jayaint
First Post
Okay, here's my crazy question.. I want to Flavor-fy the Mystic Theurge and see if I can make it have a little more swagger, tailor it a bit, and give it some personality. So here's my idea, and I would like some feedback before I dig into mechanics and numbers...
Take 1 part Geomancer (MotW splat)
Add 1 part Mytsic Theurge (3.5 DMG)
Shake well, Pour on Ice.
Oh, for real, you mean?
Use Geomancer prereqs.
Add a prereq of- Religion: Must be a cleric of a God of Arcane Magic.
Give the new PrC the Spell Versatility class ability from Geomancer. (as it stacks from 0-9)
Give BAB, saves and HD from MT.
Give MT "double spell progression" at each level.
(And here is where my feeble class-creating skills will be taxed) Make the Geomancer's "Drift" mechanic represent a caster who is trying to wield too much magical power, and as such, it begins to twist him in physical, mental, emotional, and game mechancal ways. I would imaigne that for *balance* the drift will have to tend to balance down, as opposed to balance up. Some ideas I had on this were, for instance:
(at the lowest order of Drift) Caster's body glows (strong aura) under any Detect Magic. (Even if no buffs, items, etc are present.)
(medium order of Drift) All spell effects of the caster turn invisible, however the caster's hands and eyes radiate as Daylight during any round that he/she casts.
(at the highest order of Drift) Radiate Wild Magic zone (10ft).
I would need help coming up with 5 levels of 10 options of Drift, but I would first like to see if you all think this class has a chance of working, being semi-balanced, or just being cool.
Please let me know, comments, questions, critiques. Thanks.
Take 1 part Geomancer (MotW splat)
Add 1 part Mytsic Theurge (3.5 DMG)
Shake well, Pour on Ice.
Oh, for real, you mean?
Use Geomancer prereqs.
Add a prereq of- Religion: Must be a cleric of a God of Arcane Magic.
Give the new PrC the Spell Versatility class ability from Geomancer. (as it stacks from 0-9)
Give BAB, saves and HD from MT.
Give MT "double spell progression" at each level.
(And here is where my feeble class-creating skills will be taxed) Make the Geomancer's "Drift" mechanic represent a caster who is trying to wield too much magical power, and as such, it begins to twist him in physical, mental, emotional, and game mechancal ways. I would imaigne that for *balance* the drift will have to tend to balance down, as opposed to balance up. Some ideas I had on this were, for instance:
(at the lowest order of Drift) Caster's body glows (strong aura) under any Detect Magic. (Even if no buffs, items, etc are present.)
(medium order of Drift) All spell effects of the caster turn invisible, however the caster's hands and eyes radiate as Daylight during any round that he/she casts.
(at the highest order of Drift) Radiate Wild Magic zone (10ft).
I would need help coming up with 5 levels of 10 options of Drift, but I would first like to see if you all think this class has a chance of working, being semi-balanced, or just being cool.
Please let me know, comments, questions, critiques. Thanks.