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Thread: Mystic Theurge

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    Firbolg in the Playground
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    Default Mystic Theurge

    {table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|0 1 2 3 4 5 6 7 8 9|0 1 2 3 4 5 6 7 8 9
    1st|+0|+0|+0|+2|-|3 1|3 1
    2nd|+1|+0|+0|+3|-|4 2|4 2
    3rd|+1|+1|+1|+3|-|4 2 1|4 2 1
    4th|+2|+1|+1|+4|-|4 3 2|4 3 2
    5th|+2|+1|+1|+4|-|4 3 2 1|4 3 2 1
    6th|+3|+2|+2|+5|-|4 4 3 2|4 4 3 2
    7th|+3|+2|+2|+5|-|4 4 3 2 1|4 4 3 2 1
    8th|+4|+2|+2|+6|-|4 4 3 3 2|4 4 3 3 2
    9th|+4|+3|+3|+6|-|4 4 4 3 2 1|4 4 4 3 2 1
    10th|+5|+3|+3|+7|-|4 4 4 3 2 1|4 4 4 3 2 1
    11th|+5|+4|+4|+7|-|4 4 4 4 3 2 1|4 4 4 4 3 2 1
    12th|+6/+1|+4|+4|+8|-|4 4 4 4 3 3 2|4 4 4 4 3 3 2
    13th|+6/+1|+4|+4|+8|-|4 4 4 4 4 3 2 1|4 4 4 4 4 3 2 1
    14th|+7/+2|+5|+5|+9|-|4 4 4 4 4 3 3 2|4 4 4 4 4 3 3 2
    15th|+7/+2|+5|+5|+9|-|4 4 4 4 4 4 3 2 1|4 4 4 4 4 4 3 2 1
    16th|+8/+3|+5|+5|+10|-|4 4 4 4 4 4 3 3 2|4 4 4 4 4 4 3 3 2
    17th|+8/+3|+6|+6|+10|-|4 4 4 4 4 4 4 3 2 1|4 4 4 4 4 4 4 3 2 1
    18th|+9/+4|+6|+6|+11|-|4 4 4 4 4 4 4 3 3 2|4 4 4 4 4 4 4 3 3 2
    19th|+9/+4|+6|+6|+11|-|4 4 4 4 4 4 4 4 3 3|4 4 4 4 4 4 4 4 3 3
    20th|+10/+5|+6|+6|+12|-|4 4 4 4 4 4 4 4 4 4|4 4 4 4 4 4 4 4 4 4[/table]

    Abilities: Charisma, Intelligence, and Wisdom are important to a Mystic Theurges spell casting abilities, while constitution and dexterity help them live longer in combat.
    Alignment: Any
    Hit Die: d4

    Class Skills
    Concentration, Craft, Knowledge(All skills, taken individually), Profession, Spell-craft
    Skill Points at 1st level: (6 + Int modifier) X 4
    Skill Points at Each Additonal Level: 6+ Int modifier

    Weapon and Armor Proficiency: Mystic Theurge’s are proficient with all simple weapons. Mystic Theurges are not proficient with armor or shields.

    Spells: A Mystic Theurge casts both arcane and divine spell, drawn from the wizard/sorcerer spell list and the cleric spell list respectively. A Mystic Theurge must prepare his spells ahead of time.
    To learn, prepare, or cast a spell he must have an intelligence (for arcane spells) or wisdom (for divine spells) score equal to 10 + the spell level. The DC for saving throws against a Mystic Theurge is 10 + the spell level + the Mystic Theurge’s charisma modifier.
    Unlike a sorcerer or bard the Mystic Theurge may know any number of arcane spells (See page 179 in the PH). They must prepare their spells in advance by getting a full 8 hours rest and spending one hour studying their spell book. They do not gain divine spells through books or scrolls, nor do they prepare them through study. Instead they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each mystic theurge must pick an hour not dedicated to studying for their arcane spells, normally an hour after reading their spell book, to pray for their spells. He may prepare any spell from the Cleric Spell list
    Last edited by Innis Cabal; 2007-05-03 at 09:39 PM.
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    Also I'm pretty sure you're GLaDoS now.

