| TSATpommes86 |
We will start a new Campain with a new Game Master. (Rotationsystem)
And we all have to play (over-)powered or "really broken"* Characters with a big Focus on Roleplay.
First I would play a Wizard (Conjurer)[Teleportation-subshool]
But two Campains before our new Game Master played a " Mystic Theug " and failed glorious on it.
So my question is should I play a Conjurer or a neutral Cleric/Conjurer/Mystic Theug ???
What and How would you do this?
(Traits, Feats, Spells, etc)
I have to bring a really op Char AND a really good roleplay Char to table.
I think our Group will be a other Wizard ("Glasscannon" Focus on pure Damage), a pure Rouge, a pure Cleric and a pure Paladin.
[*WHY?
Its because our new DM failed bravery in all magic Classes (Wizard, Theug, Skirnir, Paladin) as also in teamwork. -_- Now its his turn to DM and we all want to show him how to play good Roleplay, good Teamwork and the Concept of Powergaming. Overall we want to show him there is more in Wizards than just cast "Shocking Gasp" form Level 1 to 20! ]
ps: Sorry for my bad English!!! -_-
| Melkiador |
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The Mystic Theurge is generally considered to be a weak option. When dealing with full casting classes, dipping out of the spellcasting is almost always a bad idea. And being that you already have a full wizard and a full cleric, I really don't think you'll be able to bring anything relatively interesting to the table. With your very classic party composition, I'd be tempted to bring a bard, especially if your party has never seen how useful and powerful a bard can be.
| DeathlessOne |
Personally, if you are intent on the Mystic Theurge option, I'd go with Shaman/Sorcerer/Stargazer/Mystic Theurge. It has the effect of setting back your entry into Mystic Theurge of another level, but the combination of spontaneous and prepared casting (and the boosts from bloodlines) adds a good bit of versatility.
My main advice for running a Mystic Theurge is this: go for broke. You are choosing a support role, so focus on being a support character. Get as many support abilities as you can. Pick the good hexes from Shaman. Find a useful bloodline for the sorcerer. Get Use Magic Device. Pick a familiar that will help keep you alive, and quick on your feet. Pick up a variant multiclass (like the bard) that compliments your role and helps the party. Above all else: DO NOT FOCUS ON BEING IN THE SPOTLIGHT. Don't try to do the most damage. Dont try to overwhelm the enemies with your spells that require saving throws. That is not your role.
| Meirril |
A single class wizard is going to be more powerful than a Mystic Theurge. Period. The same for a single class cleric. And any other variety of Mystic Theurge is going to be weaker than a Cleric/Wizard because you get worse spell lists, potentially worse spell progression, and you stop advancing whatever class abilities you got for getting a weaker spell list when you advance MT.
Also when you make the transition from your first class to your second class, you're incredibly weak compared to everybody else! Then you make the big change to MT and...you slowly advance 1 and 1/2 spell levels behind the other casters. Mystic Theuge has a lot of ability to cast low level spells, but nothing that will turn the tide of a high level encounter.
If you want to dabble in casting non-wizard spells, pick up Loremaster and then the feat that lets you trade one of your prepared spells for a spell of the same level from any other list. It is like being better than a MT but for less times per day. Honestly though, if you want to be a great wizard, stick to being just a wizard. Specializing is the way to doing something spectacular.
Also, the other wizard in the campaign. If he wants to be a dedicated blaster, he should be a sorcerer. With the Orc bloodline and the blood mutation: Blood Havoc he'll do an extra +2 damage per dice. If he goes insane he could crossblood Orc/Dragon(fire) to do +3 damage with fire spells. (I'm personally against the crossblooded option, giving up spell slots is a big no to me) A dedicated blaster will do a lot more damage as a Sorcerer than a Wizard could ever do.
