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help me build a future Mystic Theurge
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<blockquote data-quote="Graf" data-source="post: 1127028" data-attributes="member: 3087"><p>Funny I'm just starting a Mystic Theurge myself.</p><p></p><p>People choose cleric because druids mystic Theurges loose a lot more. Look at the cleric advancement table. After turn undead at 1st level they don't get anything else. Druids loose a lot of bad-ass shapechanging and other powers and have all those weapon and armor penalties. (Admittedly not such a big deal if you're planning on focusing on arcane magic in battle but still a pain in the butt....). </p><p></p><p>Other people have said it as well but:</p><p>Start cleric, stay cleric until 3 then shift to wizard. It's just a much better class at lower levels. When you shift to "unarmored combatant" mode you'll have cleric buffs, healing and hitpoints to help you survive those levels when you can only cast magic missile. Or you can use your arcane spells as longer term buffs and divinations initially and put on your armor when you head down to the dungeon.</p><p></p><p><strong>Stats:</strong> You have good stats. People who thing you need 18s to play a particular class need to get out of 2nd edition land. Focus on Int and Wis of course. Cha is good for extra turns, which might be useful if you have the right feats.</p><p></p><p><strong>Feats:</strong> Your turning attempts will be useless after the first few levels, but there are lots of feats out there that let you use your turns for other things. In particular think about divine vigor (from DotF). The speed boost and the hit point boost are pretty sweet. I think there are more divine feats in the S&S players guide too. There's one in R&R2 which lets you maximize your healing spells (as I recall) also very useful if you're giving up more powerful healing spells.</p><p></p><p>Other feats should all be magic related (because they apply to all your spells) and should be dictated by your world. If it's a low magic world think about item creation. High magic with lots of creatures with SR and NPCs with magic items might benefit from Spell Focus (a higher DC is still a higher DC) and Spell Penetration.</p><p></p><p>Especially since you're going to have more spells to prep going into combat Metamagic feats like extend spell might be good. If you'll be summoning then Augment Summoning might be a great idea. I wouldn't waste a feat on things like Improved Initiative, you'll get a much bigger payoff from magic item creation feats in the long run.</p><p></p><p><strong>Additional prestige classes</strong>-I- wouldn't aim for a prestige class that's going to start at 16th level when the game is just beginning. It's too far away and there is a reasonable likelihood you won't ever get there, because most games end at high levels. I recently worked a character up toward a prestige class (starting at 8th character level) only to have the game end at 7th. It can be frustrating forgoing better choices to get something you won't be able to enjoy. At the very least put off aquisition of feats until you absolutely have to take them.</p><p><em>Of course the Archmage is absurdly powerful, much better than it's divine counterpart so I can see the attraction</em></p></blockquote><p></p>
[QUOTE="Graf, post: 1127028, member: 3087"] Funny I'm just starting a Mystic Theurge myself. People choose cleric because druids mystic Theurges loose a lot more. Look at the cleric advancement table. After turn undead at 1st level they don't get anything else. Druids loose a lot of bad-ass shapechanging and other powers and have all those weapon and armor penalties. (Admittedly not such a big deal if you're planning on focusing on arcane magic in battle but still a pain in the butt....). Other people have said it as well but: Start cleric, stay cleric until 3 then shift to wizard. It's just a much better class at lower levels. When you shift to "unarmored combatant" mode you'll have cleric buffs, healing and hitpoints to help you survive those levels when you can only cast magic missile. Or you can use your arcane spells as longer term buffs and divinations initially and put on your armor when you head down to the dungeon. [b]Stats:[/b] You have good stats. People who thing you need 18s to play a particular class need to get out of 2nd edition land. Focus on Int and Wis of course. Cha is good for extra turns, which might be useful if you have the right feats. [b]Feats:[/b] Your turning attempts will be useless after the first few levels, but there are lots of feats out there that let you use your turns for other things. In particular think about divine vigor (from DotF). The speed boost and the hit point boost are pretty sweet. I think there are more divine feats in the S&S players guide too. There's one in R&R2 which lets you maximize your healing spells (as I recall) also very useful if you're giving up more powerful healing spells. Other feats should all be magic related (because they apply to all your spells) and should be dictated by your world. If it's a low magic world think about item creation. High magic with lots of creatures with SR and NPCs with magic items might benefit from Spell Focus (a higher DC is still a higher DC) and Spell Penetration. Especially since you're going to have more spells to prep going into combat Metamagic feats like extend spell might be good. If you'll be summoning then Augment Summoning might be a great idea. I wouldn't waste a feat on things like Improved Initiative, you'll get a much bigger payoff from magic item creation feats in the long run. [b]Additional prestige classes[/b]-I- wouldn't aim for a prestige class that's going to start at 16th level when the game is just beginning. It's too far away and there is a reasonable likelihood you won't ever get there, because most games end at high levels. I recently worked a character up toward a prestige class (starting at 8th character level) only to have the game end at 7th. It can be frustrating forgoing better choices to get something you won't be able to enjoy. At the very least put off aquisition of feats until you absolutely have to take them. [i]Of course the Archmage is absurdly powerful, much better than it's divine counterpart so I can see the attraction[/i] [/QUOTE]
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