first time I built him.
| DeathlessOne |
Hmm, opinions?
Elemental Body I, Beast Shape II, or Monstrous Physique II as one of my Sorcerer 4th level spells? Why? To cast on my animal companion as a buff (Personal spell, target: you. Share spells ability).
Advantages:
Elemental Body: Air/earth/fire/water Panther of DOOM
Beast Shape: Dire Lion Panther. Small cat goodies plus big cat pounce
Monstrous Physique II: Lamia-kin?
I'm leaning towards Beast Shape II
| avr |
avr wrote:A figment familiar may not be legit for a shaman's spirit animal. They're not for witches. Ask your GM.Good point. I mainly took figment to prevent my source of divine magic from up and vanishing (as spell books are known to do).
I think that's exactly when figment familiars aren't OK, when they're essential to your spellcasting preparation. The best archetype which removes the spirit animal is Speaker for the Past IMO - especially if you're concerned with losing spellbooks or similar. Others include True Silvered Throne (book to prep spells) & Name-Keeper (wayfinder to prep spells.)
The decoy ring is good but it's not that much better than a vanish spell, or raven's flight, or whatever. It's not worth 12K to you IMO. To a rogue it's worth that but that's a different matter.
Edit: Since your kitty doesn't need to worry about wielding weapons go with beast shape. Elemental Body and Monstrous Physique have real advantages for tool-users but that's not a concern for it.