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Mystic Theurge

    Is it some sort of zen version of the class where all levels occupy the same time and it is only our perception of the passage of experience that causes the illusion of seperate levels?

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    Firbolg in the Playground
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    Default Re: Mystic Theurge

    its a class that i am to tired to fill in right now so i just started the table, and its going to be overpowered....full progession for both class's with no special abilities....just dont want to bother with typing it up tonight. Made it becuase of the "Making the MT more useful thread" Becuase somehow casting both arcane and divine spells arnt useful
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Mystic Theurge

    Quote Originally Posted by Cybren View Post
    Is it some sort of zen version of the class where all levels occupy the same time and it is only our perception of the passage of experience that causes the illusion of seperate levels?
    That's what so mystic about it. =p

    I'm interested in seeing this when you do post it. The MT has always intruiged me, and as such reworks for it pique my curiosity.
    Last edited by Magnor Criol; 2007-05-03 at 02:47 AM.

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    Default Re: Mystic Theurge

    I simply run a version where your level in Mystic Theurge also gives you armour familiarity at MTh level -1, e.g. a Wiz 3/Clr3/MTh 1 can cast all his cantrips in armour and a Wiz 3/Drd 3/Mth 10 can cast all his spells in non-metal armour.

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    Default Re: Mystic Theurge

    Quote Originally Posted by Innis Cabal View Post
    its a class that i am to tired to fill in right now so i just started the table, and its going to be overpowered....full progession for both class's with no special abilities....just dont want to bother with typing it up tonight. Made it becuase of the "Making the MT more useful thread" Becuase somehow casting both arcane and divine spells arnt useful
    You dont really need a table for the mystic theurge. It levels up just like sorcerer, only that instead of sorcerer spells it gets the spells of the chosen two classes.

    And I say the Theurge doesnt need to be better. Maybe being able to cast both arcane and divine spells doesnt make you more powerful than being able to cast only one of them. But you get much more versatile. Okay you are always three caster levels behind a specific caster, but you get a crapload of spells, you dont have to chose arcane spells from a too wide range because you have some of them in your divine casting arsenal, And you can both cast horrible attack spells and heal yourself.

    Did I mention that you get an assload of spells per day?

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    Default Re: Mystic Theurge

    Well, on a strict optimisation point of view, lost caster levels = the end of the world. Do not pass Go, do not collect £200.

    (This ain't my view incidentally, but it does seem to be the prevailing theme here.)

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    Default Re: Mystic Theurge

    The basic argument regarding the MT's usefulness runs as follows:

    The most important limitation on character effectiveness in D&D combat - particularly for a full spellcaster - is not versatility, but ability to apply effective power in a minimum amount of turns; speed rather than endurance is the critical factor. MTs are no faster at spell-slinging than regular casters, and each spell they do sling is less potent than an equal-level single-style caster; therefore, they are less powerful than said single-style caster.

    These assumptions are built around the standard encounter structure: you should only face X number of encounters between rest periods, the average encounter will have an average CR of around your level, and so on. With fewer higher-CR encounters, the MT is even weaker; with more lower-CR encounters, the MT begins to shine. It also assumes a standard party, with all roles filled: if you already have a divine caster, adding another weaker one who is also a weaker arcane caster may not have as much benefit as adding a full arcane caster. In a non-standard party (say, one where the MT is the only caster) the MT becomes a more viable option again. On the flip side, if the party is full of casters the MT will be overshadowed.

    So: in a standard setup, the MT is weak. In other setups, he may be even weaker or he may be a very viable choice as written. I really don't see the need to rewrite it, myself, but you shouldn't let that stop you from doing so.
    Last edited by Lapak; 2007-05-03 at 10:10 AM.

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    Default Re: Mystic Theurge

    Quote Originally Posted by Lapak View Post
    The basic argument regarding the MT's usefulness runs as follows:

    The most important limitation on character effectiveness in D&D combat - particularly for a full spellcaster - is not versatility, but ability to apply effective power in a minimum amount of turns; speed rather than endurance is the critical factor. MTs are no faster at spell-slinging than regular casters, and each spell they do sling is less potent than an equal-level single-style caster; therefore, they are less powerful than said single-style caster.