PCScipio
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I think that a Speaker for the Past Shaman is a good alternative to the Mystic Theurge. You get a full range of healing spells, along with a broad range of utility, battlefield control and buff spells (including Heroism and Haste), all without losing caster levels. Having Threefold Aspect on your spell list, and access to the Knowledge of the Ages revelation, can make you good at research challenges and occult rituals, if you choose to focus on that.
I'm playing a half-orc Speak for the Past Heavens Shaman (using Background Skills and Automatic Bonus Progression) in Strange Aeons, and am finding it very suitable for this AP. That being said, with a full wizard and cleric already in the party, you're looking at a fair amount of duplication.
| strayshift |
What are the rest of the party exactly? In our games each party has been unique and we've had some quite funky synergies on the caster base. If you have a wizard and a cleric I would suggest you have room for something like a druid/wizard conjuration mystic theurge in order to help out the front liners.
| Lord Fyre RPG Superstar 2009 Top 32 |
The Mystic Theurge is generally considered to be a weak option. When dealing with full casting classes, dipping out of the spellcasting is almost always a bad idea. And being that you already have a full wizard and a full cleric, I really don't think you'll be able to bring anything relatively interesting to the table. With your very classic party composition, I'd be tempted to bring a bard, especially if your party has never seen how useful and powerful a bard can be.
A Bard would compliment the other two casters beautifully.
The Toaster
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Melkiador wrote:The Mystic Theurge is generally considered to be a weak option. When dealing with full casting classes, dipping out of the spellcasting is almost always a bad idea. And being that you already have a full wizard and a full cleric, I really don't think you'll be able to bring anything relatively interesting to the table. With your very classic party composition, I'd be tempted to bring a bard, especially if your party has never seen how useful and powerful a bard can be.A Bard would compliment the other two casters beautifully.
I could see bringing in an Alchemist. Perhaps a Crypt Breaker or Trap Breaker Alchemist.
Though a Bard would also be a good choice.
| Meirril |
I could see bringing in an Alchemist. Perhaps a Crypt Breaker or Trap Breaker Alchemist.Though a Bard would also be a good choice.
With a pure rogue on the team, an Alchemist with the discovery that lets him hand off a polymorph spell like Beast Shape 2 could get very exciting. Imagine stacking sneak attack onto a bunch of natural attacks.
And then bomb hell because its fun.
| Ryan Freire |
The Toaster wrote:
I could see bringing in an Alchemist. Perhaps a Crypt Breaker or Trap Breaker Alchemist.Though a Bard would also be a good choice.
With a pure rogue on the team, an Alchemist with the discovery that lets him hand off a polymorph spell like Beast Shape 2 could get very exciting. Imagine stacking sneak attack onto a bunch of natural attacks.
And then bomb hell because its fun.
One of the most horrific monsters ever was putting giant form into a rock troll on our 16th level invulnerable rager. DR 8/- and regen 5....he was pretty much unstoppable.
| David knott 242 |
One option that works well at low levels but gradually peters out in terms of spellcasting power is the Medium class (going with the Spirit Dancer archetype if you want to be able to cast arcane and divine spells the same day). The main problem you face is that your spells per day progression is approximately that of a bard for the two spellcasting spirits.
| Dragonchess Player |
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If you have your heart set on mystic theurge, a non-standard option might be:
Neutral alignment magus 5/cleric (Nethys; negative energy; probably Destruction and Magic domains) 1/magus +1 (Broad Study), magus +1 (medium armor, 3rd level spells)/cleric +2/mystic theurge 10. Use divine favor (and divine power, later) plus heroism (picked up with Extra Arcana [Spell Blending]) to keep your attack bonus decent and spontaneous inflict spells from your cleric spell slots to be able to use Spellstrike more often. You could also pick up the Versatile Channeler and Channel Smite feats to add another option for boosting melee weapon damage (only +2d6 negative or positive damage a few times per day, but it's not like you're going to get a lot of use out of Channel Energy otherwise). Spell progression ends up as a 14th level magus (5th-level spells) and 10th level cleric (5th-level spells) at magus 7/cleric 3/mystic theurge 7 (most APs end at 17th level).