Dawrf wrote:Mystic Theurge
Hit Dice: d4
Base Attack Bonus: Low
Fortitude Save Progression: Low
Reflex Save Progression: Low
Will Save Progression: High
Class Skills:
Concentration (Con), Craft Alchemy (Int), Craft Armors (Int), Craft Weapons (Int), Lore (arcana) (Int), Lore (religion) (Int), Sense Motive (Wis), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier.
Class Features:
Weapon and Armor ProficiencyMystic theurges gain no proficiency with any weapon or armor.
Spells per Day:
Level 1: +1 Divine Spell Casting Progression
Level 2: +1 Divine Spell Casting Progression, +1 Arcane Spell Casting Progression
Level 3: +1 Divine Spell Casting Progression
Level 4: +1 Arcane Spell Casting Progression
Level 5: +1 Divine Spell Casting Progression
Level 6: +1 Arcane Spell Casting Progression
Level 7: +1 Divine Spell Casting Progression
Level 8: +1 Arcane Spell Casting Progression
Level 9: +1 Divine Spell Casting Progression, +1 Arcane Spell Casting Progression
Level 10: +1 Arcane Spell Casting Progression
Practiced Spell Caster (Mystic Theurge):
(Gained on level one) Your caster level for the chosen two spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.
Requirements:
- Classes: Cannot have any other prestige class.
- Skills:
Lore (arcana) 8 ranks, Lore (religion) 8 ranks.
- Spells:
Able to cast 1st-level divine spells and 1st-level arcane spells.
Previous post:
It has been suggested before, and I know that it has been rejected previously. However, now that the caster levels are actually used against dispels, I think there is a case to be had in favor of this particular PRC.
So this what I would suggest:
Were we to consider a hypothetical build of Sorcerer 10/Favored Soul 10/Mystic Theurge 10, we should be able to achieve caster level of 24 for both Sorcerer and Favored Soul. Without the dispel fix, we would be looking at a caster with 'practical' caster level of 30 in both spell books. But thanks to the dispel fix, a regular high level mob with that caster level 25 has 55% chance to dispel each of our Mystic Theurge's buffs. A mob with a caster level of 30 has 80% chance to dispel each of our Mystic Theurge's buffs. Thus, even with their expansive spell book, a single dispel can rob them of all their magical defenses and transform our Theurge into a pulverized pile of goo.Mystic Theurge
Hit Dice: d4
Base Attack Bonus: Low
Fortitude Save Progression: Low
Reflex Save Progression: Low
Will Save Progression: High
Class Skills:
Concentration (Con), Craft Alchemy (Int), Craft Armors (Int), Craft Weapons (Int), Lore (arcana) (Int), Lore (religion) (Int), Sense Motive (Wis), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier.
Class Features:
Weapon and Armor ProficiencyMystic theurges gain no proficiency with any weapon or armor.
Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.
Requirements:
- Classes: Cannot have other spell casting prestige classes.
- Skills:
Lore (arcana) 8 ranks, Lore (religion) 8 ranks.
- Spells:
Able to cast 1st-level divine spells and 1st-level arcane spells.
Thus from a power building point of view, it would be wiser to try and maximize one of the spell books. For example with a build such as: Sorcerer 16/Favored Soul 4/Mystic Theurge 10. Hence we are looking at a level 30 Sorcerer without any epic bonus feats that has access to seventh level clerical spells with the caster level of 14 or 18. In other words, a sorcerer that could heal and resurrect their party members, and throw few additional buffs to their summon.
Now, I have to mention that the combination of Divine Power and Shapechange spells is interesting. But then again, the duration of Divine Power even when extended is just six minutes, where as the Shapechange spell lasts for 30 minutes. Thus in order to re-apply Divine Power whenever it runs will eat away your the ninth level spells. Same holds true with extended Regenerate, or any other short lasting spell you have chose to apply from the Favored Soul spell list. (And let us not forget how that regular high level mob with caster level of 25 mob will have a 85% to dispel each of our Sorcerer's 'Favored Soul buffs.' The AI will make those mobs throw that dispel right off the bat - every single time.)
As for Spirit Shamans and their custom Blood Magic feat, it requires you to have nine levels of Spirit Shaman. So, we would be looking at a Sorcerer 10/Spirit Shaman 10/Mystic Theurge 10 with the base caster levels set at 24. With usage of Blood Magic, you should be able to raise your caster level to 28. You get little harder to dispel, but you are still not entirely safe, and spell casting with Blood Magic active will eat at your HP pool. You got '20d4 + 10d8' worth of hit points before your constitution modifier, thus casting a single ninth level spell will deal '3 + 9d8' worth of damage to the caster himself. That is easily third of your hit points gone with just one spell. Casting a heal spell with Blood Magic active will not heal 150 hit-points, it heals 91-140 hit-points. Not to mention that once again, you do not get any epic bonus feats, which means that even with that '+4' to spell DCs from Blood Magic, a single class Sorcerer or Spirit Shaman will still have the higher Spell DCs. Not to mention the all the other possible perks you could have from using any other PRCs than Mystic Theurge.
From the top of my hat, the with the restrictions I have suggested for this PRC, Sorcerer combined with either Favored Soul or Spirit Shaman appear as the most ideal candidates for this PRC because of their shared Charisma-based spell casting. Wizards could be considered thanks to their bonus feats, but it means you have to invest in Charisma or Wisdom and possibly find that specific item to get access to 7th or 9th level spells. As for Druids, their ability to Wildshape is interesting, but you are either limited to the Huge Elemental shapes (Druid 16), or you need to get 25 in Wisdom simply to meet the requirements for Magical Beast Wild Shapes. (Hence arcane spell casting would become secondary, easily countered by spell resistance or dispelled.)
Now, we are still talking about spell-casters here, so any Mystic Theurge you can come up with will be good on the server. However, it is easy to build a spell caster that excels beyond our Mystic Theurge.
I guess that is all I have to say on this topic.