    These assumptions are built around the standard encounter structure: you should only face X number of encounters between rest periods, the average encounter will have an average CR of around your level, and so on. With fewer higher-CR encounters, the MT is even weaker; with more lower-CR encounters, the MT begins to shine. It also assumes a standard party, with all roles filled: if you already have a divine caster, adding another weaker one who is also a weaker arcane caster may not have as much benefit as adding a full arcane caster. In a non-standard party (say, one where the MT is the only caster) the MT becomes a more viable option again. On the flip side, if the party is full of casters the MT will be overshadowed.

    So: in a standard setup, the MT is weak. In other setups, he may be even weaker or he may be a very viable choice as written. I really don't see the need to rewrite it, myself, but you shouldn't let that stop you from doing so.
    Yet it is cooler.

    Oh and I should say it can prepare for every incident, whip out a cleric spell where his wizard spells dont apply.


    But at least it's cooler. I like the idea. An 3 lost caster levels is about 1.5 spell level.
    And by the way you dont only cast spells while an encounter. Lets say we have a Wizard/Cleric who took necromancy school specialization as a wizard and has the domain of death as a cleric. He gets to create more undead a day. And while an encounter he has some wizard spells to nuke away enemies and afterwards he still has enough spells left to inflict and cure wounds on everyone.

    I say cute.


    Oh and it's cooler!

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    Quote Originally Posted by Threeshades View Post
    *snip*
    I agree with you. Like I said, I see nothing wrong with the Mystic Theurge as written.

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    Default Re: Mystic Theurge

    I'd be interested to see how this pans out. 'Cause so far, we've got basically no hints:

    Quote Originally Posted by Innis Cabal View Post
    full progession for both class's with no special abilities....
    ...sounds exactly like the existing MT.

    (Which, incidentally, just to weigh in on the debate, I'd love to play some day as a backup caster. If you've already got a full arcane and full divine caster, or maybe even just one of them, you can't go wrong with a mystic theurge to keep the party supplied with utility spells all day, surely?)
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    Firbolg in the Playground
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    Default Re: Mystic Theurge

    ...i go to bed and go to work...and i get so many reply's on something thats not even stated out....yet i work three days on a tome of battle discipline.....and i get 200 views and no replies.....amazing :). This isnt going to be a PrC....its going to be a full base class...and i know there is nothing wrong with the class i love it to death, running a multi class priest wizard in 2nd ed was nothing short of annoying, but now in 3.5 i can do it and have fun! I still want to know how when i post nothing i get the most views
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Mystic Theurge

    ToB isn't in the OGL, Theurge is.

    My DM and I statted up a couple of different versions of an Artificer/Cleric Theurge-like build, here. Mine is kind of bland, but his has some interesting ideas in it. His comes out a spellcasting level below mine does, but I think it makes up for it in crafting power. I'm not sure how you could graft a regular theurge onto it - maybe bonus Metamagic feats along the way? - but I hope it helps.

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    Firbolg in the Playground
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    well.....this is just going to be a level 20 wizard/cleric with nothing fancy or special about it....ya over powered but as i have said its not suposed to be serious...more a half jib at the people who think that the mystic theurge is utterly devoid of use and underpowered becuase of the lower DC's and such...when they see this thing i can already here people say "This is to powerful! Full progression, full DC's? Terrible idea Innis, you need to be stripped of rank and privilage and banned from the board!"
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Mystic Theurge

    Quote Originally Posted by Innis Cabal View Post
    ...i go to bed and go to work...and i get so many reply's on something thats not even stated out....yet i work three days on a tome of battle discipline.....and i get 200 views and no replies.....amazing :)
    Well, obviously it's because this post was mysterious

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    Default Re: Mystic Theurge

    one of the reasons the MT is so bad is because no matter how many spells you know you can still only cast one per round. Two if you quicken one, which will be even more expensive due to lack of high level spell slots. Perhaps some class features to cast more spells faster

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    Firbolg in the Playground
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    i dont think the class needs special features...the MT isnt bad, its very powerful with the right build, even if it can cast one spell a round thats all you need to do. Sure its not optimal but you can take that Min/Max crap and take it to the dump becuase its all garbage
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Ogre in the Playground
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    I have no idea what you just said.

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    Firbolg in the Playground
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    sorry, i have had a really bad virus and i am finally on meds, ill clarify. Mystic Theurges are good if you play them well, they are powerful becuase they have the largest range of spells in the game, so what if they can only cast one at a time, thats no different from other casters. They are not optimal since they lose some things along the way but oh well, optimzation is silly at best, grabage at worst.......better?
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Mystic Theurge

    Will we ever get to see the class????

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    Firbolg in the Playground
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    Default Re: Mystic Theurge

    when the meds are pumped out of my system and im not babbling like a moron
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Firbolg in the Playground
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    Default Re: Mystic Theurge

    OK, meds are out, class is in, not what you thought huh? It so simple...told ya....its over powered isnt it?
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    WhiteWizardGirl

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    Default Re: Mystic Theurge

    looks good.

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    Firbolg in the Playground
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    Default Re: Mystic Theurge

    Thanks! (Darn 10 word min)
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Mystic Theurge

    Yeah, it is overpowered... it's basically Gestalt Cleric//Wizard without bonus metamagic feats, a familiar or turn undead. All that those things give you, really, are the ability to use divine feats from turning attempts.

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    Firbolg in the Playground
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    i told you it was going to be overpowered
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    Quote Originally Posted by Serpentine View Post
    Also I'm pretty sure you're GLaDoS now.

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    Default Re: Mystic Theurge

    I think it really just depends on the campaign you're running, and the player running the class.

    Give this to a munchkin and he'll find ways to give you a headache, undoubtedly. In the hands of a talented powergamer or humble support PC, something like this could really be great for a group that lacks both casters.

    The biggest problem, the way I see it, is that this fella's taking the thunder from almost everyone outside of combat. In combat, the guy is still limited to his one or two spells a round.
    Quote Originally Posted by Morgan_Scott82 View Post
    Though if Paladin hood were ice cream this forum could drive Baskin & Robbins out of business, there are far more than 31 flavors of answers to this question.

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    Default Re: Mystic Theurge

    It's also as boring as all-get-out. Even the humble Sorcerer gets a familiar...

    I also don't like the idea that they get full-casting for both types. Maybe you could stagger it slightly, like the True Necromancer does, so that they end up as 15th in both (by 20th), but that they at least get a class ability or two.

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    Default Re: Mystic Theurge

    He's trying to make a point, not wow you with creativity.

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    Default Re: Mystic Theurge

    Quote Originally Posted by brian c View Post
    Yeah, it is overpowered... it's basically Gestalt Cleric//Wizard without bonus metamagic feats, a familiar or turn undead. All that those things give you, really, are the ability to use divine feats from turning attempts.
    Well, there are a few more differences. This Theurge also doesn't get any domains, full class skills, d8 hit dice, good fort save, any armor proficiency, or shield proficiency, like a Cleric/Wizard gestalt would. Cleric spell progression is also knocked back to 4/0-level instead of 6/0-level. On the plus side, it does get 6+Int skill points. So I guess it's a little more like a toned-down Wizard/Cloistered Cleric gestalt.

    I'm a little confused about the "Charisma" comment under the "Abilities" heading. Since the spell choice is restricted to Cleric spells, Charisma doesn't do a bit of good for casting abilities, does it?

    I see this guy as a glass cannon in low levels. Because of the complete lack of armor, he's going to need to be even more careful than a Wizard normally would, at least until he gets a Monk's Belt. He'll still have to put a whole bunch of money into bumping up Wisdom, Intelligence, and other defensive items (Amulet of Natural Armor, Ring of Protection, Bracers of Armor, Gloves of Dexterity...) to keep up. Feat selection would probably be mostly taken up with Metamagics, since they'll benefit both caster lists.

    It's still not as strong at Arcane spells as a Wizard would be, becuase of the lack of free Metamagic Feats. And it's not as strong at Divine spells as a Cleric would be, because of the slower spell progression. Still, I think it's a bit more powerful than the current Theurge, because of the full 4 9th-level spells at 20th level.

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